Post by Father on Jul 10, 2020 23:16:56 GMT 1
According to Redtusk, Fireball is a spoilsport, only caring about winning, what is the point of winning if it cannot be done in style? Shieldwalls are for turtles, and there is no glory in hiding behind big wooden disks as if they were one's mother's skirts. It is probably a good thing that Parmen and not his brother is in command, but few men would be more well suited to go first at the enemy lines, he would on occasion forget that most of the men around him would be happy to live through the battle and is no match for him in skill, equipment or toughness. The strategic rationale is straightforward, take the fords of The Widow's Wash to force the Blackwood host to withdraw deeper into the valley to avoid risking it's flank, a less defensible part, the enemy, of course, knows that this might happen, and so has stationed forces to prevent it, but the Blackwoods cannot defend everything, and when the Brackens commit such a large force, they are simply here to make the enemy pay a heavy toll for crossing the river.
Narrator Note: Fireball will undertake a "mirror mission", minus the Redtusk considerations.
The best laid plans:
Pick one option (mark in dice roll):
A: Sustained and careful assault.
B: Shock and Awe. Gain +2 assist bonus from Redtusk for the tactics test for this section.
Warfare (Tactics) TN 9, each DoS grants +1 on the accompanying chance test.
Chance TN 9 to determine whether that was the right choice (in part this depends on enemy choice), gaining +1D to all following warfare tests per DoS. Critical failure: +3 TN for all tests. (This includes any chance tests).
Sustained and careful assault
Warfare (Command) TN 12
Warfare (Tactics) TN 12
-Each DoS grants +2 VP.
-Success on both tests: +2 VP
-Per Simple failure: +2 Blackwood VP
-Per Critical failure: +5 Blacwood VP
-Repeat as necessary.
Here comes Redtusk!
Chance TN 7, tested with each set of warfare tests.
-Each DoS increases future chance TN's by 1, but also grants a VP.
-On critical failure, Redtusk takes an injury, but also grants a VP.
-If Redtusk can take no further injuries, he takes wounds instead but grants 3 VP per wound taken.
-Considering that retreat is "not part of the Redwyne vocabulary", a warfare (command) TN 18 is required to make him pull out, gain +1 to the test per 2 injuries he has taken and +1D per wound.
Shock and Awe!
Initial charge:
Warfare (Command) TN 12
Warfare (Tactics) TN 12
Redtusk tests Fighting (Lances) TN 15.
-Each DoS grants a VP.
-Success on both warfare tests: +2 VP
-Per Simple failure: +1 Blackwood VP
-Per Critical failure: +3 Blacwood VP
-Blackwoods tests chance TN 0, gaining 2 VP per DoS.
Brawl:
Following the charge, test chance TN 8.
-On a success gain +2 VP
-Per Simple failure: +2 Blackwood VP
-Per Critical failure: +5 Blacwood VP
-Repeat as necessary.
Here comes Redtusk!
Chance TN 7, tested each round of brawl.
-Each DoS increases future chance TN's by 1, but also grants a VP.
-On critical failure, Redtusk takes an injury, but also grants a VP.
-If Redtusk can take no further injuries, he takes wounds instead but grants 3 VP per wound taken.
-Considering that retreat is "not part of the Redwyne vocabulary", a warfare (command) TN 18 is required to make him pull out, gain +1 to the test per 2 injuries he has taken and +1D per wound.
Victory conditions:
Brackens break the defenders by scoring 15 VP.
Blackwoods break the attackers by scoring 12 VP.
Causalities:
-Careful and sustained assault: -1 Bracken Strength per 4 Blackwood VP
-Shock and Awe: -2 Bracken Strength per 3 Blackwood VP
Consequences:
-Taking Crossbow Ridge (Simple Battle): +2 glory to winning commander, +10 Strength
-Taking Rutting Meadow (Simple Battle): +2 glory to winning commander, +10 Strength
+20 Strength if winning both.
Narrator Note: Fireball will undertake a "mirror mission", minus the Redtusk considerations.
The best laid plans:
Pick one option (mark in dice roll):
A: Sustained and careful assault.
B: Shock and Awe. Gain +2 assist bonus from Redtusk for the tactics test for this section.
Warfare (Tactics) TN 9, each DoS grants +1 on the accompanying chance test.
Chance TN 9 to determine whether that was the right choice (in part this depends on enemy choice), gaining +1D to all following warfare tests per DoS. Critical failure: +3 TN for all tests. (This includes any chance tests).
Sustained and careful assault
Warfare (Command) TN 12
Warfare (Tactics) TN 12
-Each DoS grants +2 VP.
-Success on both tests: +2 VP
-Per Simple failure: +2 Blackwood VP
-Per Critical failure: +5 Blacwood VP
-Repeat as necessary.
Here comes Redtusk!
Chance TN 7, tested with each set of warfare tests.
-Each DoS increases future chance TN's by 1, but also grants a VP.
-On critical failure, Redtusk takes an injury, but also grants a VP.
-If Redtusk can take no further injuries, he takes wounds instead but grants 3 VP per wound taken.
-Considering that retreat is "not part of the Redwyne vocabulary", a warfare (command) TN 18 is required to make him pull out, gain +1 to the test per 2 injuries he has taken and +1D per wound.
Shock and Awe!
Initial charge:
Warfare (Command) TN 12
Warfare (Tactics) TN 12
Redtusk tests Fighting (Lances) TN 15.
-Each DoS grants a VP.
-Success on both warfare tests: +2 VP
-Per Simple failure: +1 Blackwood VP
-Per Critical failure: +3 Blacwood VP
-Blackwoods tests chance TN 0, gaining 2 VP per DoS.
Brawl:
Following the charge, test chance TN 8.
-On a success gain +2 VP
-Per Simple failure: +2 Blackwood VP
-Per Critical failure: +5 Blacwood VP
-Repeat as necessary.
Here comes Redtusk!
Chance TN 7, tested each round of brawl.
-Each DoS increases future chance TN's by 1, but also grants a VP.
-On critical failure, Redtusk takes an injury, but also grants a VP.
-If Redtusk can take no further injuries, he takes wounds instead but grants 3 VP per wound taken.
-Considering that retreat is "not part of the Redwyne vocabulary", a warfare (command) TN 18 is required to make him pull out, gain +1 to the test per 2 injuries he has taken and +1D per wound.
Victory conditions:
Brackens break the defenders by scoring 15 VP.
Blackwoods break the attackers by scoring 12 VP.
Causalities:
-Careful and sustained assault: -1 Bracken Strength per 4 Blackwood VP
-Shock and Awe: -2 Bracken Strength per 3 Blackwood VP
Consequences:
-Taking Crossbow Ridge (Simple Battle): +2 glory to winning commander, +10 Strength
-Taking Rutting Meadow (Simple Battle): +2 glory to winning commander, +10 Strength
+20 Strength if winning both.