A Kammanist Uprising: Fantasy Communist Revolution Quest

Hrm. Well, how accurate in general are Spellblasters against Landships, and are Landships tough enough to maybe resist a couple shots (perhaps more if Warmages can provide some sort of protection?) And if the Landships get damaged/wrecked, how much more infrastructure do we need to build to fix or replace them?

In general, the artillery is about as effective as WWI artillery and the Landships are a little tougher than WWI tanks. If they get damaged, they can probably be fixed easily enough unless it's the engines that are damaged, in which case you will have a lot of trouble repairing them.

Edit: To clarify something: you are fairly confident that the Okharana did not have any farspeakers, messenger pigeons, etc. If they got a message to the High Duke, it almost certainly came through someone leaving the city. And even if that happened, given that Okharana and the nobility didn't have a great relationship and the High Duke was one of those attempting to overthrow the Emperor (who the secret police are usually very loyal to), it's entirely possible they bypassed him for someone they considered more suitable.
 
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-[x] [COURT] Write in - Merge the courts into the Workers Councils. As the supreme organ of the Kammanist revolution they will take up executive, legislative and judicial functions.
Is this something that Stefan would accept? He's a moderate IIRC, and this is probably about as radical as it gets.

Hmm, on the war front, I wonder if maybe there's something for leaving a relatively small force of well-equipped soldiers with portable rapidcasters and such, with no militia or Red Guard attachments so they don't have to ride herd on anyone. Would that be good for overrunning the guns?

Though I think, all things considered, what we want to do with the guns is just suppress them. With our mortar-equivalents, gunfire, whatever. So long as they can't shoot as accurately, we can bring in the Landships and they'll at least last long enough to grind through the second trenchline.
 
Myself, I'd prefer we'd avoid overly radical choices or action that encourage them. While their... Zeal is admirable, their inflexibility is likely to be a liability in the future.
 
[X] Plan Chimeraguard
-[X] [COURT] Like the normal noble courts, more or less - both sides will be required to have advocates, but matters will be decided by a jury of peers, selected by both advocates. Judges will have a strong presiding role but nothing more. This will please the lower-class sections of the population, and the more radicalized, and have no major impact on the upper/middle-class sections. It will not cost Front Support.
-[X] [LEGAL] Use students and professionals after being vetted to ensure they will not be unfairly biased against workers. This will please radicals and upset moderates. It will grant Front Support.
-[X] [PLAN] Go ahead. Launch the attack, and let the general take charge of the details.
-[X] [DEPLOY] Attach groups of militia and Red Guard to his companies, allowing his better-trained troops to corset the less-disciplined and experienced troops so that they will be less likely to break at the first shot.

Just going with this for now, but I would really like to hear other thoughts about if we should make any changes/add-ons to the military plans.
His default for a full attack will be try and blanket the area in mist, have some soldiers try to rush close enough to the spellblasters to shoot at the crew, and then send in the landships with the rest of the infantry behind them.

And for the Plan write-in, just run it by me and I'll say if it's too much.
So, does anyone have any ideas or changes they'd like to make to the default plan? Maybe push the Landships in early and either hope they're tough enough to survive (or just deciding it's worth losing them if it reduces our manpower losses), or perhaps have a specialist Army only formation that's meant for storming the 2nd trench line? Or something?

I'm a bit worried about changing things from the KISS principle.
 
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[X] Plan Chimeraguard

Can we afford to do probing attacks and tank the militia morale hit? Btw could we have the info breakdown for troop morale?
 
Vote closed
Scheduled vote count started by notbirdofprey on Jan 1, 2021 at 8:55 PM, finished with 15 posts and 4 votes.

  • [X] Plan Chimeraguard
    -[X] [COURT] Like the normal noble courts, more or less - both sides will be required to have advocates, but matters will be decided by a jury of peers, selected by both advocates. Judges will have a strong presiding role but nothing more. This will please the lower-class sections of the population, and the more radicalized, and have no major impact on the upper/middle-class sections. It will not cost Front Support.
    -[x] [LEGAL] Use students and professionals after being vetted to ensure they will not be unfairly biased against workers. This will please radicals and upset moderates. It will grant Front Support.
    -[X] [PLAN] Go ahead. Launch the attack, and let the general take charge of the details.
    -[X] [DEPLOY] Attach groups of militia and Red Guard to his companies, allowing his better-trained troops to corset the less-disciplined and experienced troops so that they will be less likely to break at the first shot.
 
The Storm Approaches Results Pt.2: The Battle for Devrograd
The attack would go ahead. The presence of the possible spellblasters could not deter them, not when they had such a numerical advantage and the presence of the landships as well. The troops began to march, the army troops uncomplaining at the harsh pace, the Red Guard grimly silent in their determination to match the professionals, the militia staggering on as best they could. And bringing up the rear, going at a slow, cautious pace lest they overstrain their aetheric engines, tended to by their crew as carefully as humanly possible.

The Pace of the March: 1d5 + 3 (Average training) + 4 (Average morale) + 2 (Aetherail) -1 (Landships) -1 (The dark) = 10

They made it in time. The march in the dark made things harder, but with the Aetherails serving as a guide and only one way forward, they were able to keep together. The vast bulk of the army was just a few hundred feet away from the slowly deepening trenches, hidden by the darkness. The Aetherails growled quietly behind the troops as orders were given out in hushed tones and the army reorganized.

Squads of the army found themselves attached to small groups of Red Guard and militia, the loose formations reorganized so that the less experienced troops found themselves in the middle. The single spellblaster they had fired, and men began to sprint across open ground to the enemy lines, warcasters firing as they went.

The Initial Attack: 1d5 + 3 (Average training) + 4 (Average morale) + 2 (Average training) + 2 (Surprise attack) + 1 (Landship support) +2 (Warmage support) vs. 1d5 + 3 (Training) + 3 (Equipment) +2 (Morale) + 5 (Fortified) - 3 (Outnumbered) = 19 vs. 11

The whole battlefield became coated in smoke, wardstones flaring in the trenches as they attempted to burn it away, but the warmages were professionals, and where one blot of smoke disappeared another was ready to replace it, creating a smooth rhythm where no one could see for more than a second. Bullets of lead, some blazing hot or crackling with electricity, crisscrossed the battlefield, slamming into invisible magic wards or piled up earth, but enough were flying that some got through, and cries of pain rose up.

And through all this madness, the spellblasters remained silent as the landships growled forwards.

Fedin awoke with a start, fear pulling him from his slumber as his sergeant approached. "The traitors are attacking, get up there and start firing!" the grim man snarled, adding some profanity and a threatening fist when Fedin didn't move fast enough to suit him.

He rose up and grabbed his warcaster, the trusty weapon that had seen him through one bout of madness and blood already, risking a glance above the parapet to see an enormous rush of men coming directly at him. An explosion erupted from somewhere nearby, a bullet smacked against the ward an inch above his head, but he aimed his shot, settling on the center mass of a man in a ragged black coat with a red armband and fired. The man went down, then smoke filled his vision, but he fired again and again and again and for a moment Fedin lost himself in the rhythm, but he could feel how wrong it was. There weren't enough men firing with him, and some of the rapdicasters were silent, and the smoke was only getting thicker, and the ground was trembling...he realized what it was just in time, and threw himself down. The landship passed overhead, it's tracks spanning the trench, it's rapidcasters snarling as they spewed death, the smoke emanating from it's firing slits choking and blinding him as it overwhelmed the wardstones.

Beside him, men with red armbands leapt into the trench. "I surrender!" he babbled.

"I surrender!"

One of them, heedless, his face smudged with soot and blood, nevertheless turned his warcaster on Fedin, but another slugged him in the stomach. A third ordered Fedin over the top, ordered him to kneel, and he joined a few other men who had surrendered. The sounds of battle went on behind him.

The Push Through: 1d5 + 3 (Average training) + 4 (Average morale) + 2 (Average training) + 1 (Momentum) + 1 (Landship support) +2 (Warmage support) vs. 1d5 + 3 (Training) + 3 (Equipment) +1 (Morale) + 2 (Urban defensive fighting) - 4 (Outnumbered) = 18 vs. 8

General Alexei hated the rush towards a trench, the desperate prayer that you would find cover in a shell hole or a dip before the hateful chittering of a rapidcaster came your way, the relentless roar of spellblasters as they rained death down upon you, the ghastly smells of corpses in a dozen stages of decomposition, the fear, but he found he hated commanding one worse. From a low rise, beside their spellblaster and a few men he used for staff and the Kammanist who's cause he had joined, he watched their army rush the trench line and take it, the spellblasters proving to be made of wood. The second lie didn't last much longer than the first, the hand bombs proving devastating as they were hurled over the narrow separation or tossed around cornered, bayonet and warcaster taking their toll as well.

He wanted to throw up. He had done much the same not a year ago, he remembered how terrifying and disgusting it was, the thought made his heart race and his palm sweat but he simply bit his lip and held strong. There was no need to give orders, not as the enemy troops collapsed back, firing even as some fled or surrendered, but at least a few hundred, maybe as many as a thousand, seemed determined to keep fighting.

They ducked into houses and hid behind walls, intending to make you fight and pay for every inch of ground.

"Have the landships go forward first." Alexei commanded through gritted teeth.

And Alexei obeyed, the five pushing forward into streets, bullets stitching into everywhere they saw resistance, and a dozen different types of lethal spells from the mages within them. They had no weapons to counter them, they had nothing that could penetrate the thick steel armor and intricate wards.

They died. And then it was all over.

A hasty fortification effort was established, rubble and wardstones piled up to make simple pieces of cover, while what few semi-intact buildings that were still there were garrisoned, rapidcasters put in every window.

The dead were gathered, their own to be taken back to The City and buried there, the rest simply rolled into the trenches and then covered up. But first the bodies were stripped of their weapons, and some of the men began looting the pockets of the corpses, taking jewelry and cigarettes and even the occasional gold or silver tooth. Scuffles broke out but were dealt with by sergeants.

The grim business told everyone how many they had lost, for a thousand and five hundred enemy soldiers had died, about three hundred had surrendered, and two hundred were nowhere to be found, buried under rubble or fled the battle.

Only about five hundred of the regular army had died, with a few hundred more being wounded badly enough they would need time to heal. Two hundred Red Guard had also died, and nearly a thousand militia, mostly in the actual trench fighting. A few hundred more of both had again been wounded, along with a single warcaster who had gotten burned by bad luck more than anything else.

And as the day progressed, the survivors of Devrograd pulled themselves out of their shattered homes: a few dozen in total, the owners and workers at the tavern and brothel which had been maintained for the officers. They had all been ill-treated by the arrogant Imperial officers, some of whom were still alive.

The trials for them would begin soon, and the prisoners found innocent would be given an opportunity to switch sides and then put in camps, the general refused to hear of any other prospect. But that left the question of what to do with the looted weapons and what sort of garrison to establish in this town.

[] [LOOT] Distribute it evenly between the Red Guard and the militia. A popular move, but the sheer numbers involved means there will be little improvement in the capability of either group.

[] [LOOT] Give it all to the Red Guard. This will cause some grumbling among the other sections of the military, but will lead to a significant improvement in their capabilities as they will be as well-armed as the regular army.

[] [GARRISON] Light. 1000 militia, 500 Red Guards, 2000 soldiers, no landships or warmages, the only light spellblaster you have.

[] [GARRISON] Medium. 2000 militia, 500 Red Guard, 4000 soldiers, 10 warmages and the light spellblaster

[] [GARRISON] Heavy. 1000 militia, 500 Red Guard, 5500 soldiers, 20 warmages, 3 landships, and the light spellblaster.

Luck was on your side in a big way here, this could have been a lot bloodier.
 
1700 lost on our side (1000 being Militia) for 1800 enemy casualties. Not awful considering the poor Militia Training and attacking a fortified position, but also not great when one factors in the only partial nature of the fortifications, lack of enemy artillery, and us having Landship + Warmage support. Definitely gonna need to improve equipment and training before we make another push like this.

On the bright side, this was supposed to be the one big push before a period of consolidation by my plans. And I believe we've taken most of the Duke's heavy equipment now.

[X] [LOOT] Distribute it evenly between the Red Guard and the militia. A popular move, but the sheer numbers involved means there will be little improvement in the capability of either group.
[X] [GARRISON] Medium. 2000 militia, 500 Red Guard, 4000 soldiers, 10 warmages and the light spellblaster

We can increase the garrison later, but for the moment, I think we'll want some professional soldiers on standby in case any other problems come up. And this is still 4000 army men with rapidcasters and mortars, so it's a pretty good force for defending a river crossing.

As for the Loot, after heavy losses like this, the Militia probably needs this as a morale booster.
 
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[x] [LOOT] Give it all to the Red Guard. This will cause some grumbling among the other sections of the military, but will lead to a significant improvement in their capabilities as they will be as well-armed as the regular army.
[x] [GARRISON] Medium. 2000 militia, 500 Red Guard, 4000 soldiers, 10 warmages and the light spellblaster
 
[x] [LOOT] Give it all to the Red Guard. This will cause some grumbling among the other sections of the military, but will lead to a significant improvement in their capabilities as they will be as well-armed as the regular army.
[x] [GARRISON] Medium. 2000 militia, 500 Red Guard, 4000 soldiers, 10 warmages and the light spellblaster
 
[x] [LOOT] Give it all to the Red Guard. This will cause some grumbling among the other sections of the military, but will lead to a significant improvement in their capabilities as they will be as well-armed as the regular army.
[x] [GARRISON] Medium. 2000 militia, 500 Red Guard, 4000 soldiers, 10 warmages and the light spellblaster
 
[X] [LOOT] Distribute it evenly between the Red Guard and the militia. A popular move, but the sheer numbers involved means there will be little improvement in the capability of either group.
[X] [GARRISON] Medium. 2000 militia, 500 Red Guard, 4000 soldiers, 10 warmages and the light spellblaster

I think we need to start thinking about how to wind down the red guard.
 
[X] [LOOT] Distribute it evenly between the Red Guard and the militia. A popular move, but the sheer numbers involved means there will be little improvement in the capability of either group.
[X] [GARRISON] Medium. 2000 militia, 500 Red Guard, 4000 soldiers, 10 warmages and the light spellblaster
 
[X] [LOOT] Distribute it evenly between the Red Guard and the militia. A popular move, but the sheer numbers involved means there will be little improvement in the capability of either group.
[X] [GARRISON] Medium. 2000 militia, 500 Red Guard, 4000 soldiers, 10 warmages and the light spellblaster.
 
[X] [LOOT] Distribute it evenly between the Red Guard and the militia. A popular move, but the sheer numbers involved means there will be little improvement in the capability of either group.
[X] [GARRISON] Medium. 2000 militia, 500 Red Guard, 4000 soldiers, 10 warmages and the light spellblaster

Would like to arm up the guards to equal soldiers (and then either combine it with soldiers or make it *the* militia unit), but militia ate a lot of casualties. Also wew we ate way more casualties (death + wounded) than our foe, and more deaths too. And that was with favorable rolls too, yikes.
 
Vote closed
Scheduled vote count started by notbirdofprey on Jan 4, 2021 at 5:17 PM, finished with 9 posts and 8 votes.
 
Week 2 Rumor Mill
Rumor Mill - Local

The Corrupt Committees! The Kammanist Front has demonstrated their commitment to freedom and democracy, allowing the workers to form and elect councils to run their cities, and the Front has been repaid with treachery! The little capitalists, the shopkeepers and foremen, and all the other petty tyrants that helped institute the tyrannical reign of capitalism have bribed and bullied their way onto positions on the councils. Calls for halting revolutionary reforms, abandoning Kammanist principles, and unjust compensation now ring out from the deceived councils and their corrupt masters! And worst of all, in those few councils that have managed to resist their influence, they have been accused of being puppets for Kammanists, being secretly controlled by a conspiracy of Firstites, or being demons. This cannot be allowed to stand!

The Free Committees! The establishment of the councils has been an incredible success, with dozens forming! A few had initial difficulties, but careful education and the dedication of the Kammanist Front members has helped overcome these. Many of the councils are fervent supporters of the Front and its policies, but several, mainly those led by certain sections of the economic and political spheres who staunchly rejected Kammanism, have been moderating, cautious, or outright resistive. They are a minority, one frequently ridiculed and rejected in the churches and taverns of the cities and even the countryside, but they do occasionally manage some small victories which serve only to prove the truth of our commitment to political freedoms!

A Second Battle at Devrograd! The forces of Revolution marched out once more, this time to an undeniable victory. The High Duke himself was apparently wounded in the battle at Devrograd as the might of the Red Army charged into prepared defenses, their courage and fervor nevertheless carrying the day, sending him into full retreat with scraps of his forces. Surely the Revolution will spread with this last gasp of reaction crushed! Regrettably, the High Duke burned much of the town and slaughtered much of its populace before fleeing, leaving the few remaining bereft and bereaved. Surely the Central Committee will aid them!

Rumor Mill - National

The Red Terror Spreads! As the initial forays at curbing the violence were sent reeling, more and more have declared their desire to join the Revolution, even including some nobles. Meanwhile, the victorious revolutionaries have begun implementing their mad plans wherever they can, even as harsher measures are used to prevent further uprisings, especially in the former Wloski lands. Nevertheless, churches are being burned, nobles forced to labor on their own estates, shopkeepers and priests and factory owners are being put to death in enormous numbers, no one and nowhere is safe!

The Wloski Declare Independence! The Southern Avlisi Declare Independence! The Armani Declare Independence! Many of the newly freed southern Avlisi states were given guidance by the nobility of Avlandia, and this aid is now betrayed with treachery! The new states beyond the mountains have overthrown their rightful masters and ethnic brothers, and they were not the first or second in such treachery! From Crokan to Kolovoki, the banner of the Wloski kings and their Sejm fly, although in a few cities it flies underneath or along with a red flag. In Cheizkhsta and the Armani state, more independence movements have arisen of various stripes, some democratic, some revolutionary, some seeking to restore long-dead monarchies!

International News

The International Forum Requests Formal Intervention! The resulting unrest, economic destruction, and political chaos of the new states in the Reorganized Territories have spilled over into several different revolutions, most of which are Kammanist to one degree or another. Even worse, ethnic strife has risen to unprecedented levels, and the International Forum has formally requested intervention, which led to the Brevadarians leading an enormous coalition to withdraw from the Forum in protest, while several others defeated the motion. Nevertheless, in a series of speeches to the Breton Parliament, several politicians demanded intervention against the various revolutions "lest the map be painted red and all civilization be destroyed."

Civil War in the Doytch! At least three factions have declared war on each other in the Doytch, with the army splitting three ways and the navy two. There is a "free and independent republic", a state led by the high command claiming the Doytch were stabbed in the back during the war, and a Kammanist uprising. Getting news has been difficult, as the Aquita have occupied part of the country and are shooting everyone who tries to leave and detaining everyone who tries to enter, while their other borders are suffering from devastating and unusually strong Aether Storms.

What You Know:

You have had confirmation that the uprisings in Tuvak and Baltarbn have been put down, while it seems anarchists have taken over Ariga and much of the isle itself.

The siege of Maltka has been largely broken as one priest managed to gather a large following, about two-thirds of those surrounding the city, and led them towards Holvenberg. There is still something of a cordon, but troops from inside the city are probing it, and a messenger reports their intention to break it before winter truly sets in.

Selvada and Olvo have been entirely focused on securing the surrounding countryside. At Comrade Zenus's suggestion, they have been far more careful of the peasants, paying for their food in paper promises (noting who and where they were given to) and gold when available (usually taken from the wealthy), purchasing much of the spare harvest.

Korvio came under attack from land and sea, but the heroic defenders of the city managed to beat back both, although the docks were nearly destroyed by a summoned wave. (This suggests that Valtenberg is not on your side, it being the only other port close and big enough to launch that sort of attack.)

Trokograd and Dedregrad are coming under attack, possibly by soldiers, possibly by bandits, possibly by dissidents.

Your spies in the High Duke's camp report he has recovered from his wounds and ordered a full retreat toward Tuvak.
 
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