Saving a Nation, By Any Means Necessary (Modern/Sci-Fi meets Fantasy CK2)

Interlude: The Frank Foundation’s First Fight, part 3
The Frank Foundation's First Fight: Northern Front Results

--[X] Ambush Convoys (65% Chance, Cost: 1 Wealth, +5 Leofarinia, -5 Xelma, Moderate Loot)
---[X] Veteran Storm-Riders Fast Cavalry
---[X] Veteran Foundation Archers x2
---[X] Veteran Foundation Swordsmen x2
---[X] Basic Foundation Spearmen x2

(Increased chances to 77%)

1D100 => 93 + 5 (Organized Forces) + 5 (Planning Sessions) + 3 (Movies) = 106


The poor Xelmians probably don't know what happened, but you do know, since it was your forces that have organized this entire ambush from the start. For about twelve days, your forces have ambushed and attacked various supply and loot convoys traveling to and from the Xelmian Northern Front with near complete impunity. They have stolen supplies, burned supplies, and liberated both loot and prisoners with relatively little resistance until the twelfth day, which is the day that your ambushing forces decide to call it a victory and left without incurring further wrath from the Xelmians. The Storm-Riders are particularly important for the operation since their relatively higher speeds and strength means that they can strike at relatively smaller or less guarded convoys and retreat before the responding Xelmian forces could counter attacked.

You are a bit astonished how would the largest army within the region could have left their supply lines relatively unguarded. You have two theories why is this so. Theory number one is that they are more pressured for actual troops to fight on the front-line than they have anticipated, which means fewer guards to guard the supply lines and camps. The other theory is that the Xelmians are too arrogant that think of the possibility that anyone would attack the supply lines that deeply within their newly conquered territory, nor that an attack from your Foundation will be coming at them from the southern end. Either theory could be quite true and it is possible that both are true at the same time. Regardless, your forces actions have slowed down the Xelmian invasion by a noticeable degree, enough to bring succor to the besieged Leofarinians...

Critical Success: Your ambush forces have inflicted serious damage on the Xelmian supply lines, causing a more significant slowdown in the Xelmian invasion than previously anticipated and granting the besieged Leofarinians relief…

(Strength Change: +6 Leofarinia, -10 Xelma)

Casualties: 1D100 => 36


Casualties were light and were well within acceptable levels, thanks to the expertise of everyone involved within the ambush forces and careful planning. Your ambush forces targeted relatively undefended convoys and avoided anything too well-guarded. The only casualties occurred within this operation is when the ambush group targeted a treasure convoy carrying a sizable load of valuable treasure to be used to find the ongoing Xelmian Invasion. The convoy was better-guarded than all of the other convoys, but the lure of plunder and the significant threat that the treasure posed when used to hire stronger mercenaries was too much to ignore.

The convoy was successfully plundered, but a group of your spearmen were cut down by a group of Xelmian knights that were guarding the convoy…

(Units lost: 1 Basic Foundation Spearmen group)

Loot: 1D100 => 37


The amount of treasure and wealth gained from this operation, while was significant, was not to the projected level you are expecting, even though the objective was not exactly plunder. Most of the plundered loot from the convoys was food and other less valuable, but still essential, supplies. All of those items was given to the besieged Leofarinians in exchange for a modest bounty. Most of the valuable plunder gained from this operation was from that treasure convoy raid. The plunder was not limited to the chests of gemstones and jewelry. The fine weapons and armor that was still intact and in good shape were taking from the dead Xelmian knights after the raid and was added to the loot pile. The amount of wealth added to your treasury was still quite large after you have gave your fighters a bonus for a job well done…

(Wealth: +28)

--[X] Raid Camps (55% Chance, Cost: 1 Wealth, +5 Leofarinia, -5 Xelma, Moderate Loot)
---[X] Veteran Stone-Breaker Berserkers
---[X] Veteran Golden Wolves Berserkers
---[X] Copper Archer Statues
---[X] Veteran Foundation Spearmen x3
---[X] Basic Foundation Spearmen x2

(Increased chances to 71%)

1D100 => 26 + 5 (Organized Forces) + 5 (Planning Sessions) + 3 (Movies) = 39


The raids of the Xelmian camps, while successful in damaging the Xelmian war effort, did not go as smoothly as the raids on the convoys. It started out smoothly enough as your raiders targeted poorly defended camps and supply depots while avoiding fortified or relatively well-guarded ones. This had an obvious detrimental effect on the Xelmian war-effort.

However, during their last raid of the operation, your raiders stumbled upon a secret Xelmian Blood Summoning ritual in progress. These rituals differ from the standard summoning rituals you have been doing all this time by the fact that a fresh sacrifice is added to the ritual process. This time, the Xelmians sacrificed a large group of Leofarinian prisoners and slaves to fuel their efforts to summon a very powerful divine creature to crush a particularly stubborn Leofarinian citadel of their choosing.

You raiders successfully interrupted the ritual before the process is complete, but the ritual has progressed far enough that something was summoned anyway. What came out was a Divine Skeletal Dragon that proved to be quite dangerous. It took your raiding forces more than fifteen minutes to destroy the rampaging construct of dragon bone and divine energy by inflicting enough damage to the bone structure that a sharp blow to the skull have caused the whole construct to fall apart, never to move again. Credit for the kill goes to your two berserk groups, whose weapons proved very useful in combating the beast.

Fortunately, the fight has killed off all remaining Xelmians within that particular camp, so there was absolutely no resistance as your raiders looted the camp clean and slipped back into the darkness back home…

Success: Your raiding forces has conducted a series of raids on several camps and supply depots within an area, damaging the Xelmian war efforts and stopping the Xelmians from summoning a powerful divine creature.

(Strength Change: +5 Leofarinia, -5 Xelma)

Casualties: 1D100 => 42


That Divine Skeletal Dragon seemed to be quite powerful and deadly, if the report on the dead were any indication. A whole four groups of fighters killed, and all during the fight with the divine creature and all caused by the same divine creature. Some were killed by stomping, others by being torn apart by those fangs, and some by methods you can't comprehend. The survivors remarked that there wasn't enough remains to bury the bodies, so the bits and pieces were thrown into a campfire that was their pyre…

(Units lost: 2 Basic Foundation Spearmen groups, 2 Veteran Foundation Spearmen groups)

Loot: 1D100 => 61


If there was a silver lining to the almost-blotched raid on the summoning camp, is that the plunder gained from the camp itself outshone the plunder gathered from the previous raids. In addition to the respectable quantities of treasure and intact equipment that'll be thrown into the treasury, a large quantity of summoning supplies was gathered, including a Major Summoning Enhancer Scroll that was probably intended for the ritual. Hopefully you can put it to better use than the Xelmians.

In addition to all of that, the bones from that Divine Skeletal Dragon was also taken as well. The remains of divine creatures were said to have very useful quantities to them, as told to you by the Sisters Initiates that had appraised the bones. As a consequence, they have significant applications to them. Some of those applications are summoning related, other applications are purely commercial in nature. A full report of those applications will be compiled in time…

(Wealth: +20)
(Major Summoning Enhancer Scroll obtained.)
(Divine Skeletal Dragon Bones obtained.)
(New Actions Unlocked.)

--[X] Steal Logistics Animals (55% Chance, Cost: 3 Wealth, +5 Leofarinia, -5 Xelma, Moderate Loot)
---[X] Basic Agents x2
---[X] Company Van

(Increased chances to 60%)

1D100 => 81 + 3 (Movies) = 84


Operating on the lessons learned from the failure that has occurred last month and under the cover of all of the chaos going about the region, some of which caused by you and your forces, your agents easily succeeded in their mission to steal away as many horses, cattle, and other useful beasts of burden away from the Xelmian army. In fact, your agents have stolen away almost three times the amount of animals that was taken during last month's operations combined. Like what happened last month, the success has a measurable impact on the morale and effectiveness of the Xelmian war efforts on the northern front.

Adding insult to injury, your agents also have managed to steal away Princess Asalya's prized milk cow that she keeps for a fresh source of milk and cheese, which is rumored to be among the best cheese in Xelma. Now, the milk cow will be providing milk and fine cheese to the Leofarinian army…

Success: A significant amount of logistics animals were stolen from the Xelmian army and transferred over to the Leofarinian army by your agents, weakening the Xelmians while strengthening the Leofarinians.

(Strength Change: +6 Leofarinia, -6 Xelma)

Casualties: 1D100 => 21


After what happened last month, your agents made sure they are not caught and killed. And it seems that fortune is on their side this time, as no one died on this mission.

(No units lost.)

Loot: 1D100 => 50


Like before, most of the animals were turned over to the Leofarinian Army for their war effort. However, they did cough up a reward bounty for the animals you have liberated from Xelmian hands. They also allowed you to keep a few horses for whatever need you have…

(Wealth: +12)
(General-Purpose Horses gained!)
(New Actions Unlocked)


------

The middle front results are coming up soon.
 
Well, that wasn't too bad. Pretty sure money's more or less stopped being a problem. Three missions, three wins.

Pretty sure the other assorted loot compensates for the loss of troops, particularly given that nothing significant was lost. Sure, veteran spearmen don't grow on trees but it's not like they're irreplaceable either.

(Increased chances to 71%)

1D100 => 26 + 5 (Organized Forces) + 5 (Planning Sessions) + 3 (Movies) = 39
And that's a success by, like, 10 points (29 is the minimum needed number)? I may have been a little aggressive.

But I definitely stand by these raids. Lots of extra wealth we can turn into lots of extra firepower soon (hopefully).

Resource-wise:
5 wealth spent. 3 basic and 2 veteran foundation spearmen lost. (We had 11 and 5, so losing out of that resource, while never desireable, isn't crippling). 12+28+20=60 wealth gained. Dragon bones, horses, and summoning enhancer gained.

Combat forecast:
+6/-10, +5/-5, +6/-6. Total of +17/-21. Which for an 85/95 strength matchup where both sides were losing -10... 92/64 is pretty solid for one round of aggressive raids. Not to mention whatever extra morale fun comes from stealing the milk cow. Ice cream for everyone!
 
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This time the update was fast!!! Ty!!!

Well, that wasn't too bad. Pretty sure money's more or less stopped being a problem. Three missions, three wins.

Don´t bet on it, i am sure we will spend that money fast, but is good!

Adding insult to injury, your agents also have managed to steal away Princess Asalya's prized milk cow that she keeps for a fresh source of milk and cheese, which is rumored to be among the best cheese in Xelma. Now, the milk cow will be providing milk and fine cheese to the Leofarinian army…
Ok this is funny, did we keep the cow or we give it to the army?
 
Looking forward to middle front. Raid camps, ambush convoys, steal animals, destroy siege equipment. Nothing big but it all adds up. Probably to more wealth and war bonus.
 
Interlude: The Frank Foundation’s First Fight, part 4
The Frank Foundation's First Fight: Middle Front Results

--[X] Ambush Convoys (75% Chance, Cost: 1 Wealth, +5 Leofarinia, -5 Xelma, Moderate Loot)
---[X] Basic Foundation Infantry
---[X] Veteran Black Rabbits Bunny-Vanguards x2
---[X] Veteran Foundation Spearmen x2
---[X] Lesser Divine Water Elemental
---[X] Basic Foundation Spearmen x2

(Increased chances to 88%)

1D100 => 96 + 13 = 109


The success stories that you have been receiving concerning the ambushes and raids on the supply convoys and caravans in the middle front somehow manage to exceed the level of success you have gotten on the northern front with regards to raiding convoys. For about eighteen days, the ambush groups thoroughly terrorized the supply lines and ambushed the convoys with extraordinary efficiency, even though the guard forces accompanying the caravans were stronger than the ones assigned in the northern front. The ambushing forces only stopped because they have reached their time - limit objectives and not because of any outside pressure or interference. The resulting damage from their activities is more than enough to further destabilize the already unstable position the Xelmians found themselves in the middle front.

Aside from the superior experience and skills of your forces over the caravan guards, there are a couple of reasons to note for your overwhelming success in this operation. The first of which is the use of firearms, especially modern assault rifles. Like what happened last month, the loud noises of the weapon is enough to spook and scare even the normally fearless Xelmians. The bullets, while less powerful than the ones used for the sniper-rifles, are more than a match for even Xelmian armor. Combined with the rate the bullets are being fired out of the gun, this means that large groups of armored Xelmian troops are being cut through like a hot knife through butter.

Not helping the Xelmians is the tactics that was developed by Rebecca to take advantage of the assault rifle's strength. In simplest terms, it is a flanking maneuver. While your melee troops engage the enemy head on, the firearm-wielding infantry will approach from the side and shoot at the Xelmians at angles where there is little risk of friendly fire while maximizing Xelmian casualties.

The second reason mentioned is the use of "fire bottles", which is what your Leofarinians called the Molotov cocktail. Apparently, the knowledge of the Molotov cocktail has widely spread out from that initial group of agents that carried out the siege equipment sabotage mission last month. As a result, some of your more clever, pragmatic, or otherwise pyromaniacal fighting groups started to produce and use their own stockpiles of these crude but effective fiery grenades. Most of the combat groups assigned to this ambushing operation used the Molotov cocktail. However, it was noted that the Black Rabbits were particularly effective users of the Molotov cocktail as they used them to cause disruption and damage to soften the enemy targets before rushing in for the actual combat, resulting in pretty easy victories, especially since the caravan guard force neglected to bring counter measures against the non-magical fire that was thrown about.

Towards the end of the report, there were two notes of importance. First, a little note of caution. Apparently, while the assault rifle bullets are effective against most of the foes encountered during the operation, there were a few foes of note where the bullets are less than optimal against, namely the Xelmian Heavy Knight. Take a human, Bunny, or Dark Elvish Xelmian knight, clad them in much stronger and thicker armor than usual, and train them in a fighting style that relies more on stout strength and defense rather than speed, and you get what's known to be an essential part of Xelma's mailed fist. While your ambushing forces defeated those knights by cooking them alive in their own armors with liberal use of the Molotov cocktail, it is still shocking to hear of a foe who can resist bullets of your modern weapons.

The other note was more troublesome in its own way. Toward the end of the operations, your forces managed to catch a spy from Swords and Bones, Bethany's personal band of thugs. After a short torture session involving plenty of bullets being applied to the spy's limbs and groin, the spy revealed that Bethany sent her here to investigate your activities against Xelma and bring back anything useful that Bethany could work with in whatever nefarious scheme she cooked up with. It is fortunate that your forces could catch and kill the spy before she could report back to Bethany. The consequences could be deadly...

Critical success: Your ambush forces have inflicted major damage on the Xelmian supply lines and caravans, granting the Leofarinians more respite while further jeopardizing the Xelmians' chances of success in the middle front and in the overall invasion.

(Strength Change: +5 Leofarinia, -11 Xelma)

Casualties: 1D100 => 47


Unfortunately, even with every advantage on your side, it seems that casualties were unavoidable. There has been a particular deadly battle against the Xelmian Heavy Knights where a group of spearmen lost their lives while fighting in your name. May they rest in peace…

(Units lost: 1 Basic Foundation Spearmen group)

Loot: 1D100 => 18


The amount of loot gathered from this operation was a bit disappointing if you are being honest, and you found out the reasons why. Like the situation up on the northern front, the cargo of the majority of the convoys and caravans that was attacked and plundered by your forces were food and other less valuable, but still essential, supplies. Some of the cargo was taken by your raiders and turned over to the Leofarinians for a modest bounty, but most of it went up in smoke, literally. Apparently, while the Molotov cocktail helped the ambushing forces prevail against more difficult targets and defeat stronger caravan guards, the crude grenades have a tendency to cause large fires that has destroyed the cargo contents before the fighting was finished.

Still, in addition to the bounty for the supplies, your ambushers managed to secure a couple of treasure chests filled with lots of treasure. That alone is rewarding enough after you distribute the combat bonuses to your surviving troops for a job well done...

(Wealth: +8)

--[X] Raid Camps (65% Chance, Cost: 1 Wealth, +5 Leofarinia, -5 Xelma, Moderate Loot)
---[X] Veteran Blood Dancers Bunny-Berserkers
---[X] Veteran Foundation Archers x2
---[X] Copper Lion Statue
---[X] Copper Faux-Griffon Statue
---[X] Veteran Foundation Spears-Bunnies x3

(Increased chances to 80%)

1D100 => 70 + 13 = 83


The raids on the Xelmian camps in the middle front went a lot better than the raids on the northern front. Led by the brave and ruthless Blood Dancers and their equally brave leader Victoria, your raiders raised quite a bit of hell on the Xelmians, inflicting all sorts of misery. From executing large groups of guards to setting food and tents on fire (with Molotov cocktails no less), if there was a way to ruin the Xelmians' day, your raiders take it and accomplish the task with ease. This is helped out by the fact that the Xelmian's guard force was rather stretched out due to the damage caused by your forces during this month and during the previous month.

All of this accumulated into the last big raid for the operation. Towards the latter half of the month, your daring raiders attacked the main Xelmian supply camp for the middle front. In a short period of time the camp was set ablaze as your raiders threw Molotov cocktails everywhere and not a single flammable target was spared. Food storehouses, tents, wooden walls, wagons, and more than a few Xelmian Heavy Knights were burnt to ashes that night. And all of this was done while your raiders went around, killing as many Xelmian warriors as possible before Xelmian reinforcements arrived. At that point, your raiders have slipped back into the darkness with smiles on their faces.

You are pretty sure the Xelmians will have nightmares about all of that fire. They also might have plenty of nightmares about the Blood Dancers, especially Victoria. She was yelling all sorts of things when she is butchering the hapless Xelmians with her large two-handed sword. These phrases included how her sword isn't bloody enough, her giving glory to your name, a few quotes from the movie Gladiator, and more than a few quotes from the movie 300. As silly as some of those quotes might have been, they do have a nice effect of boosting Victoria's blood-thirsty reputation...

Success: Your raider forces has inflicted serious damage upon several camps and supply depots within an area, deepening the crisis Xelma has with the Middle Front.

(Strength Change: +5 Leofarinia, -7 Xelma)

Casualties: 1D100 => 49


While the big raid on the Xelmian supply depot is a success, it was probably a bit on the reckless side of things as the camp was quite heavily guarded in comparison to many other camps, especially since there was a large garrison of Xelmian Heavy Knights at the camp during the raid. A group of your seasoned Spears-Bunnies was cut down by those knights before your raiders came up with the idea of charbroiling the knights with the Molotov cocktails...

(Units lost: 1 Veteran Foundation Spears-Bunnies group)

Loot: 1D100 => 2


While you are not exactly super greedy or obsessively penny-pinching, you wished that the raiders, and ESPECIALLY the Blood Dancers, have gotten the memo that looting valuables to add to your treasury is just as good at damaging the Xelmian war effort as, if not better than, setting it ALL on fire with the Molotov cocktails! Their excuse is that they are operating on speed and they don't want the weight of treasure to weight them down while raiding. However, you are certain that the statues are more than capable of carrying that weight. At least they are very content to not taking a combat bonus for the operation, and they did bring back a modestly-sized chest full of silver and rubies that you can add to your coffers…

(Wealth: +4)

--[X] Destroy Invasion Siege Equipment (70% Chance, Cost: 5 Wealth, +0 Leofarinia, -15 Xelma, No Loot)
---[X] Red Knives Bunny-Assassins
---[X] Basic Agents

(Increased chances to 75%)

1D100 => 45 + 3 = 48


While this operation was a success, it did not go as smoothly as most other operations committed this month or last month. Apparently the Xelmians are getting a bit more wise to your actions in the past and present. As a result, they have taken precautions like guarding their precious siege equipment more closely with more guards as well as getting rid of that extraordinarily flammable wood that damned their siege weapons last month to fire.

Too bad for the Xelmians that all of those extra precautions did not stop your agents from lighting up the newest batch of siege weapons with a large amount of Molotov cocktails. From the smell of the burnt wood floating into your office, you can tell that a large amount of siege equipment have went up in smoke, again.

However, soon after the siege engines caught on fire, your agents ran into some trouble…

Success: Your agents managed to seriously damage or destroy a significant number of siege engines and equipment through burning, again.

(Strength Change: +0 Leofarinia, -15 Xelma)

Casualties: 1D100 => 76


And the source of the trouble happens to be a hired group of Bravian Assassins, who were performing a bit a counter-intelligence this time around. While they failed in preventing your group in burning those siege engines, they are determined to make sure your agents do not escape to tell the tale. In the end, your group of basic agents have to sacrifice themselves to enable your Red Knives to escape the Bravian's daggers. You were able to confirm their deaths, if their impaled and tongueless corpses that decorate the area were of any indication...

The news that the Xelmian Princess Asalya has hired Bravian Assassins to deal with you is quite grim indeed since they are pretty deadly as far as assassins go, but it is good news in that you are doing enough damage to Princess Asalya's plans that she has to hire foreigners, and not her own people, to deal with you…

(Units lost: 1 Basic Agents group)

------

The southern front results are coming up as soon as its ready...
 
Well, that was rough.
By the numbers:
Wealth- +5
War: +10 / -33
Casualties:
1 T2
1 T3
1 Intrigue asset (that one stings).

Do we know what the usual "plan" is for dealing with Xelmian heavies, or is it mostly just die?

Also interesting to me: It seems like level of success has no bearing on loot or casualty rolls, which seems counter-intuitive.
 
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We did not get much loot this time, but damage was amazing. We do need to hire more troops next turn. We need more basic troops to soak up losses
 
That's the other reason I wanted to do raids this turn: load up on wealth to hire big-time troops to hit the big battles.
 
What is it with our crit success'd battles never nabbing any good loot.

And fucking ouch, losing the Agents suuuucks. I really hope they weren't holding onto much of our hardware and any secrets died with them.
 
The other note was more troublesome in its own way. Toward the end of the operations, your forces managed to catch a spy from Swords and Bones, Bethany's personal band of thugs. After a short torture session involving plenty of bullets being applied to the spy's limbs and groin, the spy revealed that Bethany sent her here to investigate your activities against Xelma and bring back anything useful that Bethany could work with in whatever nefarious scheme she cooked up with. It is fortunate that your forces could catch and kill the spy before she could report back to Bethany. The consequences could be deadly...

Bethany!!!!!!

I am starting to think she is our BBG or work for the final boss!


The southern front results are coming up as soon as its ready...


I suppose is too late to write an omake to aid the rolls here? Or there is still time?
 
I suppose is too late to write an omake to aid the rolls here? Or there is still time?
There's still time.

I really hope they weren't holding onto much of our hardware and any secrets died with them.
GM notice: they're not, and they have died before any secrets were extracted.

Do we know what the usual "plan" is for dealing with Xelmian heavies, or is it mostly just die?

Also interesting to me: It seems like level of success has no bearing on loot or casualty rolls, which seems counter-intuitive.
Right now? Molotov cocktail, magic, firearms (the machine gun and sniper rifles uses stronger bullets than the assault rifle and the assault rifle can defeat the Xelmian Heavy Knights, it's just that the Knights don't roll over and die immediately after seeing a firearm), and heavier weapons like maces and hammers (works better if they aim for the head instead of the torso region).

Seriously though, the Xelmian Heavy Knights are comparable to your tier-4 units, so you might have an idea on how strong they are, and this is the first time your forces encounter anything that strong or intimidating.


The exceptionally poor rolls for the loot kind of cancels out your critical successes and it is kind of logical that you might be sustaining heavier casualties now that Xelma is taking you a bit more seriously and taking more precautions against you, not to mention that your raiding forces are being a bit bolder than usual and are attacking very important targets; those tend to be heavily guarded.



Our raiders apparently


Want to see some real chaos? Give a few of them flame throwers and send them in the middle of an enemy camp. They probably will make an inferno that will make Fira look inadequate.
 
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Want to see some real chaos? Give a few of them flame throwers and send them in the middle of an enemy camp. They probably will make an inferno that will make Fira look inadequate.
how would they feel about napalm and white phosphorus? should we gift them with the anarchic's cook book? just make it the mandatory reading for any local help we get that joins R&D
 
Right now? Molotov cocktail, magic, firearms (the machine gun and sniper rifles uses stronger bullets than the assault rifle and the assault rifle can defeat the Xelmian Heavy Knights, it's just that the Knights don't roll over and die immediately after seeing a firearm), and heavier weapons like maces and hammers (works better if they aim for the head instead of the torso region).

Seriously though, the Xelmian Heavy Knights are comparable to your tier-4 units, so you might have an idea on how strong they are, and this is the first time your forces encounter anything that strong or intimidating.


The exceptionally poor rolls for the loot kind of cancels out your critical successes and it is kind of logical that you might be sustaining heavier casualties now that Xelma is taking you a bit more seriously and taking more precautions against you, not to mention that your raiding forces are being a bit bolder than usual and are attacking very important targets; those tend to be heavily guarded.
Hazardous, rare-to-unavailable, rare-to-unavailable. Sheesh, T4 units are pretty solid. Can we give our raiders some form of orders to go for soft targets and/or to secure resources from the enemy? Seems like the sort of thing that could reasonably be asked, to provide some sort of bonus to those rolls?

It does. As a player I don't like that. As someone who's into game design and narrative on the side, it makes me question how much agency we have in comparison with the dice, and for that matter, how much agency you have in comparison with the dice; if the dice are the ones telling the story why don't we just roll them in the open and draw our own conclusions based on the benchmarks you set?

Not intended to be aggressive or hostile, just trying to ask questions and ascertain the nature of reality.
 
So I've been on a GuP kick recently, how viable do you guys think us making some tanks would be?
Let's see...probably armor like a multiple of these T4 Heavy Armor enemies (otherwise what's the point), weapons at the level at least of our so-rare-there's-only-one-unit-of-them rifles (also T4), and mobility at the level of at least a horse or else what's the point (and our cavalry are also T4 unless I missed something).

You're talking about putting together the best parts of 3 T4 units. "So Expensive It Isn't Worth It And It Gives The Enemy IDEAS" / 10.

Now, armoring up our Vans and rigging them up like a ground-based attack helicopter? Just requires attaching guns to the van and armor to the van. That might be cheap enough to be worth it.

Going a different direction and creating a horseman rifle unit like mongol horse archers? Cavalry + Rifles might not be abhorrently expensive and I have to imagine mongol-style archers could be devastating against anything in the open.
 
Hazardous, rare-to-unavailable, rare-to-unavailable. Sheesh, T4 units are pretty solid. Can we give our raiders some form of orders to go for soft targets and/or to secure resources from the enemy? Seems like the sort of thing that could reasonably be asked, to provide some sort of bonus to those rolls?

It does. As a player I don't like that. As someone who's into game design and narrative on the side, it makes me question how much agency we have in comparison with the dice, and for that matter, how much agency you have in comparison with the dice; if the dice are the ones telling the story why don't we just roll them in the open and draw our own conclusions based on the benchmarks you set?

Not intended to be aggressive or hostile, just trying to ask questions and ascertain the nature of reality.
I guess you can ask, although I probably will not give out bonuses to your rolls for something that simple. Your troops are trying to do their best to gather loot for you and avoid casualties. It's not their fault (most of the time) that things don't exactly work out the way it should...

I thought that is how most CK2 and leadership quests that uses dice work, steering the ship and controlling its direction but with little influence on how calm or rough the seas are. Likewise, your agency is primarily limited to deciding on the best possible paths or actions that should be taken and how resources are allocated. Your underlings will do their best to satisfy you, but sometimes luck and fate can sometimes disagree. Also, while I will allow you all to specify more specific orders or write-ins, I can't keep on giving out bonuses like candy on Halloween because I felt it will make the quest too easy and boring as a result.

As for my agency, while I want to see you all succeed in this quest, I also have to abide my own rules with the dice. If the dice rolls good, good things happen and if the dice rolls bad, bad things happen. While I will try to sway things in your favor time to time by interpreting a roll favorably depending on the circumstances, sometimes things don't go that way. I am obligated as the GM to make sure things are interesting and exciting. This means providing challenges, probably a surprise or two, and forcing myself to write out what happened if the dice rolls poorly. I was sorely tempted to just re-roll those bad loot rolls in the just-posted interlude to something better, I won't because it felt like cheating, and I do felt like not having things go your way all of the time makes for a more interesting quest, because a completely invincible Mary-sue hero is a boring one. I am fair, but I am also tough. In fact, I am worried a bit that the "mighty" Xelma that I spent quite a few words to build up as this worthy foe is being pushed over too easily since I do think after this while mini-turn, their middle front will completely collapse in two turns, which is embarrassing to say the least.
 
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