The Unification of Britain (CK2, Original) [Dead due to a RL event]

We're courting with necromancers because they're atleast somewhat regulated and familiar to us, what with a sorceress for a wife after all. Witches answer to nobody, and have a negative influence over the population and have already started hurting our communities on the fringes of civilization. Let's not consort with the devil we don't know. We have other, more reliable and trustworthy means of strengthening our magical assets without having to mess around with witches.
 
Inserted tally
Adhoc vote count started by ChaosCircle on Aug 8, 2019 at 1:26 PM, finished with 32 posts and 12 votes.

  • [X] Plan: Preparing for Battle
    -[X] Send Merlin with the Legion to Dubris: Merlin provides Pyromancy Battle Magic to support to One Legion. Requires you to take the Support Legion action. Provides +35 to Legion Rolls. There is a 5% chance of dying if you lose the Martial roll.
    -[X][Martial] Supporting the War Effort: Your men need supplies and women. Preferably in large quantities of both. Spend the time to see that they are well supplied so they do not start suffering penalties from low morale
    -[X][Intrigue] Poison Food Supply (Novio-Calleva Siege in Dubris): The enemy has surrounded our ally and we need to resolve that situation as quickly as possible. What better way than to deplete their numbers when it matters most? Poison their grain, their meat and sap their strength while you bring the hammer blow down upon them.
    -[X][Intrigue] Hire Witch Hunters: You know there are witches doing dark magic in the woods. You know there are experienced men who solve these problems for a price. Let us put two and two together and solve this problem.
    -[X][Intrigue] Investigate the Order of the Shining Eagle: Are they criminals? Or common mercenaries? You need to know these things and, frankly, if they are the former you need to eliminate the problem or use it for your own ends.
    -[X][Sorcery] Support Legion: Maintaining the strategic enchantments of a major power is serious work and so is the work needed to support a military campaign. Normally, your advisor is available for one task or the other...but if you want to expend the resources to support him it is possible for him to do both. This allows a single sorcerer to maintain both your strategic enchantments and a single Legion in battle. Useful, if one does not want to pay for mercenaries.
    -[X]Dueling Practice: A useful skill to have on the battlefield, the ability to outduel your opponent(s) will certainly increase your ability to survive the battlefield as well as allowing you to lead from the front (which provides bonuses to the battle). Of course, a wise ruler would make sure he was quite skilled before he hazard himself in battle.
    [X] Plan: Begin Blobbing
    - [X] [Sorcery] Hire Necromancers: The Necromancers of Moridunium are a powerful class of mages whose fell magic is feared on the battlefield by all that oppose them. In fact, the Morrigan was granted a large degree of autonomy just because the Romans feared open battle with dozens of powerful Necromancers. For the right price, one might acquire this power as your own but the price is rather steep.
    - [X] [Stewardship] Focus on Blacksmiths: Londinium is a large city and has main talented artisans. However, if one was to focus on a particularly industry it is quite possible for it to become the premier source for that particular good. It would be useful for trade, and in the case of Blacksmiths, the military as well. A powerful industrial base could serve as the platform from which you grew.
    - [X] [Martial] Supporting the War Effort: Your men need supplies and women. Preferably in large quantities of both. Spend the time to see that they are well supplied so they do not start suffering penalties from low morale
    - [X] [Diplomacy] Negotiate with Dragons: Dragons are an out of context problem. Dragonslayers exist but who can vet them effectively when there have been no dragons to hunt for generations? Share some of your treasure and ally yourself with a Dragon is the rational course of action.
    - [X] [Intrigue] Negotiate with the Witches: They want to be able to practice without fear of retribution, you want access to all the magical power you can get your hands on. It is a match made in Heaven...or Hell. One of those.
    - [X] [Personal] Train Attribute: Martial
    [X] Plan: Preparing for Battle
    -[X] Send Merlin with the Legion to Dubris: Merlin provides Pyromancy Battle Magic to support to One Legion. Requires you to take the Support Legion action. Provides +35 to Legion Rolls. There is a 5% chance of dying if you lose the Martial roll.
    -[X][Martial] Supporting the War Effort: Your men need supplies and women. Preferably in large quantities of both. Spend the time to see that they are well supplied so they do not start suffering penalties from low morale
    -[X][Intrigue] Poison Food Supply (Novio-Calleva Siege in Dubris): The enemy has surrounded our ally and we need to resolve that situation as quickly as possible. What better way than to deplete their numbers when it matters most? Poison their grain, their meat and sap their strength while you bring the hammer blow down upon them.
    -[X][Intrigue] Hire Witch Hunters: You know there are witches doing dark magic in the woods. You know there are experienced men who solve these problems for a price. Let us put two and two together and solve this problem.
    -[X][Intrigue] Investigate the Order of the Shining Eagle: Are they criminals? Or common mercenaries? You need to know these things and, frankly, if they are the former you need to eliminate the problem or use it for your own ends.
    -[X][Sorcery] Support Legion: Maintaining the strategic enchantments of a major power is serious work and so is the work needed to support a military campaign. Normally, your advisor is available for one task or the other...but if you want to expend the resources to support him it is possible for him to do both. This allows a single sorcerer to maintain both your strategic enchantments and a single Legion in battle. Useful, if one does not want to pay for mercenaries.
    -[X]Dueling Practice: A useful skill to have on the battlefield, the ability to outduel your opponent(s) will certainly increase your ability to survive the battlefield as well as allowing you to lead from the front (which provides bonuses to the battle). Of course, a wise ruler would make sure he was quite skilled before he hazard himself in battle.
    [X] Plan: Begin Blobbing
    - [X] [Sorcery] Hire Necromancers: The Necromancers of Moridunium are a powerful class of mages whose fell magic is feared on the battlefield by all that oppose them. In fact, the Morrigan was granted a large degree of autonomy just because the Romans feared open battle with dozens of powerful Necromancers. For the right price, one might acquire this power as your own but the price is rather steep.
    - [X] [Stewardship] Focus on Blacksmiths: Londinium is a large city and has main talented artisans. However, if one was to focus on a particularly industry it is quite possible for it to become the premier source for that particular good. It would be useful for trade, and in the case of Blacksmiths, the military as well. A powerful industrial base could serve as the platform from which you grew.
    - [X] [Martial] Supporting the War Effort: Your men need supplies and women. Preferably in large quantities of both. Spend the time to see that they are well supplied so they do not start suffering penalties from low morale
    - [X] [Diplomacy] Negotiate with Dragons: Dragons are an out of context problem. Dragonslayers exist but who can vet them effectively when there have been no dragons to hunt for generations? Share some of your treasure and ally yourself with a Dragon is the rational course of action.
    - [X] [Intrigue] Negotiate with the Witches: They want to be able to practice without fear of retribution, you want access to all the magical power you can get your hands on. It is a match made in Heaven...or Hell. One of those.
    - [X] [Personal] Train Attribute: Martial
 
We're courting with necromancers because they're atleast somewhat regulated and familiar to us, what with a sorceress for a wife after all. Witches answer to nobody, and have a negative influence over the population and have already started hurting our communities on the fringes of civilization. Let's not consort with the devil we don't know. We have other, more reliable and trustworthy means of strengthening our magical assets without having to mess around with witches.
This is our chance to impose regulations on them and bring them into civilization. The vote is to negotiate with the witches, not to turn our city over to them.

The other options that provide similar magical benefits have high DCs, high downsides, or high duration.

The QM has told us that if the witches turn out to be bad news or more trouble than they're worth, we'll have the chance to change our minds and hunt them down later. This choice opens the possibility of adding them to our team if they're worth it, and only costs us the one lost action if they aren't.
 
3.3 - War Update
-[X][Intrigue] Poison Food Supply (Novio-Calleva Siege in Dubris): The enemy has surrounded our ally and we need to resolve that situation as quickly as possible. What better way than to deplete their numbers when it matters most? Poison their grain, their meat and sap their strength while you bring the hammer blow down upon them.
  1. Dubris Conflict Update
  2. Diplomacy, Rumors and Intelligence
  3. Dubris and Eburacum Conflict Update
  4. Turn 3
  5. Dubris and Eburacum Conflict Update
  6. Turn 3 Results
  7. Dubris and Eburacum Conflict Update


Your agents infiltrated the Novio-Calleva camp in broad daylight as women who work on their backs. It was the world's oldest profession and every soldier was happy to increase the numbers of such camp followers. The women, skilled poisoners that they were, cobbled together poisons from native nightshade plants that could be found around the enemy camp. The men, too busy with the work of the day, had no idea what the women were up to and Novio-Calleva's counterintelligence capabilities were equally oblivious. It took a couple weeks to build up a sufficient stockpile of poison to do the deed.

The deed itself was relatively straightforward, a woman distracted a lonely soldier with some attention while one of her companions poisoned the barrels of beer. It was over in less than an hour and the Novio-Calleva forces were oblivious until it was too late. Hundreds bled convulsed and died while hundreds more were left too weak to move after they collapsed to the ground.

It was a very successful operation.

1D6 => 6
1D100+35 => 51 vs. 1D100+54 => 143 (The poisoning was more effective than expected and some of those affected die.)


Novio-Calleva Losses:
Dead: 500 Infantry, 200 Archers
Incapacitated: 1000 Infantry, 400 Archers



You are His Majesty Arthur Pendragon and you arrived in Dubris too late to catch the Novio-Calleva army. They had enough warning of your plans to escape with their force intact. It was an unfortunate turn of events, particularly given how effective the poisoning of the Novio-Calleva forces had been.

At least you managed to link up with the Dubris army who has graciously agreed to detach its 5,000 infantry to your command although it will hold its archers and sorcerers in reserve in case of an assault on Dubris in your absence.

Novio-Calleva was unlikely to stand against a combined force of 14,500 soldiers. Surely they would surrender.

You shadow the Novio-Calleva forces on the road to Calleva but unfortunately you are a couple days behind them. A couple days they could use to pound the Legio Brittania if that commander was caught unaware.

1D100+35 => 87 vs. 1D100+54 => 82

Londinium Order of Battle
King Arthur Pendragon (+41 Martial)
Merlin of Avalon (+35 Pyromancy)
Force Bonus: +14

Combat Roll: 1d100+90

The Legio Pendragon
Veterancy: Blooded (1)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 4500 (10 Cohorts)
Mages: Merlin (+35 Pyromancy)
Commander: Arthur Pendragon

The First Dubris Infantry Division
Veterancy: Blooded (1)
Equipment: Average (2)
Morale: Strong (10)
Manpower: 5000 (10 Cohorts)
Commander: Lord Remus of Dubris
Mage Support: Lord Remus of Dubris

Dubris Order of Battle
Lord Remus of Dubris (+25 Martial)
Valen of Dubris (+20 Sorcery, Necromancer)
Force Bonus: +13 Martial
Force Multiplier (x2): Safely behind the walls of Dubris.

Combat Roll: 1d100+58 (1,000 soldier equivalent)

The Second Dubris Archer Division
Veterancy: Blooded (1)
Equipment: Average (2)
Morale: Strong (10)
Manpower: 1000 (2 Cohorts)
Commander: Valen of Dubris (+20 Sorcery, Necromancer)

Novio-Calleva Order of Battle
General Alexander Calleva (+25 Martial)
Revan of Noviomagus (Hydomancer) (+20 Sorcery)
Force Bonus: +15 Martial

Combat Roll: 1d100+61 (4,900 man equivalent)

The First Noviomagus Infantry Division
Veterancy: Blooded (1)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 3500 (10 Cohorts)
Commander: Revan of Noviomagus
Supported by: Revan of Noviomagus

The Novio-Calleva Archer Division
Veterancy: Blooded (1)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 1400 (4 Cohorts)
Commander: General Alexander Calleva



You are Albus Tiberius and you woke this morning to find yourself surrounded by the enemy.

The Novio-Calleva army, fresh from a quick march from Dubris, had surrounded half of your siege works slightly before dawn. Their people had quietly cut down your scouts and sentries to great effect during the night, likely due to their access to magic which you sorely lack.

The Calleva army, fresh from sitting behind their walls, boiled out of the gates like a hive of angry insects poised to strike.

The strategy was obvious, to pin you between the two forces and slaughter you.

Your men fought like cornered rats as you tried to organize a retreat in face of the overwhelming enemy force again and again. It was a brutal, bloody struggle to escape the trap and you lost many good men in the process. In the end, however, you managed to escape with the bulk of your legion and link up with King Arthur Pendragon's army.

The new, larger force numbers 13,000 men. A powerful force to be sure but not a force certain of victory now that the Noviomagus forces in Eburacum have managed to link up with the rest of the enemy's army. And the enemy was safely behind Calleva's city walls.

The enemy now numbered 10,900 but they could not defend both cities. So there was that at least.

The question was, did you detach a force to take a 2,000 man force to take Noviomagus while you contained the enemy here? Or would you try to negotiate a peace now?

[ ] Negotiate a peace with Novio-Calleva now that the war is in its final phase. You want to return to Eburacum as soon as possible.

[ ] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.

1D100+54 => 67 vs. 1D100+35 => 70

1D100+81 => 159*1.78=283 vs. 1D100+36 => 118 (Albus Tiberius was crushed between two forces, taking massive losses.)
1D100+81 => 112*1.78=199 vs. 1D100+36 => 77 (Albus Tiberius is unable to extricate himself as his force his ground down.)
1D100+81 => 127*1.78=226 vs. 1D100+36 => 80 (Albus Tiberius only extricates himself at great cost.)


Londinium Losses:
-1500 Men

Novio-Calleva Losses:
Negligble; replaced with volunteers from the city.

Londinium Order of Battle
Albus Tiberius (+20 Martial)
Force Bonus: +16 Martial

Combat Roll: 1d100+36 (5000 man equivalent)

The Legio Britannia
Veterancy: Blooded (1)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 5000 (10 Cohorts)
Mages: Hedge Wizards (Out of combat healing and minor non-combat boosts)
Commander: Albus Tiberius

Novio-Calleva Order of Battle
General Alexander Calleva (+25 Martial)
Revan of Noviomagus (Hydomancer) (+20 Sorcery)
Felix Africanus (Aeromancer) (+20 Sorcery)
Force Bonus: +15 Martial

Combat Roll: 1d100+81 (8,900 man equivalent)
Force Multiplier: 1.78x

The First Noviomagus Infantry Division
Veterancy: Blooded (1)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 3500 (10 Cohorts)
Commander: Revan of Noviomagus
Supported by: Revan of Noviomagus

The Novio-Calleva Archer Division
Veterancy: Blooded (1)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 1400 (4 Cohorts)
Commander: General Alexander Calleva

The First Calleva Infantry Division
Veterancy: Blooded (1)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 4000 (10 Cohorts)
Commander: Felix Africanus
Supported By: Felix Africanus

Britain City List:
Cataractonium
Eburacum
Mamucium
Lindum
Deva
Segontium
Viroconium
Venonis
Venta
Moridunum
Northern Isca
Corinium
Cameleodunum
Calleva
Southern Isca
Durnovaria
Noviomagus
Dubris

Action Success Tiers
DC +50 = Critical Success
Above DC = Success
DC to -5 Below DC = Partial Failure
-5 or more Below DC = Failure
-50 or more Below DC = Critical Blunder

Relationship Tiers
Vassal (30)
Allies (20)
Friendly (10)
Neutral (0)
Unfriendly (-10)
Hostile (-20)
Feuding (-30)

Treasury: 910 Silver Bars (Londinium)

Seasonal Balance Sheet
+1000 Silver Bars (Londinium)
+50 Silver Bars :: Beer Trade Route :: Moridunium
+60 Silver Bars :: Beer Trade Route :: Dubris

-300 Silver Bars (Legio Pendragon)
-300 Silver Bars (Legio Britannia)
-100 Silver Bars (Spy Network)
-50 Silver Bars (Watchtowers)
-50 Silver Bars (Naval Cohort)

Net: +310 Silver Bars / Season

Trade Routes: 2/2

Diplomatic Relations
Cataractonium: Hostile(-20)
Dubris: Allied (27)
Lugdunensis: Friendly (10)
Moridunium: Friendly (10)
Most British Cities: Friendly (4)


Military Forces
Veterancy, Equipment, and Morale provide bonuses to Martial roles. Manpower advantages and disadvantages adjust the rolls accordingly.

The First Fleet
Veterancy: Green (0)
Equipment: Good (10)
Morale: Strong (10)
Manpower: 600 (1 Cohort, 3 Triremes)
Commander: Marcus Valeria

The Legio Pendragon
Veterancy: Blooded (1)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 4500 (10 Cohorts)
Mages: Hedge Wizards (Out of combat healing and minor non-combat boosts)
Commander: Arthur Pendragon

The Legio Britannia
Veterancy: Blooded (1)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 3500 (10 Cohorts)
Mages: Hedge Wizards (Out of combat healing and minor non-combat boosts)
Commander: Albus Tiberius

Londinium
Revenue: +1000 Silver Bars / Season
Population: 100,000 (Max. 2 Legions) / Humans: 90%, Elves 8%, Orcs 2%
Stability: Very Stable (10)
Loyalty: Very Loyal (10)

Major Projects:
  • Watch Towers: Bandits are easily caught by regular patrols between towers and Londinium has plenty of time to prepare when faced with invasion.
  • City Walls: Londinium is protected by substantial fortifications which doubles the effective combat power of up to one Legion stationed in Londinium.
Traits:
  • Deteriorating Trade: Your wealth flows from a dying Empire whose deterioration will slowly strangle Londinium's economy. Every year, your silver income will drop by 50 until you hit -500 Silver Bars / Season. (40 Turns)
  • Jealous Neighbors: Your wealth is a double edged sword and your neighbors wish to take it from you. Anyone more powerful than you immediately declares war on you. You might think this ends when your trade revenue vanishes but you would be wrong about that. People will still believe they can bring the trade back.
Strategic Mods:
Diplomacy: +21
Martial: +42
Stewardship: +31
Intrigue: +54
Sorcery: +36 (+46 if related to Pyromancy)

Arthur Pendragon (PoV Character)
0/3 Wounds
Piety: 30
Dueling: +41 (Martial + Sorcery)
Diplomacy: +20
Martial: +41
Stewardship: +20
Intrigue: +20
Sorcery: +0

Traits:
  • Roman Traditions: You can raise proper Roman Legions from your populous city and Roman Legions are the best at what they do. This translates into a +10 to Martial rolls as long you are using a professional (rather than levied) army.
Allannia Greentree, Niece of the Morrigan (Wife)
0/3 Wounds
Piety: 30
Dueling: +0
Diplomacy: +2
Martial: +2
Intrigue: +22
Stewardship: +22
Sorcery: +22

Genetic Traits:
Elven Bloodline (80% Inheritable): Guarantees Major Lore / Sorcerer development options for heirs when inherited.
Bookworm (50% Inheritable): +5 Sorcery and -5 Diplomacy.
Gifted (50% Inheritable): +1 to all Stats
Redhead (100% Inheritable): No stat modification
Short (100% Inheritable): No stat modification
Lithe (100% Inheritable): No stat modification
Blue Eyes (100% Inheritable): No stat modification

Traits:
Sorceress: While she may not have the skill to practice a Major Lore, she is a sorceress in her own right and is as capable as any of your hedge wizards. ( Substantial assassination resistance due to your wife being able to cure poisons and other ailments. She is also more likely to notice the effects of such before a court physician would. )
Interracial Marriage: Elves and humans do not get along as well as they should and the net result is it will strain your marriage. This will lead to domestic and diplomatic complications depending on how racist the people you are dealing with are. It is not as bad as it would be in Moridunum, but it will be noticeable.

Council
Merlin of Avalon
0/3 Wounds
Piety: 30
Sorcery: +25 (+10 if Pyromancy)
Mana: 2

Archmage of Pyromancy: Merlin has reached the pinnacle of the Pyromancer's Art and his skill with such magic is impressive (+5 to Pyromancy rolls). His specialty is the creation of fiery, enchanted weapons that literally melt metal armor and sets fire to those in leather. The value of such a power on the battlefield should not be underestimated.

Pyromancer (Dragonblooded): Merlin has a natural affinity to Fire Magic due to the fact that he is an eighth Dragon. This grants him access to the Lore of Pyromancy as well as a natural talent for its use. (+5 to Pyromancy)

Drust of Londinium
0/3 Wounds
Piety: 30
Intrigue: +23

Lovely Little Birds: A master of the honeypot, Drust's spies are mostly servants of the female persuasion. The passive intelligence he provides is on a scale no other can match. (+20 to Intrigue rolls against targets with the Lecherous trait.)
 
Fuck these guys, they tried this bullshit, now we do what the Ryan's did to Carthage, no stone will be left standing and it's people put to flight and its leaders slain for their treachery by hanging. The armies can be dispersed without their equipment and their riches used to rebuild what was lost.
 
[X] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.
If we leave them intact we probaly be forced to return south to fight them again as soon as we march north
 
[X] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.
If we leave them intact we probaly be forced to return south to fight them again as soon as we march north
 
[X] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.
If we leave them intact we probaly be forced to return south to fight them again as soon as we march north

No pity from me, these guys need to be brought to heel for what they did and be made a example of.
 
[X] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.
If we leave them intact we probaly be forced to return south to fight them again as soon as we march north
 
[X] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.
 
[X] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.
Let sweep them up
 
[X] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.
 
[X] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.

In light of the fact we had some poor martial rolls, I'm particularly glad that we opted to poison their supplies. With our men and those of Dubris we should be able to take both Calleva and Noviomagus, eventually. I'd prefer to ensure we don't have to watch our backs if we campaign up north again, even if that means losing Eburacum to the Orcs.
 
Oh it's fine I just came on in the hope of being able to take a break and saw things were going badly at the wrong time. Probably for the best I stepped away.

[X] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.

Anyway as frustrating as this was they are not winning this war, they have only delayed the inevitable and in the process harmed everyone by keeping us away from fighting the Orcs like we wanted at the start.
 
[X] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.
 
This is our chance to impose regulations on them and bring them into civilization. The vote is to negotiate with the witches, not to turn our city over to them.

The other options that provide similar magical benefits have high DCs, high downsides, or high duration.

The QM has told us that if the witches turn out to be bad news or more trouble than they're worth, we'll have the chance to change our minds and hunt them down later. This choice opens the possibility of adding them to our team if they're worth it, and only costs us the one lost action if they aren't.

Nope. We have a relatively powerful sorcerer, a magic user for a wife and an alliance by marriage to a race of magic users. We don't need foul witches to mess things about, nor to negotiate with people like them. I'd rather the witch hunters sort them out now before they have any more time to continue their dark doings.

[X] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.
 
Inserted tally
Adhoc vote count started by ChaosCircle on Aug 9, 2019 at 10:03 PM, finished with 15 posts and 13 votes.

  • [X] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.
    -[X][Intrigue] Poison Food Supply (Novio-Calleva Siege in Dubris): The enemy has surrounded our ally and we need to resolve that situation as quickly as possible. What better way than to deplete their numbers when it matters most? Poison their grain, their meat and sap their strength while you bring the hammer blow down upon them.
    [X] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.
 
[X] Take Noviomagus with a detachment of 2,000 soldiers under Albus Tiberius while the rest invest Calleva and settle in for a long siege.
 
Back
Top