|
Post by Father on Jan 4, 2020 20:46:36 GMT 1
Ser Morgan Greenhill looks grimly on from atop his gatehouse as the Blackwood forces dig in for the night, not a word or grimace betraying any second thoughts about his choice back in the later days of King Aegon IV's reign. The riders had been sent reporting on the size of the opposition and requesting relief. Their storage should last them through a siege for long enough for the Iron Throne to put an end to things, some of the weaker smallfolk would succumb, but that is the way of life on both sides of the Red Fork, no matter where the king sits.
Blackwood forces Commander: Ser Roland Cordwayner 2 Squads of Trained Freeriders 2 Squads of Trained Archer Militia 6 squads of Trained Militia
Bracken forces Commander: Ser Morgan Greenhill 1 Squad of Seasoned Freeriders 1 Squad of Trained Militia 1 Squad of Trained Peasant Archers 1 Squad of Green Peasant Levies
Battlefield conditions: -Each squad consists of 40 men (or 20 men and horses). -Defenders mans a High Palisade with battlements atop a steep slope, surrounded by a dry moat (trench). Palisade gate behind a drawbridge. -Attackers have access to ladders, Grapnels and small rams in ample supplies. -Attackers may cross the moat using wagons filled with shrubs and stones (treated as capped rams, but units cannot gain cover from them), two wagons required to create a narrow passage across the moat (Greater Action to push the wagon's contents in, second action must be made in a later warfare round). A squad must use a greater action to push a wagon 40 yards. -Both sides have access to incendiary arrows. -Desperate Ground: Defenders ignores the effects of unit conditions other than annihilated. -Victory Conditions: Defenders yield if all units have the routed condition (or worse) or if Ser Morgan is killed or captured.
Special Option: Rain Fire While the Blackwood force lacks in men skilled enough to set up and operating siege engines capable of targeting specific units and structures, crude catapults to hurl fire pots may be used along with flaming arrows to attempt to force a surrender. This is treated as five attacks with incendiary arrows from the archer militia against each individual squad (ignoring cover), with two catch your breath actions allowed after each attack and before the next, any damage and reductions in unit condition inflicted will be in effect at the start of the battle. Each member of the Greenhill family (Morgan, his son and his two daughters) tests chance TN 7, with +1 TN per unit condition worsened beyond routed, on a simple failure they take an injury per two points they missed the TN (Morgan takes an injury per point), on a critical failure they die.
Rewards and Consequences: -Taking Greenhill by storm: +2 Glory -Forcing Greenhill to surrender before the battle begins: +5 Blackwood Strength. -Taking Greenhill: +5VP -Force the knight of Greenhill to swear fealty back to Raventree: +10 VP, +1 Blood. -Extinguish the main Greenhill line to install a cousin loyal to House Blackwood: +10 VP, +10 Strength, +2 Blood, 5 Counts of war crimes. (May be triggered by aftermath decisions). -Rain Fire: -2 Chivalry, 5 counts of war crimes. -Retreat without taking Greenhill: -2 Influence, +2 VP to House Bracken, +2 Bracken Strength (morale), Ser Morgan and half the surviving defenders will join the Bracken host in Battle Valley. -Additional choices with further rewards and consequences may be triggered upon resolution of the battle.
Considerations for Qualities: True Knight: Gain no benefit from this quality for the entire mission if opting to rain fire (and probably would inflict -1D also). Honor-Bound: Attempts to compel approaching Ser Morgan before the battle under a flag of parlay, offering him to take the black if he surrenders and for his family to be treated as honored guests at Raventree until such a time as his son is old enough to take the mantle as the Knight of Greenhill as Lord Blackwood's bannerman (Ser Morgan will decline in either case). Should any of his family be treated dishonorably once Greenhill has been taken if this promise was made: -1 Chivalry if broken by others, -3 Chivalry if broken by you. Proud: No particular effect, but nice IC explanation for why Blackwoods have no additional heroes or commanders of note (OOC reason: lazy narrator). Vainglorious: Attempts to compel not raining fire.
|
|
|
Post by Roland Cordwayner on Jan 25, 2020 16:48:36 GMT 1
[OOC: in the name of expediency is it ok to outline a general plan and then have the narrator crunch numbers? Given work and parenting back and forth posting and planning for a mass combat may well be beyond me, at least in a timely fashion.
Additional: any possibility of having a go at a Taunt role to push Ser Morgan Greenhill in to trial by combat given the discrepancy in strength, particularly if Roland promises his men/family safe passage~? What kind of TN would I need to hit please?]
|
|
|
Post by Father on Jan 25, 2020 19:22:14 GMT 1
Trial by combat not feasible. I'd suggest first trying to outsource strategy to fellow players.
|
|
|
Post by Roland Cordwayner on Feb 27, 2020 10:44:58 GMT 1
[OOC: I'll try to hit this over the next few days...]
|
|
|
Post by Roland Cordwayner on Mar 10, 2020 21:43:08 GMT 1
[OOC: switching jobs at the end of next week, in Edinburgh far more often from then and have two weeks of holiday to use up before starting new job in April so hopefully posting improving soon. Apologies continued delay. See if I can sneak something in ahead of that.]
|
|
|
Post by Roland Cordwayner on Mar 23, 2020 19:48:25 GMT 1
[OOC: COVID-19 drama somewhat disrupted me, will make another attempt tomorrow... Thanks to Mikel for helping with some OOC ideas.]
|
|
|
Post by Roland Cordwayner on Mar 26, 2020 17:16:08 GMT 1
[OOC: how far away do things start? How many rounds to get up to the walls?
And can Roland identify Ser Morgan Greenhill and make a bee-line for his unit? In character to seek him out and IC and OOC a reasonably quick way to resolve matters. Could expedite things by figuring out how many rounds of warfare it will take to: - fill moat - Scale wall - Get Roland adjacent to Ser Morgan to get in to personal combat (as Roland should be able to beat him inside 10 rounds of personal combat.
And then simply chuck dice for archers on both sides and units attacking wall scalers?]
|
|
|
Post by Father on Mar 26, 2020 19:41:10 GMT 1
-Enemy archers will have readied an action to open fire (which they can do at 200 yards), so whenever someone gets within range, it's on. -Ser Morgan will likely have the opportunity to decide himself what part of the walls to defend and against whom, most NPC commanders have preferred to attach themselves to an archery unit (If so, he probably will force Roland to fight his way through other units first, but if the archery unit does gets itself into melee, the Brackens are probably done for). -Defenders might possibly do things like abandon the walls if attackers assault in more places than they can cover and retreat someplace where terrain prevents flanking. -Experience indicates that named knights vs unnamed troopers tend to short-circuit everything (especially on squad scale) unless event has specifically designed hero action components with added difficulty, so might want to largely avoid that. -Note that filling the moat in one place allows either a ram to be brought to the gate or ladders/grapnels to be brought to a segment of the wall (only one squad can scale that segment at a time).
Tactical considerations: 8 melee squads (or 10 if archers do this also, but it might be better to have them shoot at the defenders) means 8 (10) wagons can be brought over in one wave and fill out 4(5) narrow passages from which the walls can be scaled, that's, I think that if a unit is also dragging along ladders, it slows down the speed from 40 to 30, 5 or 7 turns of pushing. 2 turns of filling. 1 round of moving to wall and start scaling. -Round where fighting attacks potentially may begin.
So it would be 8 (grapnels) or 10 (ladders) rounds of own units taking archery fire.
Alternative strategy might be 6 units pushing wagons, 3 units carrying ladders and 1 in reserve. Or 4 units pushing wagons, 2 units carrying ladders and 4 in reserve (2 of which can be archers shooting at defenders), reserves can have ladders of their own. This would take 8 rounds before there's a chance of fighting attacks being made, this strategy would allow ladder carriers to cross without having to take all that much archery fire. Might want some of the reserve pushing extra wagons in case defenders decides to target them instead of units.
Up until at least round 9, the only rollings would be archery and morale (potentially), so Roland can just do 10 command rolls with orders as to who's supposed to do what. Including standing orders as to whether squads that gets disorganized are to make the reform action (which will slow down wagons, but the alternative could be that they're routed which is more of a snag, might be less of an issue if there's reserves to take their place). If instructions are straightforward, the NPC in charge of a unit can carry them on autonomously (narrator can roll everything): For example: Unit A and B: Push wagons to section 1, fill the moat, Unit A goes over wall first, Unit B goes over second, take reform action when disorganized. That's easy enough for a sargeant to understand what he's supposed to do. If circumstances dictate that B should go over first, then we'd need player rollings again, but for streamlined chaotic realism, that probably only happens if unit A needs to do the reform action instead of scaling the walls or something like that. Archery unit: Fire on archers or random melee unit (Realistically not really possible to make out who's who from that far away).
At some point, things are likely to require something else than autopilot.
Amended warfare rules from experience (since some things needs tweaking, and I'm partially treating these missions as playtests): -Higher Ground benefits are +1b, +1 damage. (So pretty much all attacks against units not having managed to take the walls). -Defenders have marksmanship 3 (or more) when throwing stones, stones ignores AR. -Hold the line has no effect. -Shield Wall is broken when trying to scale walls, and will cut the speed at which wagons may be pushed by half. -Defeating 1 unnamed NPC deals 1 damage to his unit. -Incendiary Arrows are at -1D, but deals normal damage.
|
|
|
Post by Roland Cordwayner on Apr 3, 2020 21:26:00 GMT 1
[OOC: for the sake of consistency and fairness between factions doesn't it make more sense to avoid amending the warfare rules for some PCs and not for others and instead do an after the fact "what if" analysis? I'll confess to being partially sensitive to this due to previous issues with the home brew Bersker benefit being unbalanced and effectively suffering from a live playtest]
|
|
|
Post by Father on Apr 4, 2020 14:54:13 GMT 1
That would mostly be an argument for doing the same amendments at Pennytree methinks, some of them where added in (like shieldwall=half speed) there.
|
|
|
Post by Roland Cordwayner on Apr 4, 2020 16:52:40 GMT 1
That would mostly be an argument for doing the same amendments at Pennytree methinks, some of them where added in (like shieldwall=half speed) there. [OOC: there's a lot to track and I may be misreading things, but we have for example Daeron very ably taking part in unit scale combat and not facing damage boosts from higher ground in his combat scene? And indeed Mikel doing the same in his?]
|
|
|
Post by Father on Apr 4, 2020 18:10:46 GMT 1
Actually, the archers on the walls got a pretty big damage boost (+2) in Daeron's scene, that one also had special mechanics to make the mass of mooks much more dangerous to go toe to toe with. Mikel's scene is where everything got short-circuited when named knights started to go up against anonymous mooks, but that was partly due to an ad-hoc rule of each individual being cut down dealing 5 damage (following the logic of them being 1/5 of a unit), no higher ground to be considered there.
The change to incendiary arrows is primarily motivated by the realization that the way they're written atm makes them 100% useless for what they're primarily for.
Hold the line gets outsized effects with the low attack dices that are in play, it will drag everything out. Shield Wall is mostly, how does that make sense when you're climbing ladders anyway?
|
|
|
Post by Roland Cordwayner on Apr 6, 2020 17:18:24 GMT 1
Blackwood
2 Trained Freeriders: 9 CD, 4 AR, 10 Health, 4d6k3 attack, 4 Damage Morale: 4d6k3 Move: 3 (2 Bulk) Freeriders (Animal Handling 3, Athletics 3, Endurance 3, Fighting 3) War Lance, Spear, Mace, Rounsey, Ring Armor, Large Shield. Start the battle in Shield Wall and Hold the Line Standing order: Advance and fill moat to allow full assault then come back with ladders (one unit) and ram (other unit).
2 Trained Archer Militia: 7 CD, 1 AR, 7 Health, 4d6k3 attack, 3 Damage Archer Militia (Agility 3, Marksmanship 3, Fighting 3) Morale: 4d6k3 Move: 4 Hunting Bow, Knife, Padded. Standing Order: Aim + Shoot at opposing archers after initial move and shoot opposing archers.
6 Trained Militia: 9 CD 1 AR 7 Health 4d6k3 attack, 3 damage Morale: 4d6k3 Move 4->3 (ladders) Militia (Athletics 3, Endurance 3, Fighting 3) Spear, Shield, Padded. Standing order: Wait until opposing archers defeated and then take ladders to just outside stone throwing range.
Bracken
1 Seasoned Freeriders 13 CD, 4 AR, 12 Health, 5d6k3 attack, 4 damage, mace Morale: 5d6k3 Move: 3 (2 Bulk)
1 Trained Militia 7 CD 1 AR 7 Health, 4d6k3 attack, 3 damage, spear Morale: 4d6k3 Move: 4
1 Trained Peasant Archers 6 CD 0 AR 7 Health, 4d6k3 attack, 2 Damage, hunting bow Morale: 4d6k3 Move: 4
1 Green Peasant Levies 6 CD 0 AR 6 Health, 2d6k2 attack, 4 damage peasant tools Morale: 3d6k2 Move: 4 Peasant Levies (All at 2)
- Plan outlined above in standing orders. Basically Free Riders turtle up, fill in moat while archers attempt to outshoot opposing archers (periodically using catch your breath as needed). - Once the opposing archers are defeated Roland will then offer a challenge to Ser Morgan, noting he now holds the upper hand for ranged fire. - If that doesn't work, a full scale assault is begun (rather than the cynical option of simply shooting the opposing units) with Roland attempting to fight his way to Ser Morgan to end matters quickly.
|
|
|
Post by Father on Apr 6, 2020 18:21:16 GMT 1
After sleeping things over and some new elements brought up in the discussion thread (putting together OP+revisions), main new things: -Removing the need for the wagons unless you want to also be able to bring up the ram. -Avoid the possibility of doing 8 fighting units with ladders against 3 on the walls, as that would take away most of the advantage of having a wall, they should have enough men to hold it. -Doing something with morale and conditions, because that's just going to yield massive headaches otherwise.
Battlefield conditions: -Both sides have access to incendiary arrows. -Desperate Grounds: Defenders does not suffer the penalties from disorganized/routed, a unit does not count as routed for victory conditions if it does not retreat. -Victory Conditions: Defenders yield if all units have the routed condition (or worse) or if Ser Morgan is killed, captured or yields. -Each squad consists of 40 men (or 20 men and horses).
Defenses: -Defenders mans a High Palisade with battlements atop a steep slope, palisade gate behind a trench (with drawbridge). -There are three sections of the wall, one squad may attempt to scale a section at a time, while one squad may attempt to defend a section at a time. -A squad defending a section of a wall may drop stones on any squad adjacent to it, they cannot do this if a fighting attack was made against it in the previous round. -Attackers have access to ladders, Grapnels and small rams in ample supplies. -Attackers may cross the moat using wagons filled with shrubs and stones (treated as capped rams, but units cannot gain cover from them), two wagons required to create a narrow passage across the moat (Greater Action to push the wagon's contents in, second action must be made in a later warfare round). This allows battering down the gate with rams. -A squad must use a greater action to push a wagon 40 yards. -Both sides may access incendiary arrows.
Amended/clarifications for warfare rules: -Higher Ground benefits are +1b, +1 damage. (So pretty much all attacks against units not having managed to take the walls). -Hold the line has no effect. -Shield Wall is broken when trying to scale walls, and will cut the speed at which wagons may be pushed by half. -Defeating 1 unnamed NPC deals 1 damage to his unit. -Incendiary Arrows are at -1D, but deals normal damage. -If a unit manning the wall is routed, but does not withdraw, it will still block the path for any unit attempting to scale, but does no longer gain the benefit of cover or higher ground.
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.
|
|
|
Post by Roland Cordwayner on Apr 7, 2020 10:58:57 GMT 1
Roland begins attached to a unit of Freeriders.
- So that looks like ten turns to get wagons to the moat with shieldwall or five turns without shield wall, plus any delay from catch your breath/reform when they come under fire? - Free riders advance with Shieldwall and fill in moat (you could argue for breaking and reforming shieldwall depending on whether you're under attack or not but seems beyond Freeriders IC and feudal military standard?). They go first to draw the attack from the opposing archers. - Archers standing order aim + shoot Peasant Levies, then move on to archers (first turn they only attack at 4d6k3 as they haven't moved in to range to aim yet). Might interrupt with the odd move out of range and catch your breath if damaged. Archers are positioned to attack Peasant Levies but out of range of opposing archers. - Freeriders are movement 2 with Ladder so they take 5 turns sprinting (2x4=8, then additional -4 for sprint with Bulk 4 armour, shield and ladder = 40 yards a turn sprinting) - Militia are movement 3 with Ladder so they take 2 turns sprinting (3x4=12, then additional -2 for sprint with Bulk 2 ladder = 100 yards a turn sprinting) to hit the walls and coordinate their arrival with the Freeriders. - When the force is able to hit the walls, Roland goes after whichever point Ser Morgan Greenhill's unit is attached to so he can face him in personal combat. Hopefully facing only three enemy units as the Green Levies will have been destroyed by archery fire.
Hope the below looks sane, tweaked original plan slightly given adjusted rules.
I can roll for both sides to expedite matters if given orders for the Brackens as initial turns don't have much back and forth and will take a long time to play out otherwise? Start looks like just archery plus the odd CyB, morale check and reform command rolls.
|
|