Should I keep using the Skimish Mechanics?

  • Yes

    Votes: 0 0.0%
  • No, just roll for Martial instead

    Votes: 4 36.4%
  • Let the players decide on a Case-by-Case basis

    Votes: 7 63.6%

  • Total voters
    11
  • Poll closed .
OK, if there are no new votes, I'll post the next update tomorrow.
 
Prologue: Year 3 results
[]learning how to read and write

(trait gained:lieterate; +1 learning; friendship with Edelbert estabished)
You weren't idle while recovering from your wounds and used your new free time to convince Edelbert, the Company's handsome and always cheerfull purser you totally don't have a crush on, to teach you how to read.

[]Siege camp raids
[]Supply Raids
[]Patrol Duty


(success; trait gained: night shadow; the raids sow chaos in the enemy ranks and make them more vulnarable)
While the relief army was still on the march, the Cinnabar Banners and a few other mercenary companies were sent to conduct nightly hit-and-run raids on the enemy to sow confusion in their ranks and make them more vulnarable. You took to the new task like a fish to the water and soon the sight of burnig supplies and paniking watchmen became a common sight withing the imperialist siege camps. When the relef army was only a few days away, you finally retreated to do other tasks, but not before one last raid costing the enemy a quater of their muniotions.


(good success; imperialist war efford further damaged)
With confusion spreading though enemy ranks and a good chunk of their supplies damaged, you move on to keep up the pressure by preventing the ruined goods from beign replaced. With all the experience you gained since the start of the war, hunting and ambushing enemy supply trecks is now like a second nature to you.


(major failiure; Cinnabar Banners take losses; surrounding area is further damaged by enemy activity)
Unfortunatly the success doesn't last. The enemy mercenarys have also gained a lot of experience since the start of the camaign, especially in evading and misdirecting your partolls. One was particularly disatrous when you ended up being lured into an abmbush and lost quite a few good soldiers. You were lucky to avoid getting wounded this time.


(success; childhood trait upgaded rowdy -> brave)


(failiure; childhood trait upgraded willfull -> stubborn)
 
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Prologue: Year 4
Just as you returned from that disastrous patrol, news reached you. The battle at Shundar had been won and the already disorganied imperialists completly routed. That meant that for now, the fighting was mostly over and you could spend some time home with your family while the Duke was prepearign for a retaliatory campaign to the south. Then it happned. It seems that the forces dispached to hunt down the scattered imperialists were sloppy and a potion of their mercenaries managed to successfully evade them and regroup for one last attack. Their taget: your home town of Torntal. So that's how you and your comrades found yourselves leading a hastily assambled, outnumbered and outgunned militia agaisnt the invading brigands.

The Cinnabar Banners (30 veteran Musketers; AT(r) 7; AT(m) 7; DF 6; dmg(r) 2d+9 ; dmg(m) 1d+7 ; A 3; HP 90/90; MO 6; leader: Captain Wulfhelm Thurske)
In formation in the middle of East Street
Citizen Militia (20 green Citizens; AT(m) 5; DF 5; dmg(m) 1d+4; A 0; HP 20/20; MO 5; leader: Edelbert Guldappel)
spread out thoughout the side alleys
Citizen Militia (20 green Citizens; AT(m) 5; DF 5; dmg(m) 1d+4; A 0; HP 20/20; MO 6; leader: Coreau)
spread out thoughout the side alleys
Town Watch (12 regular Guardsmen; AT(m) 6; DF 6; dmg 1d+6; A 3; HP 24/24; MO 7; leader: Captain Otto Mehlteua)
In formation in the middle of East Street
Imperialist Mercenaries (30 veteran Musketers; AT(r) 7; AT(m) 7; DF 6; dmg(r) 3d+3 ; dmg(m) 1d+7 ; A 3; HP ??/90; MO ??; leader: ??)
approaching the town from the east
Imperialist Mercenaries (30 veteran Pikemen; AT(m) 8; DF 7; dmg(m) 1d+8 ; A 5; HP ??/90; MO ??; leader: ??)
approaching the town from the east
Imperialist Mercenaries (30 veteran Musketers; AT(r) 7; AT(m) 7; DF 6; dmg(r) 3d+3 ; dmg(m) 1d+7 ; A 3; HP ??/90; MO ??; leader: ??)
approaching the town from the east
Imperialist Dragoons (15 veteran Dragoons; AT(r) 7; AT(m) 7; DF 6; dmg(r) 3d+3 ; dmg(m) 1d+7 ; A 3; HP ??/60; MO ??; leader: ??)
approaching the town from the east

Note: We are only focusing on a small part of the battle you actually have influence over. There is more fighting happening in the background.

Battleplans?
[]Write-in
 
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Skirmish Mechanics
Over the course of this quest, you might end up leading troops into battle. To simulate this, I use a simplyfied verion of the The Dark Eye Skirmish Rules.
Troops of similar equipment and experience level are summarized into units of up to 50 combatants. Those units are controlled by either the players or the qm as if they were characters in a standart tabletop RPG combat situation. (Attacker rolls to check if their attack is on target, defender rolls to parry of evade tha attack, damage is rolled and reduced by armor befor being substracted form HP on a hit) For dice rolls, a d10 is used with lower rolls being better.

This is how a unit looks:
Unit (X XPlevel(from 1 fro green to 6 for masters) type; AT(r) ranged attack; AT(m) melee attack; DF defence; dmg(r) ranged damage ; dmg(m) melee damage; A armor; HP health(=X*XP+ No of mounts for cav); MO morale; leader: commander(can provide bonuses); optional status markers (e.g. exausted))
What the unit is doing

If melee combat lasts for more than 5 turns, an infantry unit keeps moving for more than 7 consecutive turns or an archer unit keeps making two ranged attacks per turn for more than 2 turns, all units involved must roll 5 or less to avoid becoming more fatigued. The roll is repeated every turn the exausting activity is continued and gains a cumulative penalty of 1 per turn after the firs roll.
Every time spends a turn engaged in melee combat, takes damage or becomes more fatigued, a morale roll is made. If the roll exceed the unit's current morale, the units morale is reduced by the differnce, a natural 1 increases MO by 1 instead, unless the roll is caused by taking damage.
Certain other events, like witnessing the death of their leader can also cause morale rolls.
If morale drops to 0, the unit is broken and will try to flee at the first opportunity. A comander may make a Martiall roll to rally the unit and partially restore their morale before they leave the battlefield and rout.
Firearms take two tuns to reload after firing, same with most artillery units.
Units equiped with bows can make two ranged attack per turn, however this makes them fatigue faster. (The high rate of fire that bows provide compared to firearms has kept archers from completly disappearing from the battlefield for now.)
The main advantage of ranged weapons, is that the target is only allowed to use half of their defance value to evade the attack. Defending against firearms and artillery is impossible unless the targeted unit has the opportunity to take cover behind a sold object.
Taking cover against ranged attacks is treated as aditional armor when determining damage.
Some unit types have special abilities. Light cavallery and similarly mobile units can perform hit-and-run attacks without engaging if they are currently not already engaged in combat, while heavy cavallery equiped with lances can perform cavallery charges that deal doubled damage at the cost of not being able to defend against attacks should the charge fail.
Infantery equiped with polearms is immune against hit-and-run attacks and can brace against a cavallery charge, getting a chance to deal doubled damage instead of recieving it by rolling better on their attack roll than the charging enemy.
Golems and other non-living combatants don't have morale and therfore never break.
 
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[X] Plan Defense
[X] Fortify the town, ask for volunteers among those who are not fighting to help.
[X] Prepare for a siege, get supplies of food water and medicine ready
[X] Get civilians to centralized and well defended areas
[X] Convince some of the civilian volunteers who have training to do non combat roles such as doctors rather then fight.
[X] Place the Militia in spots where they are less likely to break and have support
[X] Set yourself to repel attackers

They aren't going to go for a siege because reinforcements will come by and kill them but we can prep for it anyway.
this is mainly because you need a four to one ration to actually take a place with prepared defenses which means that even without the militia we might be able to hold. I don't know how well the town is defended but if it isn't than we lose.
 
@force200 does the town have a palisade at least? is there an armory with extra muskets or something?

Also putting your players on the spotlight like this, with no direction what so ever, usually kills off noticeable amounts of momentum in quests.
 
I'm going by the historical premise that a population center needs the crown's (or in this case the duke's) permission to build fortifcations and if it does it's refered to as a city, So Torntal wouln't have a palisads as it doesn't have city rights. However, individual buildings like the town hall, the jail or warehouses belonging to influential merchants are usually fortyfied. Also muskets in this setting aren't exactly cheap, so it's unlikely that a town would have any that are not privately owned. It's assumed that everyone has already grabbed the best weapons availble to them at that moment.

I'm still new to QMing, so I apologize for apparently kinda dropping you ff the deep end into what is supposed to be a tutorial. If you have suggestions on how to do it better, please share.
 
You could throw up two flawed example plans. One prepared by the militia, one prepared by the Watch.

To discourage the players from picking these, both would put us in the firing line.
 
OK, thaks fo the advice.

Example plans:

[]Captain Mehlteua's Plan
-[]Cinnabar Banners form up at the outskirts of town and fire at the attackers.
-[]Town Watch intercepts enemy Cavallery
-[]Miltia stands back and prepares to reenforce after helping to evacuate non-combatans.

[]Edelbert's Plan
-[]Everyone barricades themselves in a fortyfied warehouse after helping with the evacuation.

[]Captain Thurske's Plan
-[]Tow Watch and Cinnabar Banners engage the enemy on east street.
-[]Militia flanks them from the side alleys.
 
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without defenses there's absolutely no point in guarding the town as a whole. Put people wherever they can best fight back and hope for the best.

one last possible plan, no X's this time

the town watch moves to the fortified town hall with the woman and children to guard them.
the two militia forces spread out at natural choke points near the town hall where small numbers can hold off larger numbers. If there are none find whatever positions work best for defense.
the cinnabar banners provide recon and reinforcements, go in the air to see where there going and act as a rapid response force to militia defenses.

abandon 9 tenth's of the town to keep the people safe.
 
@kitsune9 Not all members of the Cinnabar Banners can fly, since Beastbloods (especially avian ones) make up only a minority of the total population. Also the current skirmish only encompases the easternmost districts of the town, there are more battles happening elsewhere in the town. Torntal is quite big with roughly 10,000 inhabitants, despite not having city rights (for a comparison the largest sttelment on the continent has a bit less then half a million people living there). And did you really think that the Cinnabar Banners only have 30 mebers?
 
i'm thinking fire emblem where people only have around 12 units actually, and you only need a single flyer to make air recon useful and guess what we are.
 
I'm not familiar with Fire Emblem. But yes, you can have Coreau perform an individual action. However she won't provide any commander bonuses to her Unit while doing so.
 
One notable thing is that they have far more ranged troops than we do, so we need to engage them from close quarters.
 
Here are my thoughts on what we should do.
  • Women and Children should head to fortified locations, byn.
  • Use any volunteer men we can to split the focus of the invaders.
  • See if invaders can be lured away from each other dispatched quietly.
Thoughts on the mercs
  • These guys want pay anyway that they can get it.
  • They're are probably exhausted trying to out maneuver pursuit as well.
  • Their guards will down trying to raid an unfortified town.
  • They do not know the town as well as we do.
  • They probably want to smash and grab, so they want to go in and out.
So, the mercs will be vulnerable to being weighed down with loot, separation, and confusion.

So, perhaps we can setup in houses that are made to be particularly attractive to the mercs, and shank them.

[X] Orisha's plan

[X] Edelbert's plan
-[X] Get non-combatants into fortified areas or places as far west from the mercs as possible.
-[X] Have the eastern-most houses and alleyways set for looting, so the mercs are eventually weighed down by loot.
-[X] Taunt the invaders to lure them in further into choke-points and ambushes if necessary.
-[X] Funnel/ lure the mercs to the others further west or into Wilhelm's and Otto's ambush.
--[X] Kill mercs who end up in choke points, are isolated, outnumbered, slow, and confused discreetly.

[X] Correau's plan
-[X] Disperse wagons, wheel-barrows, and any obstruction that can funnel and confuse the mercs into choke-points and ambush friendly areas for Otto and Wilhelm.
-[X] Taunt and lure the bulk of the invaders further west into Wilhelm's and Otto's ambush.
--[X] Kill mercs who end up in choke points, are isolated, outnumbered, slow, and confused.
-[X] Act as a nail to Wilhelm's and Otto's ambush hammer if need be.

[X] Captain Otto
-[X] Stay with Wilhelm.
-[X] Support others in trouble if necessary.
-[X] Conserve for ambush with Wilhelm.
--[X] Kill mercs who end up in choke points, are isolated, outnumbered, slow, and confused.

[X] Captain Wulfhelm
-[X] Kill mercs headed your way from the east in a prepared ambush spot or trapped in choke points.
-[X] Hide as much as possible.
-[X] Support the others if they are in trouble.
-[X] Signal to others whether to use pincer movement or whether the enemy is broken and if pursuit is ok.
 
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