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Post by Mikel of Harroway on Jan 30, 2020 5:49:20 GMT 1
[P3a1 Scorched Earth] Rd 1 Combat Commands- 1-5 FR, 6-10 Sc. (Mikel attached to #1): 10#5d6k4 20 16 20 14 9 14 12 14 14 15[P3a1 Scorched Earth] Rd 1 Combat Commands- +1D for unit Mikel is attached to: 1d6 4Totals: FR1+4,FR2+2,FR3+3,FR4+2,FR5+1,Sc1+2,Sc2+1,Sc3+2,Sc4+2,Sc5+2FR1+3,FR2+1,FR3+2,FR4+1,FR5+0,Sc1+1,Sc2+0,Sc3+1,Sc4+1,Sc5+1 [P3a1 Scorched Earth] Rd 1 Combat Actions - FR1 Attacking left wing's flank (Mikel attached) TN 13 (I think): 6d6k4+3 21 = 2 DoS = 16 - 4 AR = 12 damage*Forgot -1D for charge so rerolling:[P3a1 Scorched Earth] Rd 1 Combat Actions - FR1 Attacking left wing's flank (Mikel attached) TN 13 (I think): 5d6k3 15+3=18=2 DoS =16 dmg - 4 AR = 12 dmg *Forgot to label charge "Charge" and am willing to re-roll if requested, but will not just now since I changed the Dice rolled to reflect a charge. [P3a1 Scorched Earth] Rd 1 Combat Actions FR#2 (left most unit direct attack), FR#4 (right most unit direct attack), FR#5(right most unit flank) **Move/Attack using maces**: 3#5d6k3 11 13 8
FR#2 - 11+1=12= Failure FR#4 - 13+1=14= 1 DoS = 6 dmg - 4 AR = 2 dmg FR#5 - 8+0=8= Failure Leftmost enemy unit total damage is 12 Rightmost enemy unit total damage is 2 FR#3: Counterattack - Any unit which has not been attacked but attacks a friendly unit Sc#'s 1, 2, 3: Counterattack - Any unit which has not been attacked but attacks a friendly unit Sc#'s 4, 5: Sprinting around and behind enemy shield wall Once they light the edge of the village the scouts continued with their horns and warnings and ventured in further, cautiously, to spread the blaze. After the warnings and flames seemed sufficient they rode back out behind the freeriders. They then repeated their earlier maneuver, some covering and some moving backwards, until they had left sufficient space for the enemy units to come out and form in front of them. And sufficient space to maneuver around and behind them. The unit leaders were summoned again and plans finalized when the enemy materialized and formed up. At one long blast on the horn from Harold, who'd been practicing since they learned Mikel had the mission, his men set into motion. He didn't like the separation between his units. He didn't like that the men he was fighting were trained. But he loved that he was here, and that it felt like this was what he was meant to do with his life. [OOC: Looks like I mixed up how 'bonuses' I was to give out, correcting)
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Post by Father on Jan 31, 2020 16:22:34 GMT 1
-The first dice string rolled is always used (modify afterwards as needed to get it right). -Generally best to make one post outlining which orders to give (try not to edit that one after dice has been rolled) or list orders in the dice descriptions. -There is no +1D from Mikel being attached, that's old book rules. I am therefore taking the liberty of changing from charge to move+attack as that's a better option. Let's see what they can do: Guardsmen are labelled 1 to 5, (1 is the one to the left Mikel attacked, then goes rightwards, Arthur is on #3). Everyone does counterattack 1->5: 2#3d6 15 4 4d6 14 2#3d6 10 10+1 to #1 and #3, critfail on #2. Guardsmen #2 are disorganized, but unit leader can act as he pleases: Reform, Attack (if possible): 4d6 8Nothing in the rules says a unit can't be re-ordered: 5#3d6 10 8 8 14 8Unit 2 does morale: 2#4d6k2 12 8Arthur has 4 actions left, unit 2 now at +1 TN for orders, reforms+attacks. So how this plays out: Guards 1: Counterattacks FR1 Guards 2: Attacks FR2 ->FR3 attacks G2 ->G3 counterattacks FR3 ->SC1 attacks G3 G4 countertattacks FR4 ->SC2 attacks G4 G5 counterattacks FR5 SC3->5: Can't move behind the line, so fires arrows at G3->5 instead. Can't deal damage, though. Counterattacks from G1, 3, 4 and 5: 2#4d6k3+1 17 9 2#4d6k3 14 11FR1: 6/10 FR4: 6/10 FR1: Axing a +1D: 1d6 1 So that means a result of 16 for 6-4=2. G1: 8/10 G5: 8/10 G2 attacks: 4d6k3 12 No damage. S1&2: 5d6k3+1 14 5d6k3 16 No damage. Then character scales: Arthur 4x aim+attack vs scouts: 4#7d6k4+1 21 16 18 203 men defeated, squad being 1/5 of a unit, so scaled up, this means S3 takes 15 damage. 4x scout replies: 4#4d6k3 14 11 8 13 No damage. Blackwood Status: FR1: 6/10 FR4: 6/10 SC1: -5/10, Disorganized. Bracken Status: G1: 8/10 G2: +1 TN for orders G5: 8/10 If left without orders, organized units should be expected to do aim+attack (with no command bonus) against their existing targets.
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Post by Mikel of Harroway on Jan 31, 2020 21:42:18 GMT 1
Questions:
1)For knowledge moving forward; if I wanted my FR#3 and Scouts#1-3 to Counter Attack Using a wedge, is that possible and I assume it should be addressed when I say they are counter attacking, correct?
2)For knowledge moving forward; if units are in a shieldwall and are attacked from a different direction then they are moving, does their shieldwall benefit still stand for that attack?
3)Now that all enemy units are actively engaged, are they no longer in a shield wall?
4)If one of my units currently engaged, on this turn, decides to move/attack, does his enemy he is currently fighting have an attack of opportunity (those don't exist in this system do they?) or any benefit to attacking him as he moves away/is facing another direction?
5)Do I need to roll my FR#3 attack/damage?
6)Finally, what is character scales?
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Post by Father on Jan 31, 2020 22:59:53 GMT 1
1. They'd have to be ordered up in wedge formation first, the +1D might have changed the calculus on charge not charge. 2. Yes, +2 against everything. 3. Shield wall formation holds as long as they don't try to move too fast. 4. They still have a chance to attack the retreating unit normally. 5. I missed rolling for that, so yeah. 6. Character scale is when named characters takes combat actions.
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Post by Mikel of Harroway on Feb 1, 2020 0:59:55 GMT 1
1)FR#3 attacked as G2 moved, which is when it became organized. Would they have struck before it reformed? 2)Can I use 'break' to break a shieldwall- if so what would the TN be? 3)Character scales would mean, in Mikel's case, issuing orders and not making an attack, correct? 4)Units switching weapons take a lesser action? (i.e. lances to maces)
Thanks! Figuring out the next attack.
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Post by Father on Feb 1, 2020 15:17:52 GMT 1
1. G2 Reformed->Attacked FR2, it really makes no difference, but since FR3 where given the order to attack something if something attacked something else, it would be triggered by G2's attack thus happening after. 2. No such action exists. 3. Issuing orders or attacking individual members of a unit. 4. On the battlefield, units in practice get to shift weapons around for free, since a lesser action for a unit is 5 combat turns for a character, although reasonable limitations such as lances being thrown away if they switch to sidearms probably applies.
Freerider charge against shieldwall with spears is probably no improvement over mace vs mace.
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Post by Mikel of Harroway on Feb 5, 2020 8:41:13 GMT 1
[P3a1 Scorched Earth] Rd 1 Combat Actions - FR3 'Counter Attacking' (Move/Attack w/ maces)G2: 5d6k3 12[P3a1 Scorched Earth] Rd 2 - Commands - 1-5 FR, 6-10 Sc - Mikel attached to #1: 10#5d6k4 13 15 14 12 19 19 12 13 13 19Orders: FR1 (+0) - No orders; Aim/Attack G1 FR2 (+1) - No orders; Aim/Attack G1 FR3 (+1) - No orders; Aim/Attack G2 FR4 (+0) - No orders; Aim/Attack G5 FR5 (+2) - No Orders; Aim/Attack G5 Sc1 (+2) - Reform, Move (Back to their starting location) Sc2 (+0) - Withdraw (Back to their starting location) Sc3 (+0) - Standard Attack, Reform (Wedge) Sc4 (+0)- Standard Attack, Reform (Wedge) Sc5 (+2) - Standard Attack, Reform (Wedge) [P3a1 Scorched Earth] Rd 2 Combat Actions - FR1-FR5: 5#6d6k3 15 13 9 16 14*All 1 DoS except for 1 failure, 4 dmg, -4 AR, =0 dmg Character Scale: Mikel will make five attacks in lieu of five of his ten orders: [P3a1 Scorched Earth] Rd 2 Combat Actions - Mikel attacks G1 (mounted, aim, talented, superior BS): 5#9d6k5+2 28 21 25 25 28[P3a1 Scorched Earth] Rd 2 Combat Actions - Mikel attacks G1 (mounted, aim, talented, superior BS) - Talented reroll on '21' v TN 3: 1d6 1*No change *28 and 28 are 4 DoS - x6=24 dmg-4ar=20 dmg *25 and 25 are 3 DoS - x6=18 dmg-4ar=14 dmg *21 is 2 DoS - x6=12 dmg-4ar=8 dmg*Does that mean four defeated x 5 = 20 damage to unit? *I was about to explain the below and ask if they should be included but think I figured it out. Each commander has 10 attacks, Arthur made his four or five attacks because his five units were already spent and he had the five turns left, correct?* [P3a1 Scorched Earth] Rd 1 Combat Actions - Mikel charges G1 (mounted, aim, talented, superior BS): 8d6k4 19 [P3a1 Scorched Earth] Rd 1 Combat Actions - Mikel charges G1 (mounted, aim, talented, superior BS): 4#9d6k5 24 29 20 25*Forgot to +2 on last rolls link, its ok.FR1 (6/10) FR4(6/10) Sc1 (5/10, +1 TN) [OOC: A little embarrassed, took my mind off this for three days and I forgot my units need to move/attack to be effective, until just after my rolls . I'll narrative after I get some sleep) Break (lesser) As the combat action, generally applied to destroy gates with a ram.-That was what my last question was in reference to, its in the warfare thread under unit actions. Specifically my question is if units can 'break' shieldwalls?
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Post by Father on Feb 7, 2020 14:47:10 GMT 1
Hmm, going army-of-me sort of messes up the difficulty ratio. Will have to review that part. Correction on FR-attacks, getting mounted bonuses gives them +2 damage, so a little bit goes through. Let's see, aim+attacks: G1->G5 attacks F# of same number. G1->5 Aim+Attack: 5d6k3+1 15 5d6k3 14 5d6k3+1 12 2#5d6k3 13 134 damage to FR 1 and 2 Morale for scouts: 4d6k2+2 13 Scouts are okay. Rest withdraws. Aim+Attack, first FR#3, then SC1 to avoid overkill: 10#7d6k4+1 19 20 14 15 20 17 19 19 22 216 FR down. 2 scouts down. Retaliations against Arthur 8FR,2SC: 10#5d6k3 13 14 7 15 9 13 17 13 11 11Blackwood Status: FR1: 2/10 FR2: 6/10 FR3: Destroyed. FR4: 6/10 SC1: -10/10, Routed, +1 TN for orders. Bracken Status: G1: -16/10, routed. G2: +1 TN for orders G5: 4/10 Arthur of Widow's Wash: 7/9
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Post by Mikel of Harroway on Feb 8, 2020 6:19:22 GMT 1
Blackwood Status:FR1: 2/10 FR2: 6/10 FR3: Destroyed. FR4: 6/10 SC1: -10/10, Routed, +1 TN for orders. (Command TN now 11) [P3a1 Scorched Earth] Rd 3 Command Rolls - 1-5 FR 6-10 Sc: 10#5d6k4 17 18 12 18 9 17 16 17 12 15Orders: FR1 (+) - No Orders; Aim/Attack G1 FR2 (+) - No Orders; Aim/Attack G1 FR3 DESTROYED FR4 (+) - No Orders; Aim/Attack G5 FR5 (+) - No Orders; Aim/Attack G5 Sc1 (+1) - Reform x 2 (LA) Sc2 (+1) - Reform into Wedge Sc3 (+) - Wedge into G2 (Which is attacking FR2) Sc4 (+)- Wedge into G4 (Which is attacking FR4) Sc5 (+) - No Orders (Formed in Wedge awaiting orders @ 'start' pos) [P3a1 Scorched Earth] Rd 3 - Free Riders Aim/Attack, sequentially: 4#6d6k3 13 9 16 1313= 1 DoS for 6 damage - 4 AR = 2 damage to G1 9= Fail 16=1 DoS for 6 damage - 4 AR = 2 damage to G5 13=1 DoS for 6 damage - 4 AR = 2 damage to G5 [P3a1 Scorched Earth] Rd 3 Combat Actions - Sc. 3 Wedge v. G2, Sc. 4 Wedge v. G4: 2#5d6k3 6 156=Fail 15= 1 DoS for 7 damage - 4 AR = 3 Character Scale: 1 aim/attack v. G1 1 Turn to Sprint to a position which he can attack Arthur from. (I estimated distance/speed based on unit locations, FR1 is NOT coming with Mikel) 1 aim/attack v. Arthur 1 aim/attack v. Arthur or G3 if Arthur is dead [P3a1 Scorched Earth] Rd 3 Michael - Aim/Attack v. G1, Aim/Attack v. Arthur, Aim/Attack v. Arthur or G3 if Arthur is dead: 3#9d6k5+2 23 22 25
23= 3 DoS v. G1 (individ.) for 18 damage - 4 AR = 14 damage/defeated 22= 2 DoS v. Arthur for 12 damage - 4 AR = 8 damage/defeated 25= 3 DoS v. G3 (individ.) for 18 damage - 4 AR = 14 damage/defeated Continued Character Scale: Realized I had two unused turns, which I labelled in my rolls. Two more attacks on G3: [P3a1 Scorched Earth] Rd 3 Michael (Realized I have two unused attacks so...))- Aim/Attack v. G3x2: 2#9d6k5+2 31 2531=4 DoS for 24 damage (individ.) - 4 AR = 20 damage/defeated 25=3 DoS for 18 damage (individ.) - 4 AR = 14 damage/defeated [OOC: Will catch up on narration when able. Thanks for the mounted damage clarification, I had it in my head the horse had to be in motion to receive it. And I can definitely see your point on the over-power. Pre-Narration summary; Mikel saw Arthur smash two of his units and knew he had to take him out.]
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Post by Father on Feb 8, 2020 21:32:37 GMT 1
G1: Reform (until success): 10#4d6k3 6 10 17 12 15 6 18 9 8 153 turns on commands. Reform,Reform!: 2#4d6k2+1 12 6Success, fail. G2->G5 aim+attack FR of same #2: 5d6k3 11 5d6k3+1 12 2#5d6k3 12 15Should be 4 damage to FR 5 Scouts reforming: 2#4d6k2+1 13 10Done and done. Mikel's actions: 4 orders. 1 Attack vs G1 Sprint 4 attacks vs Arthur/G3 Arthur gets: 3 orders. 2 attacks vs scout 2 2 attacks vs Mikel before he goes down. Arthur's last stand, reckless on final one: 3#7d6k4+1 22 16 19 8d6k5-1 192 scouts down, Mikel not even scratched. Morale for loss of commander G1->G5: 4d6k2 10 4d6k3 15 4d6k2 11 4d6k3 12 4d6k2 11Huh, not bad, only G3 fails because Arthur was attached to them making it +3 TN. Blackwood Status. FR1: 2/10 FR2: 6/10 FR3: Destroyed. FR4: 6/10 FR5: 6/10 SC1: 5/10, +2 TN for orders. SC2: 0/10, disorganized, +1 TN for orders. Bracken Status: G1: -12/10, routed, +1 TN for orders. G2: +1 TN for orders G3: 0/10, routed, +1 TN for orders. G4: 7/10 G5: 0/10, disorganized, +1 TN for orders. Arthur of Widow's Wash: Defeated Pretty much on the breaking point now.
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Post by Mikel of Harroway on Feb 9, 2020 7:33:46 GMT 1
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Post by Father on Feb 9, 2020 14:31:59 GMT 1
Reform: 2#4d6k2+1 13 11Scouts reforms just fine. G1: Reform#2, G2: Attack, G3:Reform, G4 Attack, G5: Reform, Attack: 5#4d6 10 14 15 13 19+0, +0, +0, +0, +1 G1 Reform: 2#4d6k2 4 12Failure, success. G2 vs SC3: 5d6k3 15G3 Reform: 2#4d6k2 9 10Success, Success. G4 attack SC4: 5d6k3 14Reform, Reform/Attack FR4: 2#4d6k2+1 11 6 4d6k3+1 12Success, no damage. Blackwood Status. FR1: 2/10 FR2: 6/10 FR3: Destroyed. FR4: 6/10 FR5: 6/10 SC1: 5/10, +2 TN for orders. SC2: 5/10, +1 TN for orders. SC3: 5/10 SC4: 5/10 Bracken Status: G1: -9/10, disorganized, +1 TN for orders. G2: -5/10, disorganized, +1 TN for orders G3: Destroyed G4: 7/10 G5: -5/10, disorganized +2 TN for orders. Arthur of Widow's Wash: Defeated
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Post by Mikel of Harroway on Feb 10, 2020 8:14:40 GMT 1
*More internet issues, using mobile* Command rolls: [P3a1 Scorched Earth] Rd 5 Commands 1-5 FR 6-10 Sc: 10#5d6k4 6 15 17 20 18 12 11 11 19 15Orders: FR 1 and 2 no order aim/attack G1 FR 4 and 5 no order aim/attack G2 Sc1 and Sc 2 no orders, standing by Sc.3 no orders aim/attack G2 Sc.4 Withdraw from G4 to 'start zone' Sc.5 Wedge (charge) G4 Combat Rolls: P3a1 Scorched Earth/ Round Rd FR 1,2,4,5 aim/attack: 4#6d6k3 15 11 16 13P3a1 Scorched Earth/ Round 5 Sc. Aim/Attack: 6d6k3 13P3a1 Scorched Earth/ Round 5 Sc5 wedge/charge: 5d6k3 16Character Scales: P3a1 Scorched Earth/ Round 5 Mikel, 5 aim/attack v G2, 1 aim/attack v G1 (will roll a move attack next): 6#9d6k5+2 23 30 25 27 24 31P3a1 Scorched Earth/ Round 5 Mikel move/attack to G1: 8d6k5 27*Again, on mobile, so breaking things down as I have been will be difficult. My third command roll should be struck, and I noticed my first is a 6, as the unit is on "no orders" does that matter? Also I know I keep missing a roll for my scouts. Thats a morale roll right - when do I male it?*
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Post by Father on Feb 10, 2020 18:41:38 GMT 1
G1,2,5: Reform/Attack, G4 Attack. 4/5 same orders as before. G1,2 Reform, Attack: 2#4d6 20 16G1,2,5 Reforms: 2#4d6k2+2 9 13 2#4d6k2+1 9 12 2#4d6k2+1 10 6All manage on first go. G1->FR1, G2->SC3,G4->FR4,G5->FR5: 2#5d6k3+1 17 14 5d6k3 16 5d6k3+1 14Blackwood Status. FR1: -2/10, disorganized, +1 TN for orders. FR2: 6/10 FR3: Destroyed. FR4: 2/10 FR5: 2/10 SC1: 5/10, +2 TN for orders. SC2: 5/10, +1 TN for orders. SC3: 0/10, disorganized, +1 TN for orders. SC4: 5/10 Bracken Status: G1: -4/10, disorganized +3 TN for orders. G2: 5/10, +2 TN for orders G3: Destroyed G4: 5/10 G5: 1/10, +3 TN for orders. Arthur of Widow's Wash: Defeated
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Post by Mikel of Harroway on Feb 10, 2020 19:22:34 GMT 1
Blackwood Status. FR1: -2/10, disorganized, +1 TN for orders. FR2: 6/10 FR3: Destroyed. FR4: 2/10 FR5: 2/10 SC1: 5/10, +2 TN for orders. SC2: 5/10, +1 TN for orders. SC3: 0/10, disorganized, +1 TN for orders. SC4: 5/10 Bracken Status: G1: -4/10, disorganized +3 TN for orders. G2: 5/10, +2 TN for orders G3: Destroyed G4: 5/10 G5: 1/10, +3 TN for orders. Arthur of Widow's Wash: Defeated Command Rolls P3a1 Scorched Earth/ Round Rd 6 Command (only for units with orders; FR1, Sc3-both reform): 2#5d6k4 15 20FR1 (+) - Reform FR2 (+) - No Orders; Aim/Attack G1 FR3 DESTROYED FR4 (+) - No Orders; Aim/Attack G5 FR5 (+) - No Orders; Aim/Attack G5 Sc1 (+) - No Orders standing by in wedge Sc2 (+1) - No Orders standing by in wedge Sc3 (+) - Reform Sc4 (+)- No orders, standing by in wedge Sc5 (+) - No orders, aim/attack G4 Combat Rolls P3a1 Scorched Earth/ Round Rd 6. No Orders - Aim/Attack for FR2, FR4, FR5, Sc5: 4#6d6k3 14 15 14 151 DoS against G1 for 2 dmg 1 DoS against G5 for 2 dmg 1 DoS against G5 for 2 dmg 1 DoS against G4 for 1 dmg Character Scales P3a1 Scorched Earth/ Round Rd 6 - Aim/Attack G1x6: 6#9d6k5+2 22 26 27 22 28 28
Not labeled right. P3a1 Scorched Earth/ Round Rd 6 Mikel Aim/Attack G1x6: 6#9d6k5+2 27 27 22 29 23 27
6 defeated from G1 P3a1 Scorched Earth/ Round Rd 6 Mikel Move/Attack G2: 8d6k5 21
Forgot +2 P3a1 Scorched Earth/ Round Rd 6 Mikel Move/Attack G2: 8d6k5+2 29
1 defeated from G2 P3a1 Scorched Earth/ Round Rd 6 Mikel Aim/Attack v G2: 9d6k5+2 231 defeated from G2
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