@yannoshka To clarify, we distribute all dice available? There is no need to save dice for future actions right?

-[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (roll difficulty 50; 2 security die, 1 logistics die min; can use any die)
--[] 2 Security Die, 2 General Die, 1 Scouting Die

I'm pretty sure this requires a logistics die. Also, 5d20 to make a 50 difficulty means an only 50% chance of success.

-[] Regularly patrol the territory you nominally control (2 die max)
--[] 1 General Die
-[] Establish PoW treatment procedures (2 die max)
--[] 2 General Die
-[] Establish advanced field hospitals in permanent fortified positions (requires having taken option that provides forts; 3 die max)
--[] 3 General Die

@yannoshka Since no minimum dice is identified does that mean we can use all general dice for these? Or do we need to use one of that category and then can use general dice?

-[] Organize and establish proper lines of communication (roll difficulty 25; 1 logistics die min; can use scouting die)
--[] 1 General Die, 1 Scouting Die

Requires a logistics die.

Also the expected value of a 2d20 is 20, which means a less than 50% chance of success.

-[] Keep track of enemy movements (roll difficulty 30; 1 scouting die min)
--[] 2 Scouting Die

Similarly 2d20 has a much lower chance of hitting a 30 difficulty. I think you are seriously over estimating the number of things we can do.

I think our plans have to be much more focused on doing a few things well.
 
Requires a logistics die.

Also the expected value of a 2d20 is 20, which means a less than 50% chance of success.
Yeah, but 3d20s are not a good idea in my mind to stretch into one action that has a roll difficulty of 25, when one of those 3 die can be stretched to another location.
3d20 would have a median of 30. Too high, in my mind.

Although, I really was overreaching at some points, and wasn't overanalyzing the flaws in the statistics.
 
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@yannoshka To clarify, we distribute all dice available? There is no need to save dice for future actions right?
@yannoshka Since no minimum dice is identified does that mean we can use all general dice for these? Or do we need to use one of that category and then can use general dice?
Yep, just answered that in my previous post
I think our plans have to be much more focused on doing a few things well.
Yes... and no.
Remember Barbarians have their own actions, and getting ultra-focused can leave you critically uncovered in other areas
 
General thoughts on priorities:

Security
4 d20 available
[] Fortify camps each night as you are progressing (roll difficulty 25; 1 security die min; can use logistics die)
[] Regularly drill your troops on defensive maneuvers (roll difficulty 25; 1 security die, 1 combat die min)
[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (roll difficulty 50; 2 security die, 1 logistics die min; can use any die)
[] Regularly patrol the territory you nominally control (2 die max)
[] Establish PoW treatment procedures (2 die max)
[] Establish advanced field hospitals in permanent fortified positions (requires having taken option that provides forts; 3 die max)

I think the #1 priority has to be:
[] Fortify camps each night as you are progressing (roll difficulty 25; 1 security die min; can use logistics die)

That's a required action for safety in a campaign, and we need at least 4 dice in the pool for this action considering it's importance. I'm really shocked at the difficulty level, I mean, it requires 3 dice just to get about a 75% chance of success. And then we have to match opposing rolls after that? if I had known I would have gone for the higher dice plan.

Secondary Priorities:

[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (roll difficulty 50; 2 security die, 1 logistics die min; can use any die)
[] Regularly patrol the territory you nominally control (2 die max)
[] Establish PoW treatment procedures (2 die max)

I believe one of the primary strategic goals was to capture prisoners right? In that case POW treatment is probably important. Seizing strategic positions is always important, I'm surprised it's in the security dice pool, since that seems an obvious combat objective. And the difficulty requires 5 dice just to get to 58% chance of success.

Considering the number of dice and the difficulty level, we can not afford to do more than maybe two or three actions in this section.


Logistic
4 d20 available
[] Organize and establish proper lines of communication (roll difficulty 25; 1 logistics die min; can use scouting die)
[] Establish a proper logistics train (roll difficulty 25; 1 logistics die min)
[] Establish centralized fortified locations for resource and repair depots (roll difficulty 30; 2 logistics die min; can use security die)
[] Organize and maintain morale raising events (roll difficulty 25; 1 logistics die min)
[] Be on the lookout for strategically significant resource nodes (2 die max)
[] Establish regular gear and kit inspections (2 die max)

Priority #1:
[] Establish a proper logistics train (roll difficulty 25; 1 logistics die min)

Always required.

Priority #2:
[] Organize and establish proper lines of communication (roll difficulty 25; 1 logistics die min; can use scouting die)

Important, but we don't have enough dice to do everything.

Priority #3:
[] Establish centralized fortified locations for resource and repair depots (roll difficulty 30; 2 logistics die min; can use security die)

Three dice just to 57% success rate? Important, but probably not able to do it with any decent chance of success considering the number of dice we have. I would have thought this would synergize with fortifying strategic points.

Other priorities:

[] Be on the lookout for strategically significant resource nodes (2 die max)
[] Establish regular gear and kit inspections (2 die max)

Keeping gear in shape is always good. Looking for resources would be nice, but consdiering our dice limits we probably have to pass.

Scouting
7 d20 available
[] Keep track of enemy movements (roll difficulty 30; 1 scouting die min)
[] Locate enemy staging grounds and other PoI (roll difficulty 25; 1 scouting die min)
[] Insert scouts behind enemy lines (roll difficulty 30; can only use scouting die)
[] Organize sabotage missions (roll difficulty 30; 1 scouting die min)
[] Organize supply raids and resource denial missions (roll difficulty 40; 2 scouting die min; can use logistics and combat die)
[] Set up ambushes (4 die max; can use combat die)

Priority #1:
[] Keep track of enemy movements (roll difficulty 30; 1 scouting die min)

Essential for any campaign. Requires 3 dice just to get to 57%. And this is something we cannot fail on. 4d20 to get an 85% success rate.

Priority #2:
[] Locate enemy staging grounds and other PoI (roll difficulty 25; 1 scouting die min)

Very important. I assume PoI stands for Places of Interest?

Other things:
[] Organize sabotage missions (roll difficulty 30; 1 scouting die min)
[] Organize supply raids and resource denial missions (roll difficulty 40; 2 scouting die min; can use logistics and combat die)
[] Set up ambushes (4 die max; can use combat die)

All very nice but impossible to do with the number of dice we have and the difficulty levels.

Combat
7 d20 available
[] Intercept enemy movements (roll difficulty 30; 1 combat die min; can use scouting die)
[] Respond to enemy provocations (roll difficulty 30; 1 combat die min)
[] Hold strategic positions (roll difficulty 25; 1 combat die min; can use security die)
[] Besiege enemy fortifications (requires having taken scouting option to locate enemy PoI; roll difficulty 40; 2 combat die min)
[] Advance the lines of battle (roll difficulty 50; 2 combat die min; 5 die max)
[] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
[] Draw enemy into combat on the fields of your choosing (5 die max)
[] Secure your posterior (3 die max)

[] Hold strategic positions (roll difficulty 25; 1 combat die min; can use security die)

I would have thought this was covered by this option:
[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (roll difficulty 50; 2 security die, 1 logistics die min; can use any die)

What's the difference between them?

[] Respond to enemy provocations (roll difficulty 30; 1 combat die min)
[] Advance the lines of battle (roll difficulty 50; 2 combat die min; 5 die max)
[] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
[] Secure your posterior (3 die max)

I don't even understand what the these options mean. I thought we had an objective to raze the western most barbarian villages, and to capture prisoners. How do any of these combat options relate to our objective? How is "secure your rear" an action that requires dice? Isn't that simply something you do when you are in a battle? You have reserves and you have a rearguard. These options all seem to be tactical decisions, and they don't fit well with the other choices. How can we make these choices without information on the enemy's disposition?

[] Besiege enemy fortifications (requires having taken scouting option to locate enemy PoI; roll difficulty 40; 2 combat die min)

Don't we already know where the enemy villages are? This makes it sound like we don't even know where our strategic objectives are.

Frankly this whole setup is very confusing, it requires us to make tactical decisions without any knowledge of the tactical situation. It's like trying to decide your military maneuvers by throwing darts at a dart board and just hoping you manage to match what the enemy is doing by random chance. The other choices are procedural and strategic decisions, so they make more sense to be decided before we have information on the enemy. Though even there you would think we would be able to respond to new information.

[] Draw enemy into combat on the fields of your choosing (5 die max)

Sounds nice, obviously we'd like this. But why should the barbarians attack us on ground of our choosing? They are the defenders, we are the ones that have to go to a specific destination, so it seems like the barbarians will get to choose the ground, unless they are very stupid.

[] Intercept enemy movements (roll difficulty 30; 1 combat die min; can use scouting die)

Well, this would be nice to do, but since I don't understand how the other combat actions have anything to do with our strategic objective I can't really determine how much we can afford to spend here.

Yes... and no.
Remember Barbarians have their own actions, and getting ultra-focused can leave you critically uncovered in other areas

What does it matter if we fail the difficulty roll?

I mean, take this action:
[] Organize and establish proper lines of communication (roll difficulty 25; 1 logistics die min; can use scouting die)

So if we put 2 dice to trying to achieve it, while the barbarians only spend 1 die to disrupt our communications it would look like we have the advantage. But we only have a 34% chance of making the difficulty level in the first place, that's a 76% chance we fail to establish communication lines no matter how many dice the barbarians put into disrupting communications. Heck, they could put 0 dice into it and we'd still fail. And then it's just a waste of dice. Frankly I don't understand why this action has a difficulty level at all, and certainly not why it's so incredibly high.

I had assumed we were going to have opposing rolls, not this difficulty level thing. If it was opposing rolls it would make sense to spread dice out a bit more, since even if you fail to beat an opposing roll it could be that you only fail by a little, which I assumed would impact how bad thing went for each side.

Maybe it makes sense for some rolls to have a difficulty level, but these are so high too. Basically if we do anything more than one or two actions per a category, then we will fail most of our rolls before we even get to the opposing roll category.

If you want us to spread the dice out more, then you need to change the system, because right now it would be foolish to do more one or two actions in a category. I mean, just do the math, we have a total of 31 dice. There are four categories. So slightly less than 8 dice per a category. For two actions with a difficulty level of 30, that requires 4 dice each action to get an 85% chance of success. Because I am not going to choose a number of dice that gives us less than 70% chance of success, unless it's on a "nice to have" action instead of a "required for overall success" action. A difficulty roll of 25 gets a 74% success rate with 3d20. So with 31 dice we have enough dice for seven difficulty 30 actions, and one difficulty 25 action, and then we are out of dice. That might barely cover the required actions, so we don't even get to the nice to haves.

No way are we going to do more than 8 actions. If you want us to do more you have to change your setup.

Tool for calculating probabilities:

anydice.com

AnyDice

AnyDice is an advanced dice probability calculator, available online. It is created with roleplaying games in mind.
 
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[] Tentative Plan:

But I really hope you rework this system.

Security
4 d20 available
-[] Fortify camps each night as you are progressing (roll difficulty 25; 1 security die min; can use logistics die)
--[] 2 security dice, 1 general die
-[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (roll difficulty 50; 2 security die, 1 logistics die min; can use any die)
--[] 2 security dice, 1 logistics die, 3 general dice
-[] Establish PoW treatment procedures (2 die max)


Logistic
4 d20 available
[] Organize and establish proper lines of communication (roll difficulty 25; 1 logistics die min; can use scouting die)
-[] 1 logistics die, 2 general dice
[] Establish a proper logistics train (roll difficulty 25; 1 logistics die min)
-[] 2 logistics die, 2 general dice
[] Establish centralized fortified locations for resource and repair depots (roll difficulty 30; 2 logistics die min; can use security die)


Scouting
7 d20 available
[] Keep track of enemy movements (roll difficulty 30; 1 scouting die min)
-[] 4 scouting dice
[] Locate enemy staging grounds and other PoI (roll difficulty 25; 1 scouting die min)
-[] 3 scouting dice, 1 general die
[] Set up ambushes (4 die max; can use combat die)


Combat
7 d20 available
[] Intercept enemy movements (roll difficulty 30; 1 combat die min; can use scouting die)
-[] 2 combat dice, 2 general combat dice
[] Hold strategic positions (roll difficulty 25; 1 combat die min; can use security die)
-[] 3 combat dice, 1 general die
[] Besiege enemy fortifications (requires having taken scouting option to locate enemy PoI; roll difficulty 40; 2 combat die min)
-[] 2 combat dice, 3 general dice

[] Draw enemy into combat on the fields of your choosing (5 die max)
[] Secure your posterior (3 die max)


That's probably the bare bones plan, and it's leaving major items uncovered, along with some having too few dice.
 
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Three dice just to 57% success rate?
I would have thought this would synergize with fortifying strategic points.
Not quite. both you and barbarians have your starting bonuses. And your actions do have synergies between them.
I'm just refusing to show them right now as to tone down on munchkining and minmaxing.
I assume PoI stands for Places of Interest?
Yep
[] Hold strategic positions (roll difficulty 25; 1 combat die min; can use security die)

I would have thought this was covered by this option:
[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (roll difficulty 50; 2 security die, 1 logistics die min; can use any die)

What's the difference between them?
The later massively buffs the former, and does not give you counter-attack rolls
I thought we had an objective to raze the western most barbarian villages
Where patroling soldiers venturing into the forest held no notable successes to speak off, the scouts did very well indeed.
They mapped out sizable portions of the forest, located a good number of barbarian hamlets and monster dens, and even found two sizable - well, sizable by barbarian standards - villages.
All in all a profitable decade and a half of effort.
Villages are in the forest. You are concentrating on the plains atm.
What does it matter if we fail the difficulty roll?
If you fail it just lowers threshold for the next turn, even if you roll 1. If you succeed and the enemy either took no actions affecting the issue or failed on the actions, you get progression points.
...
Yanno what? you are kinda right, DC threshold just unnecessarily complicates things, I'm gonna go and remove it.
I didn't originally intend to have it anyhow but then had a brainwave to put them in, to force you to be careful and thoughtful.
But, making rolls beyond 25 DC was a brainfart, I plead temporary insanity on that one.
 
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Okay, thanks. That makes it a lot simpler.

[] Proposed Plan

9 general dice available.

Security
4 d20 available
-[] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[] 1 security die, 1 general die
[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (2 security die, 1 logistics die min; can use any die)
--[] 2 security dice, 1 logistic die, 1 general die
-[] Establish PoW treatment procedures (2 die max)
--[] 1 general die

Fortify camps is necessary, we'd just be asking for trouble not to do it when operating in the enemy's territory. Seizing and fortifying locations is necessary. Need to establish PoW procedures. That's 7 dice, can't afford anymore in security.

[] Regularly drill your troops on defensive maneuvers (1 security die, 1 combat die min)
[] Regularly patrol the territory you nominally control (2 die max)
[] Establish advanced field hospitals in permanent fortified positions (requires having taken option that provides forts; 3 die max)


Logistic
4 d20 available
-[] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
--[] 1 logistics die
-[] Establish a proper logistics train (1 logistics die min)
--[] 1 logistics die, 1 general die
-[] Establish centralized fortified locations for resource and repair depots (2 logistics die min; can use security die)
--[] 1 logistics dice, 1 security die, 1 general die
-[] Be on the lookout for strategically significant resource nodes (2 die max)
--[] 1 scouting die
-[] Establish regular gear and kit inspections (2 die max)
--[] 1 general die

Problem here is that we don't have enough logistics dice. Unless we can use a security die instead for the centralized location. @yannoshka Is that okay, or do we have to drop one of the other options?

That's 7 dice here, but it might be better to drop the look out for resources and the kit inspections to put those dice elsewhere. Would like other people's thoughts.

[] Organize and maintain morale raising events (1 logistics die min)

Scouting
7 d20 available
-[] Keep track of enemy movements (1 scouting die min)
--[] 2 scouting die,
[] Locate enemy staging grounds and other PoI (1 scouting die min)
--[] 2 scouting die
-[] Organize supply raids and resource denial missions (2 scouting die min; can use logistics and combat die)
--[] 2 scouting dice

Have to keep track of the enemy's movements, need to locate their bases. Supply raids seem like the next most important. That is six dice. This might be where we ought to move those dice from the logistics section. Probably put them in sabotage missions, maybe ambushes. I wanted to do more here, but items in the security section are more essential than I thought. (I thought seizing strategic locations would be combat dice focused, not security). Total of 6 dice.

[] Insert scouts behind enemy lines (can only use scouting die)
[] Organize sabotage missions (1 scouting die min)
[] Set up ambushes (4 die max; can use combat die)


Combat
7 d20 available
-[] Intercept enemy movements (1 combat die min; can use scouting die)
--[] 1 combat die, 1 general die
-[] Hold strategic positions (1 combat die min; can use security die)
--[] 1 combat die, 1 general die
-[] Besiege enemy fortifications (requires having taken scouting option to locate enemy PoI; 2 combat die min)
--[] 2 combat dice
-[] Advance the lines of battle (2 combat die min; 5 die max)
--[] 2 combat dice
[] Secure your posterior (3 die max)
--[] 1 combat die, 1 general die

If there are no fixed barbarian villages then we will need to intercept their movements. Need to hold strategic positions (would have thought that would be the security dice, but whatever). Since we are locating their bases, better siege them. Still have no idea how these tactical decisions make any sense prior to having information on the enemy positions, so I just distributed them evenly over what seemed the most important options. Don't have enough dice to do anything else. If this went in stages where we first seized strategic positions, built up a logistics chain, and scouted the enemy, and then next round had combat that would let me figure out better how to distribute the dice, but apparently it doesn't work that way?

[] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
[] Draw enemy into combat on the fields of your choosing (5 die max)
[] Respond to enemy provocations (1 combat die min)


Frankly I really don't understand how combat works, so I have no confidence that this is a good plan. But it's probably cautious enough that we can go a few rounds and then understand better how this system works. Right I don't understand what I'm actually committing to, so it's just me fumbling around in the dark. Does anyone else understand how this works?
 
It looks horrifying and more than a bit confusing on the actual usefulness of these options. Like how useful is raiding and resource denial if we find out they have a bunch of food stored from scouting? I am just a bit lost about it.
 
[] Plan: Foundations
9 general d20 available
Minimum of 5 die per category required!
Security
4 d20 available
-[] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[] 2 Security Die
-[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (2 security die, 1 logistics die min; can use any die)
--[] 2 Security Die, 1 Logistics Die
-[] Regularly patrol the territory you nominally control (2 die max)
--[] 2 General Die
-[] Establish advanced field hospitals in permanent fortified positions (requires having taken option that provides forts; 3 die max)
--[] 3 General Die
Logistic
4 d20 available
-[] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
--[] 1 Logistics Die, 2 Scouting Die
-[] Establish centralized fortified locations for resource and repair depots (2 logistics die min; can use security die)
--[] 2 Logistics Die
-[] Establish regular gear and kit inspections (2 die max)
--[] 2 General Die
Scouting
7 d20 available
-[] Keep track of enemy movements (1 scouting die min)
--[] 3 Scouting Die
-[] Set up ambushes (4 die max; can use combat die)
--[] 2 Scouting Die, 2 General Die
Combat
7 d20 available
-[] Draw enemy into combat on the fields of your choosing (5 die max)
--[] 5 Combat DIe
-[] Secure your posterior (3 die max)
--[] 2 Combat Die

I think this works. This plan focuses our resources to seize initiative, and tests the system we will be using by going with ambush tactics for the offense. This plan doesn't establish an logistics train this round though.
 
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-[] Establish advanced field hospitals in permanent fortified positions (requires having taken option that provides forts; 3 die max)
--[] 3 General Die
Don't we have more essential places to put dice? If we are going to seize strategically important locations that seems like a much higher priority.

-[] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
--[] 2 Scouting Die
Can we use 0 logistics dice here? I though this meant we had to have at least one.

-[] Establish regular gear and kit inspections (2 die max)
--[] 2 General Die

Wouldn't establishing a logistic's train be much more important?

-[] Establish a proper logistics train (1 logistics die min)
--[] 1 logistics die, 1 general die

-[] Set up ambushes (4 die max; can use combat die)
--[] 2 Scouting Die, 2 General Die
Combat
7 d20 available
-[] Draw enemy into combat on the fields of your choosing (5 die max)
--[] 5 Combat DIe
-[] Secure your posterior (3 die max)
--[] 3 Combat Die

This is an interesting option, we could do this instead of locating enemy bases and attacking them. We'd still need to spend some dice on holding the forts we've establish though. (Also, we only have 7 combat dice, your plan uses 8). Maybe something like this:

[] Proposed Plan 2

9 general dice available.

Security
4 d20 available
-[] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[] 1 security die, 1 general die
[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (2 security die, 1 logistics die min; can use any die)
--[] 2 security dice, 1 logistic die, 1 general die
-[] Establish PoW treatment procedures (2 die max)
--[] 1 general die

Logistic
4 d20 available
-[] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
--[] 1 logistics die
-[] Establish a proper logistics train (1 logistics die min)
--[] 1 logistics die, 1 general die
-[] Establish centralized fortified locations for resource and repair depots (2 logistics die min; can use security die)
--[] 1 logistics dice, 1 security die, 1 general die

Scouting
7 d20 available
-[] Keep track of enemy movements (1 scouting die min)
--[] 2 scouting dice
-[] Set up ambushes (4 die max; can use combat die)
--[] 4 Scouting Dice

Combat
7 d20 available
-[] Intercept enemy movements (1 combat die min; can use scouting die)
--[] 1 combat die, 1 scouting die
-[] Hold strategic positions (1 combat die min; can use security die)
--[] 1 combat die, 1 general die
[] Secure your posterior (3 die max)
--[] 2 combat die, 1 general die
-[] Draw enemy into combat on the fields of your choosing (5 die max)
--[] 3 Combat dice, 2 general dice
 
Don't we have more essential places to put dice? If we are going to seize strategically important locations that seems like a much higher priority.


Can we use 0 logistics dice here? I though this meant we had to have at least one.



Wouldn't establishing a logistic's train be much more important?





This is an interesting option, we could do this instead of locating enemy bases and attacking them. We'd still need to spend some dice on holding the forts we've establish though. (Also, we only have 7 combat dice, your plan uses 8). Maybe something like this:

[] Proposed Plan 2

9 general dice available.

Security
4 d20 available
-[] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[] 1 security die, 1 general die
[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (2 security die, 1 logistics die min; can use any die)
--[] 2 security dice, 1 logistic die, 1 general die
-[] Establish PoW treatment procedures (2 die max)
--[] 1 general die

Logistic
4 d20 available
-[] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
--[] 1 logistics die
-[] Establish a proper logistics train (1 logistics die min)
--[] 1 logistics die, 1 general die
-[] Establish centralized fortified locations for resource and repair depots (2 logistics die min; can use security die)
--[] 1 logistics dice, 1 security die, 1 general die

Scouting
7 d20 available
-[] Keep track of enemy movements (1 scouting die min)
--[] 2 scouting dice
-[] Set up ambushes (4 die max; can use combat die)
--[] 4 Scouting Dice

Combat
7 d20 available
-[] Intercept enemy movements (1 combat die min; can use scouting die)
--[] 1 combat die, 1 scouting die
-[] Hold strategic positions (1 combat die min; can use security die)
--[] 1 combat die, 1 general die
[] Secure your posterior (3 die max)
--[] 2 combat die, 1 general die
-[] Draw enemy into combat on the fields of your choosing (5 die max)
--[] 3 Combat dice, 2 general dice
1. Medical matters are important. The train of thought I was riding centered around the idea we can't take the area in one 'round', so establishing a forward operating base to push out from is the idea with that plan. A healing centre we don't seem to have entered into the battle with is a good thing in my eyes.
2. My bad, yeah you are right I can't do that without a min of 1 logistics die there.
3. Probably, but it shouldn't kill us I think. The implication is a lack of established logistics train would be a negative issue for us, but I was hoping we could somehow use the lack of established logistics train as a way to ambush the enemy.


Your proposed plan looks a lot better than mine. I like it.
 
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Well, the moratorium is up.
You can vote now.

~48h again seems like a decent number, with the caveat I might cut it shorter if the votes look to be clear and settled.
 
@yannoshka you still haven't answered an important question:

Logistic
4 d20 available
-[] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
--[] 1 logistics die
-[] Establish a proper logistics train (1 logistics die min)
--[] 1 logistics die, 1 general die
-[] Establish centralized fortified locations for resource and repair depots (2 logistics die min; can use security die)
--[] 1 logistics dice, 1 security die, 1 general die
-[] Be on the lookout for strategically significant resource nodes (2 die max)
--[] 1 scouting die
-[] Establish regular gear and kit inspections (2 die max)
--[] 1 general die

Problem here is that we don't have enough logistics dice. Unless we can use a security die instead for the centralized location. @yannoshka Is that okay, or do we have to drop one of the other options?
 
[] Plan: Camp defense, POW treatment, and Ambush Tactics Version 2.0
9 general dice available.
Security
4 d20 available
-[] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[] 1 security die, 1 general die
[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (2 security die, 1 logistics die min; can use any die)
--[] 2 security dice, 1 logistic die, 1 general die
-[] Establish PoW treatment procedures (2 die max)
--[] 1 general die
Logistic
4 d20 available
-[] Establish a proper logistics train (1 logistics die min)
--[] 1 logistics die, 1 general die
-[] Establish centralized fortified locations for resource and repair depots (2 logistics die min; can use security die)
--[] 2 logistics dice, 1 security die
Scouting
7 d20 available
-[] Keep track of enemy movements (1 scouting die min)
--[] 2 scouting dice, 1 general die
-[] Set up ambushes (4 die max; can use combat die)
--[] 4 Scouting Dice
Combat
7 d20 available
-[] Intercept enemy movements (1 combat die min; can use scouting die)
--[] 1 combat die, 1 scouting die
-[] Hold strategic positions (1 combat die min; can use security die)
--[] 1 combat die, 1 general die
-[] Secure your posterior (3 die max)
--[] 2 combat die, 1 general die
-[] Draw enemy into combat on the fields of your choosing (5 die max)
--[] 3 Combat dice, 2 general dice

Well, I'm voting for this one. I can't think of a different plan I want to vote for at the moment.

Edit: Crap, I didn't notice the issue that made this plan invalid. Sigh, it's fixed now.
 
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[X] Plan: Camp defense, POW treatment, and Ambush Tactics

9 general dice available.
Security
4 d20 available
-[X] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[X] 1 security die, 1 general die
[X] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (2 security die, 1 logistics die min; can use any die)
--[X] 2 security dice, 1 logistic die, 1 general die
-[X] Establish PoW treatment procedures (2 die max)
--[X] 1 general die
Logistic
4 d20 available
-[X] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
--[X] 1 logistics die
-[X] Establish a proper logistics train (1 logistics die min)
--[X] 1 logistics die, 1 general die
-[X] Establish centralized fortified locations for resource and repair depots (2 logistics die min; can use security die)
--[X] 1 logistics dice, 1 security die, 1 general die
Scouting
7 d20 available
-[X] Keep track of enemy movements (1 scouting die min)
--[X] 2 scouting dice
-[X] Set up ambushes (4 die max; can use combat die)
--[X] 4 Scouting Dice
Combat
7 d20 available
-[X] Intercept enemy movements (1 combat die min; can use scouting die)
--[X] 1 combat die, 1 scouting die
-[X] Hold strategic positions (1 combat die min; can use security die)
--[X] 1 combat die, 1 general die
-[X] Secure your posterior (3 die max)
--[X] 2 combat die, 1 general die
-[X] Draw enemy into combat on the fields of your choosing (5 die max)
--[X] 3 Combat dice, 2 general dice

I'll vote for this one too, though I have no idea if it's a good plan or not.
 
Alright let's analyze this puppy here:

9 general d20 available and a minimum of 5 die per category is required. The full amount of dice is 9+4+4+7+7=31.

I'm also going to guess synchronization bonuses since according to OP they exists:

Not quite. both you and barbarians have your starting bonuses. And your actions do have synergies between them.
I'm just refusing to show them right now as to tone down on munchkining and minmaxing.

The goal here is to find economy of action to do as much as can be done with as few a dice.

Security
4 d20 available
[] Fortify camps each night as you are progressing (1 security die min; can use logistics die)

- So have to use at least one security die and can use logistics dice on top of security and general dice for this. This is protection from ambushes. In most other cases I'd say take it, but in this case we are fighting a bunch of discount Khornates so I'm not sure this is necessary to take.

[] Regularly drill your troops on defensive maneuvers (1 security die, 1 combat die min)

- This probably synchronizes with fortifying the camps for a larger effect. Also may synchronize with other combat actions as a buffer against counter-attacks.

[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (2 security die, 1 logistics die min; can use any die)

- Any die can be used on this one so long as you pay the two security and one logistic dice price first. Also is the prerequisite for other stuff in this vote. Definitely take it.

[] Regularly patrol the territory you nominally control (2 die max)

- This synchronizes with the logistics actions involving the supply trains.

[] Establish PoW treatment procedures (2 die max)

- Useful for both interrogation and integration of conquered population.

[] Establish advanced field hospitals in permanent fortified positions (requires having taken option that provides forts; 3 die max)

- Field hospitals reduce battlefield casualties. Get it as soon as both forts and logistics trains are covered.

Logistic
4 d20 available
[] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)

- This is us establishing command lines in the plains territories. This will synchronize and build on any fast action we take or are forced to take. Take it.

[] Establish a proper logistics train (1 logistics die min)

- Proper logistics train means we get steady supplies. A must that also synchronizes with any fort actions.

[] Establish centralized fortified locations for resource and repair depots (2 logistics die min; can use security die)

- Useful. But I'm not sure it's that useful at the start of the campaign. Synchronizes with the supply train and other fort actions.

[] Organize and maintain morale raising events (1 logistics die min)

- Not sure we will need this before we establish forts. Afterwards? A must.

[] Be on the lookout for strategically significant resource nodes (2 die max)

- We would need Taesta to be participating in order to take this on the first war turn. Later. Maybe. It's useful, but not as useful as some of the other stuff in here.

[] Establish regular gear and kit inspections (2 die max)

- A must. Without it gear and kit will have a chance to fail at a really bad time.

Scouting
7 d20 available
[] Keep track of enemy movements (1 scouting die min)

- A must. Knowing where and when your enemy will strike is the first thing any commander worth their salt seeks to learn about the battlefield. It also synchronizes with any actions that are about acting on our enemies in the field of battle.

[] Locate enemy staging grounds and other PoI (1 scouting die min)

- This tells us where we need to strike so a must. Also synchronizes with both the fort actions and keeping track of where our enemies are.

[] Insert scouts behind enemy lines (can only use scouting die)

- We don't even know where the enemy lines are right now. Don't take it on it's own.

[] Organize sabotage missions (1 scouting die min)

- Sure. If we didn't have other things to deal with.

[] Organize supply raids and resource denial missions (2 scouting die min; can use logistics and combat die)

- This is a must. We are doing a blitzkrieg style attack so now is the time to do this.

[] Set up ambushes (4 die max; can use combat die)

- Combat dice are usable here from the start.

Combat
7 d20 available
[] Intercept enemy movements (1 combat die min; can use scouting die)

- This synchronizes with tracking enemy movement and with ambushes. Take all three at he same time to save on dice.

[] Respond to enemy provocations (1 combat die min)

- A fight. Also may synchronize with defensive training.

[] Hold strategic positions (1 combat die min; can use security die)

- This was confirmed by OP to be buffed by the forts options:

[] Hold strategic positions (roll difficulty 25; 1 combat die min; can use security die)

I would have thought this was covered by this option:
[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (roll difficulty 50; 2 security die, 1 logistics die min; can use any die)

What's the difference between them?

The later massively buffs the former, and does not give you counter-attack rolls

[] Besiege enemy fortifications (requires having taken scouting option to locate enemy PoI; 2 combat die min)

This will most likely bring Taesta onto the battlefield because of this:

Loyal as ever, Nicholas almost jumped at the opportunity to join him and offer his own advice and observations.
Just as predictably, Taesta buggered off, having no patience for the interminable minutiae necessary for a proper campaign. His specific words were: "Just call me when you need me to wreck shit up. In the meantime, I have no time for military dog-and-pony crap." Eloquence, thy name is Taesta Tasakar. Not.

meaning that if we siege we should also go resource hunting as well. Not interested in taking it this turn since we have other things to do.

[] Advance the lines of battle (2 combat die min; 5 die max)

- This moves the battlefield forward. Let's establish a field hospital first to avoid attrition as much as possible.

[] Engage in probing attacks against enemy lines (4 die max; can use scouting die)

- Ah now this is useful in preparation for advancing the lines of battle and for various scouting actions especially the insert scouts behind enemy lines action.

[] Draw enemy into combat on the fields of your choosing (5 die max)

- Useful, but probably not this turn.

[] Secure your posterior (3 die max)

- Definitely synchronizes with the logistics train actions.

So what is my plan for this turn? Here:

[X] Plan Economy of Action:

9 general dice available
Security
4 d20 available
-[X] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[X] 1 security die
-[X] Regularly drill your troops on defensive maneuvers (1 security die, 1 combat die min)
--[X] 1 security die, 1 combat die
-[X] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (2 security die, 1 logistics die min; can use any die)
--[X] 2 security die, 1 logistics die
Logistic
4 d20 available
-[X] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
--[X] 1 logistic die, 1 scouting die
-[X] Establish a proper logistics train (1 logistics die min)
--[X] 1 logistic die
-[X] Organize and maintain morale raising events (1 logistics die min)
--[X] 1 logistic die
-[X] Establish regular gear and kit inspections (2 die max)
--[X] 2 general die
Scouting
7 d20 available
-[X] Keep track of enemy movements (1 scouting die min)
--[X] 1 scouting die
-[X] Locate enemy staging grounds and other PoI (1 scouting die min)
--[X] 1 scouting die
-[X] Insert scouts behind enemy lines (can only use scouting die)
--[X] 1 scouting die
-[X] Organize sabotage missions (1 scouting die min)
--[X] 1 scouting die
-[X] Organize supply raids and resource denial missions (2 scouting die min; can use logistics and combat die)
--[X] 2 scouting die
-[X] Set up ambushes (4 die max; can use combat die)
--[X] 1 combat die, 3 general dice
Combat
7 d20 available
-[X] Intercept enemy movements (1 combat die min; can use scouting die)
--[X] 1 combat die
-[X] Hold strategic positions (1 combat die min; can use security die)
--[X] 1 combat die
-[X] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
--[X] 1 combat die, 3 general dice
-[X] Secure your posterior (3 die max)
--[X] 2 combat die, 1 general die

This plan has us bowling into the barbarian territory in the plains, taking strategic positions, fortifying them, securing supply lines for them and at the same time running a slew of guerilla actions against our enemies.
 
-[X] Set up ambushes (4 die max; can use combat die)
--[X] 1 combat die, 3 general dice
If we are going to do ambushes then we ought to do this as well:

[] Draw enemy into combat on the fields of your choosing (5 die max)

- Useful, but probably not this turn.

Rewriting plan to adjust to not having enough logistics dice.

[X] Plan: Bases, Logistics, and Ambushes

9 general dice available.
Security
4 d20 available
-[X] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[X] 1 security die, 1 general die
[X] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (2 security die, 1 logistics die min; can use any die)
--[X] 2 security dice, 1 logistic die, 1 general die
-[X] Establish PoW treatment procedures (2 die max)
--[X] 1 general die
Logistic
4 d20 available
-[X] Establish a proper logistics train (1 logistics die min)
--[X] 1 logistics die, 2 general dice
-[X] Establish centralized fortified locations for resource and repair depots (2 logistics die min; can use security die)
--[X] 2 logistics dice, 1 security die
Scouting
7 d20 available
-[X] Keep track of enemy movements (1 scouting die min)
--[X] 2 scouting dice, 1 general die
-[X] Set up ambushes (4 die max; can use combat die)
--[X] 4 Scouting Dice
Combat
7 d20 available
-[X] Intercept enemy movements (1 combat die min; can use scouting die)
--[X] 1 combat die, 1 scouting die, 1 general die
-[X] Hold strategic positions (1 combat die min; can use security die)
--[X] 1 combat die, 1 general die
-[X] Secure your posterior (3 die max)
--[X] 2 combat dice
-[X] Draw enemy into combat on the fields of your choosing (5 die max)
--[X] 3 Combat dice, 1 general die

I really don't like not establishing secure communication lines, but I'm hopeful that due to the initiative on the first turn the barbarians will be slow to interfere. (If someone could write an omake to get us one more logistics die that would be great and I will revise, but between illness and other thing I can't). Also since combat is entirely focused on fixed locations and setting ambushes we ought to be okay. Logistics train and logistics bases have to be established right away so that we can support future actions. Ambushes seem most likely to succeed on the first turn before the barbarians grow wary, might as well go all in on that on this turn and then switch to establishing lines next turn once we have forward bases established.
 
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[X] Plan: Bases, Logistics, and Ambushes

This plan is good because it basically secures our border and sets us up to actually start pushing out onto the plans next war turn. We won't have pushed that far right now, but remember: We aren't doing a single year, or couple of years at campaign here. What is happening is basically a barbarian suppression campaign lasting a couple of decades. We don't need to make much progress to start with. Just need to ensure that we hold what we have, work out what needs to be done to keep the campaign going throughout the entire campaign... And then the next war turn will come up and we can actually start to assault the barbarians and take their land.
 
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