|
Post by Balon Blackbriar on Feb 11, 2020 8:07:25 GMT 1
For my sanity (if you don't care) I'm going to assign each wall a cardinal direction. The Castle Gate will be the South Side. [Phase 3] Pennytree, Round 8, Command Militia #2, TN10: 6d6k4 19, 2 DoS[Phase 3] Pennytree, Round 8, Militia #2, CYB: 4d6k3+1 10Militia #2: 5/10 -> 8/10 HP[Phase 3] Pennytree, Round 9, Command Militia #2, TN10: 6d6k4 16[Phase 3] Pennytree, Round 9, Militia #2, CYB: 4d6k3+1 14, 3 DoSMilitia #2: 10/10 HPThe breach in the wall was slowly widened and cleared of debris allowing the siege engine to enter the town. With the defenders sitting behind the walls of the holdfast Balon had complete control over the village and began to set his men into position. He had the numbers but assaulting a fortification was bloody work and he had no ranged element to counter Pennytree's archers. As if that isn't bad enough I can already smell the burning oil. Balon shuddered at the thought of being doused in oil. Would Laena still love him if he was covered in burn scars? "Dragons are fickle." he muttered to himself. Grapnels were being handed out to the units going up the walls. Open ground, then a steep slope. Burning oil or stones while they climb. With luck the defenders will be focusing on the siege engine and capped ram as it made it's way to the gate. The ram to bash the gate down, Redtusk and his fools to attack the defenders at the top. The Plan: If this doesn't jive with what you have in your head let me know and I'll adjust. South:Siege Engine (Inside) - Seasoned Freeriders w/ Redtusk - Standing Orders: Catch Your Breath every turn until in place to attack. Dismount Siege engine if it's in reasonable danger of being destroyed. *I know they might ignore that order but it seems they'd know certain death when they see it should it collapse with them still in it. Siege Engine (Pushing) - Militia #2 in Shield Wall & Hold the Line. *I assume they can be in a shield wall of some kind as they don't need all of the militia to push and the Siege engine doesn't violate the 'more than half movement speed' at 20 yds/turn to maintain shield wall. -Standing Orders: Move x 2 Capped Ram (Inside) - Militia #1 Capped Ram (Pushing) - Guards #1 in Shield Wall & Hold the Line - Standing Orders: Move x 2 By my math the village square (50 yds) and path (60 yds) means it'll take 6 rounds for the Siege Engine to make it and 4 rounds for the capped ram. 3 rounds for the capped ram *if* Shield Wall is not allowed. Guards #2 w/ Ladders, Shield Wall and Hold the Line - Standing Orders: Move x 2 until at wall, then scale. West:
Guard #3, Militia #3 in Shield Wall & Hold the Line - Standing Orders: Move x 2 until at wall, then scale. North:Guard #4 (w/ Balon attached), Militia #4 in Shield Wall & Hold the Line - Standing Orders: Move x 2 until at wall, then scale. East:Guard #5, Militia #5 in Shield Wall & Hold the Line - Standing Orders: Move x 2 until at wall, then scale. Reserve:3 Trained Free Riders, Militia #6 - Standing orders: Protect rear, then exploit destroyed castle gate. Guards will have 1st crack at scaling the walls UNLESS there is a limited number of oil attacks then militia might be the sacrificial goats. In shield wall formation Guards move at 15 yds per Lesser Action so 30 yds 1st turn, 27 yds 2nd turn (20 to get to base of steep slope, 7.5 for half movement of half movement i.e. shield wall and steep. Then 3 turns up the steep slope with turn 4 covering the last 7.5 yards then a lesser action to scale. Questions. Stones/rocks are Marksmanship attack at short range (20 yards?) and burning oil is only for units adjacent to wall or scaling it?
|
|
|
Post by Father on Feb 22, 2020 19:05:26 GMT 1
As written, the battlefield conditions would throw a wrench into that plan, quoting: -Ladders can only be used to scale the holdfast adjacent to the gate. -Only a single unit of attackers may scale or be on the holdfast walls at the same time as long as there are defenders on it.
The idea being that the Holdfast is too tall for ladders except at it's gate (which is a design feature meant to force the first over the wall scenario being plan A).
I also see a few contradictions in there, not too keen on a redesign though. We are exposing flaws with rocks and oil being hardly dangerous unless the archers are dropping them because they're keyed to marksmanship, shield wall and hold the line doesn't help.
The general design idea was that there would be a real risk of the ram getting ruined if dragged up the hill, whereas one could chose between going over the walls with the tower and have to carve a longer path to the gate, or brave the gauntlet with ladders for a shorter path.
|
|
|
Post by Balon Blackbriar on Feb 25, 2020 2:47:05 GMT 1
*It appears I didn't mention that the wall scaling units (North, East, and West) are using Grapnels since the Ladders can only be used by the gate. My mistake. *I understand that only one attacking unit can be on the wall at a time. Better to have some milling about and ready to scale in the event that an attacking unit is destroyed. *I have a ram and siege tower heading towards they gate because as the rules are written the siege engine can (and probably should) be targeted as it has a CD of 0. Even with 8 AR it'd probably be destroyed before it reaches the top. My thoughts (and I acknowledge this is all a WIP) is forcing the lone ranged unit to decide on what to focus on.
|
|
|
Post by Father on Feb 27, 2020 17:37:43 GMT 1
I don't think shield wall and hold the line should apply against oil/stones (which can hit anyone adjacent to the walls, so anyone climbing or being on the causeway), going grapnel route I'd say would require 2 total DoS on climbing as if the wall was of better quality given the earthworks there, and climbing by grapnel probably means no shield bonus. With ladders I can conceivably see people holding their shield up while climbing. Not so with grapnels. Otherwise not much of a threat with the 2D that puny infantry gets for attacking.
Going shield wall while pushing a siege engine would halve the speed it's moved.
Tower would then need 10 rounds (20 with shield wall pushing) within range of archers to get into attack position, although it's not specified where that one was placed, that Redtusk&co was on the gate, it would imply that the tower is on that side.
The first capped ram and M2 and G2 are presently inside archery range at the palisade gate, once the passage through the gate is sufficiently open, it can take the quick route across the square which will make it (and unit the pushing) risk attacks from stones and oil. That would take 4 rounds (or 7 in shield wall). Alternatively it can take a longer route, with 2 rounds outside stone/oil range and 3 inside, (4 and 5 in shield wall).
The other Capped ram would need 5 rounds within range of archers to get to the slope, then two rounds on the slope to get into position.
In both cases, a unit can clear the path for ram or siege engine by doing ordinary weapon attacks with same break TN. Currently there's a couple of units there taking archery fire.
Plan should specify where the reserve should be in relation to other things. Also inclined to say that that being mounted confers no bonuses against dismounted inside the holdfast.
Also, realistically, if units are both inside and outside the palisade, Balon shouldn't really be able to give new orders to the guys on the side he is not on, best treated as a general "you are supposed to do this" with any bonus from warfare DoS applying to the action type deemed most important to the task (say breaking down the gate), then units will have to figure out the round to round stuff on their own. Generally acting like the player would judge best fits the plan, but directed by the unit leaders (with lesser dice pools), or possibly Redtusk (him having a portrait means that he'll deviate from any plans if it suits his personality).
|
|
|
Post by Balon Blackbriar on Mar 1, 2020 8:36:05 GMT 1
*Throwing stones is Short Range (20 yds iirc) per the House Rule Warfare page. I'd think SW & HtL would apply to that but NOT Burning Oil. My understanding being burning oil is for units adjacent to a wall or units scaling the wall. I also agree that while scaling with grapnels SW wouldn't work. As for HtL it depends on how one views that abstraction. If soldiers are doing their best Texas two-step to avoid getting hit then maybe however if you're climbing a rope there is little to do other than climb. *As for requiring 2 DoS for grapnels I'm not terribly thrilled to have that change mid battle. One of the main reasons for utilizing the strategy was a TN15 was achievable. Walls being atop earthworks doesn't really make it *more* difficult to climb. Getting there in the 1st place is the problem. 2 DoS would mean a 20 or more on 5d6k4 + (warfare bonus from Balon's commands). They're already going to take 5 damage/ DoS that ignores AR. Tower would then need 10 rounds (20 with shield wall pushing) within range of archers to get into attack position, although it's not specified where that one was placed, that Redtusk&co was on the gate, it would imply that the tower is on that side. *How are you getting 10 rounds? 50 yards through town square is 2.5 turns. 60 yards up a slope is 4 turns. 20 yds per turn on flat surface. 15 yards (3/4 speed) up slope until it reaches the gate. What am I missing?The first capped ram and M2 and G2 are presently inside archery range at the palisade gate, once the passage through the gate is sufficiently open, it can take the quick route across the square which will make it (and unit the pushing) risk attacks from stones and oil. That would take 4 rounds (or 7 in shield wall). Alternatively it can take a longer route, with 2 rounds outside stone/oil range and 3 inside, (4 and 5 in shield wall). M2&G2 would take the short route while dropping SW and maintaining HtL once they got moving.The other Capped ram would need 5 rounds within range of archers to get to the slope, then two rounds on the slope to get into position. Understood.
Plan should specify where the reserve should be in relation to other things. Also inclined to say that that being mounted confers no bonuses against dismounted inside the holdfast. Reserve units within town and on south side to exploit a successful breach at gate. Agreed on bonus vs. dismounted. Also, realistically, if units are both inside and outside the palisade, Balon shouldn't really be able to give new orders to the guys on the side he is not on, best treated as a general "you are supposed to do this" with any bonus from warfare DoS applying to the action type deemed most important to the task (say breaking down the gate) Can't give new orders to opposite side of wall (South in this case). Should be able to give orders to adjacent (East & West). Perhaps at a +3 TN?
|
|
|
Post by Father on Mar 2, 2020 15:06:53 GMT 1
Tower is presumably outside archer range at the moment the gates got knocked down, so 200 yards, it doesn't have to roll across the square, just into the square. Hence 10 rounds at 20 yard speed.
No need for +3 TN, it's not exactly perfect squares.
|
|
|
Post by Balon Blackbriar on Mar 16, 2020 8:06:16 GMT 1
Sorry on the delay but what about the modified TN for scaling walls? That'll change my plans if that's the case.
|
|
|
Post by Father on Mar 16, 2020 12:59:56 GMT 1
Modified TN?
|
|
|
Post by Balon Blackbriar on Mar 16, 2020 18:47:47 GMT 1
Scale Walls TN 15.
You were considering making it 2 Dos required to successfully scale.
|
|
|
Post by Father on Mar 16, 2020 20:22:42 GMT 1
Yeah, but that can be 2x1DoS rolls.
|
|
|
Post by Balon Blackbriar on Mar 29, 2020 6:57:58 GMT 1
Base Unit Stats:
Morale Rolls- Green 3d6k2, Trained 4d6k3, Seasoned 5d6k3
Bracken Forces 3x Trained Freeriders (Command TN 9, CD: 9, AR: 4, HP: 10, To-Hit: 4d6k3, Damage: 4 w/ Mace) 5x Trained Guardsmen (Command TN 9, CD: 11, AR: 4, HP: 10, To-Hit: 4d6k3, Damage: 4 w/ Mace) 6x Trained Militia (Command TN 9, CD: 9, AR: 1, HP: 10, To-Hit: 4d6k3, Damage: 3 w/ Spear) Militia #2: +1 TN Seasoned Freeriders w/ Redtusk (Command TN 9, CD: 9, AR: 4, HP: 12, To-Hit: 5d6k3, Damage: 4 w/ Mace)
2 Capped Rams 1 Siege Tower Ladders Grapnels
Blackwood Forces Seasoned Freeriders (Command TN 9, CD: 9, AR: 4, HP: 12, To-Hit: 4d6k3, Damage: 4 w/ Mace) Seasoned Militia (Command TN 9, CD: 9, AR: 1, HP: 12, To-Hit: 4d6k3, Damage: 3 w/ Spear) Seasoned Archer Militia (Command TN 9, CD: 7, AR: 1, HP: 9, To-Hit: 4d6k3, Damage: 3 w/ Hunting Bow) 2x Green Peasant Levies (Command TN 10, CD: 6, AR: 0, HP: 6, To-Hit: 2d6, Damage: 4 w/ Peasant Tool) The Plan: With restrictions on issuing orders to units on opposite side of castle wall Balon has moved from North to East, attached to Guard #5. I believe this allows him to issue orders to North, East, and South, but not West. South:Siege Engine (Inside) - Seasoned Freeriders w/ Redtusk - Standing Orders: Catch Your Breath every turn until in place to attack. Dismount Siege engine if it's in reasonable danger of being destroyed. (I know they might ignore that order but it seems they'd know certain death when they see it should it collapse with them still in it.) Siege Engine (Pushing) - Militia #2 in Shield Wall & Hold the Line. -Standing Orders: Move Siege Engine into position Capped Ram (Inside) - Militia #1 Capped Ram (Pushing) - Guards #1 in Shield Wall & Hold the Line - Standing Orders: Move Ram into position, then destroy gate. Will take the longer route.Guards #2 w/ Ladders, Shield Wall and Hold the Line - Standing Orders: Move until at wall, then scale. West:
Guard #3, Militia #3 in Shield Wall & Hold the Line - Standing Orders: Move until at wall, then scale. North:Guard #4, Militia #4 in Shield Wall & Hold the Line - Standing Orders: Move until at wall, then scale. East:Guard #5 (w/ Balon attached), Militia #5 in Shield Wall & Hold the Line - Standing Orders: Move x 2 until at wall, then scale. Reserve:3 Trained Free Riders, Militia #6 - Standing orders: Protect rear, then exploit destroyed castle gate. -The second capped ram will be operated by two Militia units if 1st ram is destroyed. [Phase 3] Pennytree, Order Guards 3-5 / Militia 3-5, Scale Wall, Warfare (Command) TN9: 6#6d6k4 20 22 20 19 19 18Guards: +2 each Militia: +2, +2, +1 [Phase 3] Pennytree, Guards 3-5, Scale Wall, Athletics (Climb) TN15: 3#5d6k4+2 17, 1 DoS 17, 1 DoS 22, 2 DoSGuards 3 & 4 make it halfway, Guards 5 makes it all the way up. I held off on rolling for the capped ram / siege tower to see if enough damage is done to them prior to reaching their destination.
|
|
|
Post by Father on Mar 29, 2020 17:05:48 GMT 1
The distinction is more outside of Pennytree's walls and inside. Balon should still manage to give starting orders to all units, but if he's outside the palisade, then the units inside will have to figure out what to do in face of the unexpected and vice versa.
|
|
|
Post by Balon Blackbriar on Apr 1, 2020 7:19:21 GMT 1
[Phase 3] Pennytree, Redtusk Freeriders, M2, M1, G1, G2, FR x3, M6, Warfare (Command) TN9: 9#6d6k4 17 21 17 19 19 20 17 20 13 (M2 TN is 10, still 3 DoS) Orders
Redtusk's Freeriders: +1 To first attack roll. Militia 2 (the siege engine pushers): +2 to Reform roll if routed. Militia 1: +1 to 1st Smash roll for gate. Guard 1: +2 to Reform roll if routed. Guard 2: +2 to 1st Scale wall roll. Freeriders: +2, +1, +2 to 1st Move/Attack roll. Militia 6: +0 to 1st Move/Attack roll. In addition to the rolls/orders here: greatbastards.boards.net/post/31523As I understand it my rolls are to assist in the orders mentioned above. Unit formation (Hold the Line, Shield Wall, etc) should already be noted. The general idea is everyone is trading speed for protection. Question: When Balon reached the top of the wall can he issue orders to everyone (notable exception being any unit on opposite side of castle wall that hasn't successfully scaled/reached top).
|
|
|
Post by Father on Apr 1, 2020 19:24:59 GMT 1
So Timeline: Turn 1: Siege Tower enters range. Turn 21: Siege Tower is at walls and Redtusk&co can storm across.
Presently the following units are at the palisade gate. G2. Presumably clears the gate on turn 7 so that equipment can go through. Militia #2: 5/10 HP, +1 command TN, with ram. Reformed on turn 7. Archers haven't attacked on turn 7.
Options: 1: G2 and M2 retreats and does reforming as needed (taking attacks in turn 7 and 8, more if they want to do hold the line probably), may need orders on whether to stop to reform if disorganized, or just risk getting them routed and try and reform them out of range (if possible). Might make that ram vulnerable to attack. 2: G2/M2 retreats with the ram before the great reorganizing. 3: G2 and M2 takes the ram to the gates, leaving FR3 to push the tower.
Reserve has 1 militia, 2 militia to man the secondary ram should the first be destroyed implies that one of the militias assigned to other tasks in the south would have to run and get it.
Units tapped to scale the walls should be able to sprint around to reach the walls in the 20 turns it takes the tower to get there if everything goes at once, if G2/M2 retreats for a reorganization, they can get to the wall at whichever turn one desires.
|
|
|
Post by Balon Blackbriar on Apr 2, 2020 23:01:26 GMT 1
For Militia 2 once the palisade gate is down they'd back up behind the palisade wall to CYB to full before starting the push forward (that's what these rolls were for: greatbastards.boards.net/post/30992)Once M2 was full HP everyone would start the attack. To answer some questions. 1) M2 and G1 are the pushers for the tower and capped ram. I have orders issued for their 1st routed roll and will reissue if Balon has line of sight. Both pushing units will have shield wall & hold the line with the understanding they're trading speed for defense. 2) While doing the math should be unnecessary the goal is to have them all (excluding FR/reserves) hit the target at once. 3) Technically Guards 2 has ladders but they could instead trudge behind the Pushers to replace one if routed or worse. Siege tower having the priority.
|
|