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Post by Balon Blackbriar on Apr 24, 2020 23:41:41 GMT 1
I don't see a scenario where Balon doesn't try to get his Freeriders onto the wall. He won't leave Redtusk alone even if the mad lad is more than capable of taking care of himself. [Phase 3] Battle of Pennytree, Round 4, Order R.FR Push!, Warfare (Command) TN9: 6d6k4 22, 3 DoS, +2[Phase 3] Battle of Pennytree, Round 4, Order R.FR Push!, Athletics (Strength) TN13: 4d6k3+2 14, Success.Balon bellowed, "Heave-ho you bastards unless you want to burn to death!" He screamed orders at the freeriders to get out of the tower and onto the walls. "Don't let Redtusk steal all your glory!" Balon paced back and forth with his soldiers. Soon the gate would be open and then the defenders would be destroyed in short order.
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Post by Father on Apr 25, 2020 15:48:25 GMT 1
On the walls, Ser Robyn directs his archers to stop Redtusk, or at least how the man himself would later claim with tankard in hand, making a smug remark about how they failed. Jumping out of a burning siege tower, fight his way through a mass of men, lifting the beam off the gate singlehandedly, well he used two hands, actually, while a hundred arrows clattered all around him, some finding gaps in his armor, a fine tale, suitable to one-up anyone....and of course, Redtusk being Redtusk, he probably already had practiced what to say when he had taken the gates. "If it pleases my ladies to take their seats!" He bellows. "We are now ready to serve the main course!"
So summary: -Gates are opened. -Should be 60 yards (sloping upwards so 3/4 speed) to cover, can't charge, will give defenders higher ground (and can presume they'll be on hand to greet you at the door). -Archers are likely going to man the murder holes above the gates, at least that's what Balon would be doing. -I think we'll have to put a ban on further hero action given how that turns out with changes to morale (Ser Robyn being an exception to make up for the damage Redtusk did, and also because AR 7 can't be touched otherwise). Hmm, so he'll let his troops do as they pleases (CyB). Archers shoot Redtusk: 4d6k3 13Mostly means they'll forego their turn to give Redtusk even more to worry about. Burning: 2d3-2 3 Tower burns up. Militia reform: 5d6k2 11Militia, FR's CyB: 2#5d6k3 15 14Attacks on Robyn: 9#6d6k3 14 14 15 13 17 15 13 18 13CD 10, AR 7, Health 12 8 damage, so 2 CyB. 2xCyB, 7 attacks: 2#4d6 15 15 7#6d6k4 19 12 15 18 18 12 8Dead-0-3-11-Dead-0-0 Methinks Redtusk can't use his shield lifting that beam. Spears against Redtusk: 10#9d6k6 25 29 31 36 31 32 27 25 28 25Arrows vs Redtusk: 10d6k6 30Arrows vs Redtusk: 9#10d6k6 29 30 34 27 35 34 25 30 210-1-0-1-0-1-0-0-0-0 5-5-1-5-1-5-5-0-1-0 2x Pushes: 2#6d6k4 17 22Gate opened, turn 3: pick up shield. Turn 4: And onwards: CyB. CyB+2x fatigue for extra CyB: 6d6k4-1 14 6d6k4-2 19R5,6: 2#6d6k4-2 19 18R7,8,9,10: 4#6d6k4-2 19 15 14 16Brackens: Freeriders: 5/12 Redtusk: 11/12, 3 injury, 3 fatigue (tough), At the gate. Tower: Destroyed. Blackwoods: Freeriders: 2/12 (Recovered from disorganized). Militia: 3/12, (Recovered from disorganized). Robyn Rivers: 7/12
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Post by Balon Blackbriar on Apr 27, 2020 7:26:14 GMT 1
Bracken Seasoned Freeriders w/ Upgrades updated info. 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) FR1: 10/10 FR2: 10/10 FR3: 10/10 5x Trained Guardsmen (Command TN 9, CD: 11, AR: 4, HP: 10, To-Hit: 4d6k3, Damage: 4 w/ Mace) G1: 10/10 G2: 10/10 G3: 10/10 G4: 10/10 G5: 10/10 6x Trained Militia (Command TN 9, CD: 9, AR: 1, HP: 10, To-Hit: 4d6k3, Damage: 3 w/ Spear) M1: 10/10 M2: 10/10, +1 TN M3: 10/10 M4: 10/10 M5: 10/10 M6: 10/10 Seasoned Freeriders w/ Redtusk, w/ Upgrades (Command TN 9, CD: 8, AR: 7, HP: 12, To-Hit: 5d6k3, Damage: 4 w/ Sword) R.FR1: 5/12
1 Siege Tower: 0/20, Destroyed
Blackwood Forces Seasoned Freeriders (Command TN 9, CD: 9, AR: 4, HP: 12, To-Hit: 4d6k3, Damage: 4 w/ Mace) FR1: 2/12 Seasoned Militia (Command TN 9, CD: 9, AR: 1, HP: 12, To-Hit: 4d6k3, Damage: 3 w/ Spear) M1: 3/12 -> -4/12 Seasoned Archer Militia (Command TN 9, CD: 7, AR: 1, HP: 9, To-Hit: 4d6k3, Damage: 3 w/ Hunting Bow) AM: 9/9 2x Green Peasant Levies (Command TN 10, CD: 6, AR: 0, HP: 6, To-Hit: 2d6, Damage: 4 w/ Peasant Tool) PL1: 6/6 PL2: 6/6 [Phase 3] Battle of Pennytree, Round 5, Order R.FR Attack, Warfare (Command) TN9: 6d6k4 13, 1 DoS[Phase 3] Battle of Pennytree, Round 5, R.FR Aim + Attack: 6d6k3 14, 2 DoS, 4x2 - 1 = 7 Damage to M1 putting them at -4/12
1) I presume burning oil & stones can be used at the murder holes? 2) What is the verdict on Shield Wall vs. Stones and/or Oil? 3) Once in the gates can the Bracken guards push out of the murder hole/kill zone using an Athletics (Strength) similar to the Freeriders pushing out of the Siege Tower? Depending on your answer Bracken G1 will Sprint up the slope and into the gate with the other guards in tow.
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Post by Father on Apr 27, 2020 16:59:50 GMT 1
1. Yes. 2. Applies, but they can't sprint in shieldwall, and their movement is down to effectively 0.375 of normal up the slope without breaking, so guards would need 6 lesser actions to make it to the gate that way. 3. No.
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Post by Balon Blackbriar on Apr 27, 2020 18:24:16 GMT 1
I need 3 rounds (6 Lessers) no matter how I cut it. GA - Sprint, GA - Reform Shield Wall, 2 LA - Move/Attack. Or 5 LA Move in Shield Wall, 1 Attack.
1) How do/can my Seasoned Freeriders get to the Archer Militia?
2) If A Push test is a no-go how about a Trample? Seems possible as written. Just need to get my FR up there.
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Post by Father on Apr 27, 2020 18:30:13 GMT 1
-If you order a sprint, they'll sprint all the way to the gate (and through the gate if not blocked), clever tactics to abuse certain mechanics tends not to work with these people not being automatons. -They'll have to rout anything in their way. -No trample, will have to take the castle dismounted.
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Post by Balon Blackbriar on Apr 27, 2020 19:02:26 GMT 1
I agree they're not automatons but they're also not stupid and Balon is attached to them barking orders.
Regardless, Balon's Guards will do 6 LAs in Shield Wall and the Freeriders will continue to work their way towards the Archers. Is Redtusk attached to them or doing his own thing?
Edit: Guards will reach gate at R7.
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Post by Father on Apr 27, 2020 23:34:52 GMT 1
At this point, I'm treating Redtusk as a bystander, he'll be taking attacks, but he can turtle up and CyB, so it doesn't matter. R1: Militia&other units starts moving (Unless Balon bungles his orders to them), FR got one attack in. Enemy commander: Archers to Gatehouse and attack nearest unit, FR's to block the gate: 2#4d6k3 12 9Militia turtle mode: CyB: 4d6k3 11-Archers attacks G1 thrice. -Militia CyB thrice. -Bracken FR's attacks twice more. -Blacwood FR's moves, aims, 2xCyB. -Presumed that G1 will do move+attack on Bracken FR's to be within murder hole range. -Militia are doing Shield Wall, so their CD should be 11, so 3 damage. 2x Freerider attacks: 2#6d6k3 14 153 and 3. 3xCyB: 3#5d6k3 13 13 12Aim+2xCyB: 6d6k3 16 5d6k3 13Attacks on Robyn: 7#6d6k3 10 15 13 11 17 14 17 10#6d6k3 12 15 18...CD 10, AR 7, Health 12 Robyn makes 7 attacks as a start.: 7#6d6k4 16 20 18 17 20 18 193-11-Dead-3-11-Dead-8 2xCyB, 8 attacks: 2#4d6 19 10 8#6d6k4 16 12 17 19 14 15 13 1411-0-Dead-8-11-Dead-3 2xCyB, 8 attacks: 2#4d6 11 19 8#6d6k4 19 19 24 19 19 20 17 2011-Dead-Dead-11-Dead-11-Dead-11 3xshoot: 3#6d6k3 15 15 16No fun. Brackens: Freeriders: -3/12 (one a 1/12), Disorganized. Redtusk: 11/12, 3 injury, 3 fatigue (tough), At the gate. Tower: Destroyed. Blackwoods: Freeriders: 9/12 (Recovered from disorganized). Militia: 3/12, (Recovered from disorganized). Robyn Rivers: 7/12
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Post by Balon Blackbriar on May 1, 2020 6:44:39 GMT 1
Blackwood Militia - If I'm reading your post correctly they took one too many actions. Going into Shield Wall is a GA. Presuming they went into Shield Wall on R5, only R6 & 7 are CYBs. So 0/12 with 6 HP recovered from 2 CYBs and 6 HP lost from 2 Bracken FR attacks leaving them at 0/12 HP. With Redtusk's Freeriders Reformin R8 the extra Blackwood Militia CYB could be for that. [Phase 3] Battle of Pennytree, Round 6, Order Guards 1 (Attached), 2 - 5 Move, Warfare (Command) TN9: 7d6k5 24 4#6d6k4 20 22 16 16-All Guard units succeed. Typo in Orokos. These rolls are for R8 [Phase 3] Battle of Pennytree, Round 8, Order R.FR Reform, Warfare (Command) TN9: 6d6k4 22, +2 [Phase 3] Battle of Pennytree, Round 8, Morale R.FR: 5d6k3+2 18, Success[Phase 3] Battle of Pennytree, Round 8, R.FR CYB: 5d6k3 11, +3 HP [Phase 3] Battle of Pennytree, Round 8, Order Guards 1 (Attached) Move/Attack, Warfare (Command) TN9: 7d6k5 22, 3 DoS, +2[Phase 3] Battle of Pennytree, Round 8, Guards 1 Attack: 4d6k3+2 12, No DamageBase Unit Stats:
Morale Rolls- Green 3d6k2, Trained 4d6k3, Seasoned 5d6k3
Morale and Unit Conditions: Disorganized: -1D to everything, +3 TN for orders, reform action removes both. Routed: -1D to everything +3 TN for orders (doesn't stack with disorganized), reform action overrides the unit's autonomous action (which will be to run) this round only. CyB can be done as a lesser action if the first lesser action was a reform. Only way to improve condition is to restore health. -Commander cannot leave standing orders for reform, disorganized/routed units acts as below unless specifically ordered -Units will generally autonomously take the reform action when disorganized and always break and run unless successfully ordered to reform. -A unit can only reform once per round.
Bracken Forces 3x Trained Freeriders (Command TN 9, CD: 9, AR: 4, HP: 10, To-Hit: 4d6k3, Damage: 4 w/ Mace) FR1: 10/10 FR2: 10/10 FR3: 10/10 5x Trained Guardsmen (Command TN 9, CD: 11, AR: 4, HP: 10, To-Hit: 4d6k3, Damage: 4 w/ Mace) G1: 10/10 G2: 10/10 G3: 10/10 G4: 10/10 G5: 10/10 6x Trained Militia (Command TN 9, CD: 9, AR: 1, HP: 10, To-Hit: 4d6k3, Damage: 3 w/ Spear) M1: 10/10 M2: 10/10, +1 TN M3: 10/10 M4: 10/10 M5: 10/10 M6: 10/10 Seasoned Freeriders w/ Redtusk, w/ Upgrades (Command TN 9, CD: 8, AR: 7, HP: 12, To-Hit: 5d6k3, Damage: 4 w/ Sword) R.FR1: 0/12 (one at 1/12), Recovered from Disorganized
1 Siege Tower: 0/20, Destroyed
Blackwood Forces Seasoned Freeriders (Command TN 9, CD: 9, AR: 4, HP: 12, To-Hit: 4d6k3, Damage: 4 w/ Mace) FR1: 9/12, Recovered from Disorganized) Seasoned Militia (Command TN 9, CD: 9, AR: 1, HP: 12, To-Hit: 4d6k3, Damage: 3 w/ Spear) M1: 0/12 Recovered from Disorganized Seasoned Archer Militia (Command TN 9, CD: 7, AR: 1, HP: 9, To-Hit: 4d6k3, Damage: 3 w/ Hunting Bow) AM: 9/9 2x Green Peasant Levies (Command TN 10, CD: 6, AR: 0, HP: 6, To-Hit: 2d6, Damage: 4 w/ Peasant Tool) PL1: 6/6 PL2: 6/6 I can tell you right now Balon is going to have to be able to attack at some point or nothing is going to ever happen.
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Post by Father on May 1, 2020 17:14:13 GMT 1
-They'd have shield wall up from the start of battle because they'd have no reason not to. -We'll give it a few rounds to see how it goes, then we'll probably have to look at variants for PC action that would make a difference without outright routing a hundred men single-handedly. Milita CyB: 5d6k3 15Freeriders attack (Higher Ground): 6d6k3 12 No damage. Pour the oil: 6d6k3 12 Miss Attacks on Robyn: 10#6d6k3 15 13 17 15 17 17 16 14 16 132xCyB, 8 attacks: 2#4d6 11 14 8#6d6k4 16 20 19 20 17 18 13 203-11-Dead-11-Dead-3-11-11-Dead Freeriders: -3/12 (one a 1/12), no disorganized penalty. Redtusk: 11/12, 3 injury, 3 fatigue (tough), At the gate. Tower: Destroyed. Blackwoods: Freeriders: 9/12 (Recovered from disorganized). Militia: 7/12, (Recovered from disorganized). Robyn Rivers: 6/12
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Post by Balon Blackbriar on May 3, 2020 5:43:12 GMT 1
[Phase 3] Battle of Pennytree, Round 9, Order R.FR Attack, Warfare (Command) TN9: 6d6k4 21, 3 DoS, +2[Phase 3] Battle of Pennytree, Round 9, R.FR Aim + Attack: 6d6k3+2 15 vs CD 11, 1 DoS, 3 Damage Blackwood Militia from 7 HP -> 4 HP [Phase 3] Battle of Pennytree, Round 9, Order G1 Attack, Warfare (Command) + Attached TN9: 7d6k5 17, 2 DoS, +1[Phase 3] Battle of Pennytree, Round 9, G1 Aim + Attack: 5d6k3+1 14, 2 DoS, 4 Damage Blackwood Freeriders from 9 HP -> 5 HP Quick Takeaways: -As I'm looking at this with the Militia turtling and Robyn allowed to attack the Freeriders will be routed(?) when they get to -12 HP? - If the Blackwood Freeriders were smart they'd go into Shield Wall and do nothing but CYB. With Guards at Fighting 3 they can't get through that and let the Archer Militia rain hell from above. - I suggested at one time instead of 10 character actions just add +1D and +1 damage to the unit they're attached to. Could give that a go at some point. Base Unit Stats:
Morale Rolls- Green 3d6k2, Trained 4d6k3, Seasoned 5d6k3
Morale and Unit Conditions: Disorganized: -1D to everything, +3 TN for orders, reform action removes both. Routed: -1D to everything +3 TN for orders (doesn't stack with disorganized), reform action overrides the unit's autonomous action (which will be to run) this round only. CyB can be done as a lesser action if the first lesser action was a reform. Only way to improve condition is to restore health. -Commander cannot leave standing orders for reform, disorganized/routed units acts as below unless specifically ordered -Units will generally autonomously take the reform action when disorganized and always break and run unless successfully ordered to reform. -A unit can only reform once per round.
Bracken Forces 3x Trained Freeriders (Command TN 9, CD: 9, AR: 4, HP: 10, To-Hit: 4d6k3, Damage: 4 w/ Mace) FR1: 10/10 FR2: 10/10 FR3: 10/10 5x Trained Guardsmen (Command TN 9, CD: 11, AR: 4, HP: 10, To-Hit: 4d6k3, Damage: 4 w/ Mace) G1: 10/10 G2: 10/10 G3: 10/10 G4: 10/10 G5: 10/10 6x Trained Militia (Command TN 9, CD: 9, AR: 1, HP: 10, To-Hit: 4d6k3, Damage: 3 w/ Spear) M1: 10/10 M2: 10/10, +1 TN M3: 10/10 M4: 10/10 M5: 10/10 M6: 10/10 Seasoned Freeriders w/ Redtusk, w/ Upgrades (Command TN 9, CD: 8, AR: 7, HP: 12, To-Hit: 5d6k3, Damage: 4 w/ Sword) R.FR1: -3/12 (one at 1/12), Recovered from Disorganized
1 Siege Tower: 0/20, Destroyed
Blackwood Forces Seasoned Freeriders (Command TN 9, CD: 9, AR: 4, HP: 12, To-Hit: 4d6k3, Damage: 4 w/ Mace) FR1: 5/12, Recovered from Disorganized) Seasoned Militia (Command TN 9, CD: 9, AR: 1, HP: 12, To-Hit: 4d6k3, Damage: 3 w/ Spear) M1: 4/12 Recovered from Disorganized Seasoned Archer Militia (Command TN 9, CD: 7, AR: 1, HP: 9, To-Hit: 4d6k3, Damage: 3 w/ Hunting Bow) AM: 9/9 2x Green Peasant Levies (Command TN 10, CD: 6, AR: 0, HP: 6, To-Hit: 2d6, Damage: 4 w/ Peasant Tool) PL1: 6/6 PL2: 6/6
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Post by Father on May 3, 2020 23:46:59 GMT 1
-Freeriders would also be in shieldwall, so that's zero for them. -I'm thinking that we might as well shift it up and give everyone +1 rank in Fighting (Marksmanship for archers), something which at least would be very interesting to see how that works out. Freeriders attack (Higher Ground): 6d6k3 10Pour the oil: 6d6k3 13 5 damage ignoring AR. Milita CyB: 5d6k3 14Attacks on Robyn: 10#6d6k3 10 16 12 14 17 14 15 18 13 151 CyB, 9 Attacks: 4d6 15 9#6d6k4 20 17 19 14 13 19 15 15 218-11-Dead-3-6-Dead-3-6-Dead Freeriders: -6/12, no disorganized penalty. G1: 5/10 Redtusk: 11/12, 3 injury, 3 fatigue (tough), At the gate. Tower: Destroyed. Blackwoods: Freeriders: 9/12 (Recovered from disorganized). Militia: 7/12, (Recovered from disorganized). Robyn Rivers: 5/12
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Post by Balon Blackbriar on May 4, 2020 7:32:54 GMT 1
I don't think +1 to Fighting/Marksmanship is the answer. It'll rout any Guard unit that goes through the gate and Redtusk's Freeriders might actually kill Ser Robyn which is kinda lame. I'll think on it.
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Post by Father on May 11, 2020 18:17:39 GMT 1
The pieces (bonuses to tests assumes "most likely DoS" on a TN 9 command, attack includes aim and high ground if applicable, ignoring levies and archer defense:
Brackens: S. Freeriders: CD 8, AR 7, Damage 4, Attack 6k3+1, Health -6/12, CyB 5k3+1 T. Freeriders: CD 11 (SW), AR 4, Damage 4, Attack 5k3+1, Health 10, CyB 4k3+1 T. Guards: CD 13 (SW), AR 4, Damage 4, Attack 5k3+1, Health 10, CyB 4k3+1 T. Militia: CD 11 (SW), AR 1, Damage 3, Attack 5k3+1, Health 10, CyB 4k3+1
Blackwoods: Archers: Oil attack: 6k3, ignores AR, 5 damage. S. Freeriders: CD 11 (SW), AR 4, Damage 5, Attack 6k3, Health 9/12, CyB 4k3 S. Militia: CD 11 (SW), AR 1, Damage 4, Attack 6k3, Health 7/12, CyB 4k3
Playing around with some alternatives, math is probably not too accurate, but should be in the right ballpark.
Option A: Allow Redtusk to be a hero: -One unit per warfare round. -Balon can play, too, but Redtusk takes the glory. -Conclusion: Not very appealing.
Option B: Disallow CyB. -S. Freeriders probably breaks in two turns at present pace, does 5 damage average, so should bring Militia to -3/12 -Guard/FR attack vs FR is 1.5 damage per round, meaning route of FR in 14 turns. -Guard/FR attack vs Militia is 5.5, so should rout militia in 2 turns. -Green levies? at CD 6, Health 6, AR 0, 3 turns sounds reasonable. -17 turns of taking 4.6 damage is 78 damage across guard units. -FR's against Guards: Negligible damage. -Conclusion: Tolerable quick-fix for reasonable outcome.
Option C: Speedrun with present orders until FR's on the walls are done for, then give everyone +1D. -Guard/FR attack vs FR is 4.25 damage, CyB for 3 each round makes them take 1.25 per turn, lasting maybe 20 turns. -Guard/FR attack vs M is 7.25 damage, CyB for 3 each round makes them take 4.25 per turn, lasting maybe 6 turns. -Levies assumed to last 1 turn each. -28 turns of taking 10 damage per turn, for 280 damage, but ability to rotate troops for CyB should mitigate much of it. -Conclusion: Probably similar results as above, but with a lot more rolls.
Personal preference: -Run with option C, do 5 rounds properly with +1D, which probably establishes the rotational sequence, then just assume all rolls from there and out is average and do the meatgrinder math.
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Post by Balon Blackbriar on May 14, 2020 20:43:34 GMT 1
1) Why is the damage for Blackwood FR at 5? 2) Does the Blackwood NPC get to attack Bracken units anymore since he's already wrecked the Bracken Seasoned Freeriders all by himself? 3) I'm fine with Option C but instead of grindy math why don't we have a duel between Robyn and Balon once the Freeriders and Militia are defeated. That's a prerequisite to end the battle and saves time for boring meatgrinder math for Archer Militia and Levies.
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