Army of Liberty: a Fantasy Revolutionary Warfare Quest

Cavalry's shtick is being able to split their movement between a Charge and a Move action, so they can essentially do a hit-and-run melee attack.

Also that's my thought. The enemy cavalry could intercept ours, but that would leave us free to set up a death ball of cannon and muskets in the middle of the road, so it would overall look like a terrible idea to them.

Considering the lack of cohesion I'm pretty sure we would be forced to retreat if confronted. Of course, the enemy are Elven Cavalry and so I don't think they'd consider abandoning their objectives to ride to the aid of a bunch of Halflings worth their time. So, yeah, this seems like it'd work, since the point is to create a formation that we can then use.


[X] Orders: Maintain Momentum
-[X] 310th Hum: BRACE
-[X] 312th Hum: MOVE E, NE
-[X] 41st Hob: MOVE E, E
-[X] 81st Elv: CHARGE Half Mil 1, then MOVE W, W, SW
-[X] 5th Hob. H.Art.: Setting Up
 
I don't think we would be trading our cavalry. We have the movement to charge them, very likely rout them and retreat back 3 spaces out of range of enemy muskets.

I don't expect these units who are exchanging fire to be bracing or preparing volleys that could punish us
Then what happens the next turn if the 2 cavalry charges our cavalry?

For the record, Maintain Momentum is a really bad idea that does not account for the possibility of the likely action that the cavalry just charges the artillery and dashes to the west to threaten our rear.
 
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Do losses reduce experience?

Could we do contingency orders, for example charge the enemy militia and then retreat out of the range of all now revealed enemies?

They do, though only when Replacements come in after battles.

That sort of contigency order is valid, I'm going to say. My general ruling for contigency orders is that as long as they don't change the target of the order or the order type, they're fine. You couldn't give a contingency order of "Charge Unit X, but if you spot Unit Y on the way, charge them instead".

Okay, so to clarify, charging isn't necessarily charging the whole time? Since obviously that would be a different thing. In theory the Elven 2nd Cavalry could maybe try to intercept, if they're moving one-to-one with us, but it'd involve them turning around and haring off, so, like, if they do so then they're abandoning their own objectives for a cavalry skirmish.

The Charge order is essentially Move+Attack. The system (which may be tweaked going onwards as necessary) is a bit odd in this instance. Each Unit Charges at the same time. If an Unit is Charging someone who is also Charging someone else (like in this instance), I'll move them through their paths 1 Hex at a time and see if anyone manages to get in anyone's way. Note that currently physically blocking the way forward is the only way to stop an Unit's movement. Attacking itself doesn't actually stop anyone, which is something that I might tweak if it feels necessary.

(This meshes a little oddly right now with the fact that Moves are resolved after Charges; something that I might end up changing as well.)

In practice... If the Elven Cavs were to Charge the 81st, and the 81st would Charge Halfling Mil 1, the 81st would probably get Charged and hit by both Elven Cavs on the way, but it would still be able to finish its Charge into Halfling Mil 1 since the Cavs probably wouldn't move into any Hex in its path.

The Elven Cavs can't Charge the 81st in reaction to its Charge, though; Orders are locked in before that point.

Exciting plans, y'all. A pleasure to see them. I've already locked in the enemy's Orders, so it's fun to see the theorizing and ponder my own mistakes.
 
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Since it's locked in, it means that they don't see the extra units, so they see infantry standing out on its own. So I think that probably feels like the better target?
 
Then what happens the next turn if the 2 cavalry charges our cavalry?

For the record, Maintain Momentum is a really bad idea that does not account for the possibility of the likely action that the cavalry just charges the artillery and dashes to the west to threaten our rear.
It accounts for that precisely by the fact that the artillery is sitting in the best defensive terrain available, and just kiting us out to the west will result in us wiping them out with our remaining artillery next turn. We don't need to dedicate multiple Infantry regiments to anticipating one cavalry unit's actions when we'll have command of the flatlands with cannons, and we're solidly blocking the other cavalry unit from joining it by forming our Infantry together.
 
]QUOTE="Luminous36282, post: 29985751, member: 89711"]
Then what happens the next turn if the 2 cavalry charges our cavalry?

For the record, Maintain Momentum is a really bad idea that does not account for the possibility of the likely action that the cavalry just charges the artillery and dashes to the west to threaten our rear.
[/QUOTE]

Next turn, our artillery is set up and ready to blast them to bits.

And the two enemy cavalry will be able smash ours no matter what it does unless we retreat it behind our musket line

It's not really possible to prevent the enemy from charging our artillery - they have more approach vectors than we have infantry to block.

Them dashing to the west is good for us imo. We will have set up the artillery that usually insta-routes anything it hits and our infantry may even be able to fire potshots at them and time is on our side.


but it would still be able to finish its Charge into Halfling Mil 1 since the Cavs probably wouldn't move into any Hex in its path

If our cavalry gets routes, does that interrupt their charge?

If a charging unit is blocked, will it charge the blocking unit instead?
 
It accounts for that precisely by the fact that the artillery is sitting in the best defensive terrain available, and just kiting us out to the west will result in us wiping them out with our remaining artillery next turn. We don't need to dedicate multiple Infantry regiments to anticipating one cavalry unit's actions when we'll have command of the flatlands with cannons, and we're solidly blocking the other cavalry unit from joining it by forming our Infantry together.
Charge orders get resolved first, so there is no way that you can prevent 2 of them from charging. The artillery, even if it survives will not gurantee to rout one, never mind both of them. There will be nothing stopping one of them from charging again even if the artillery survives.
 
Charge orders get resolved first, so there is no way that you can prevent 2 of them from charging. The artillery, even if it survives will not gurantee to rout one, never mind both of them. There will be nothing stopping one of them from charging again even if the artillery survives.

If cavalry can just charge artillery in a fortified position, anchored as part of a line of infantry who can presumably fuck them up if they get bogged down, and rout them, then we've kinda already lost the battle, lol.
 
If our cavalry gets routes, does that interrupt their charge?

If a charging unit is blocked, will it charge the blocking unit instead?

Mechanically, the Routed condition would only get applied at the end of the round. It would make sense for it to interrupt a Charge, that said... But it opens a bit of a can of worms mechanically. I appreciate that it took the second Round of the first battle to raise questions that I hadn't covered in testing! I'm not going to change this for now, but we'll see after the battle. Movement resolution is likely to get a slight overhaul, at the least.

If a charging Unit gets blocked, it will primarily try to get past the blocker and reach its actual target. It will not charge the blocker if it can help it. I suppose that could be an option, but then you might end up in situations where your light cavalry slams into a wall of Braced hobgoblins who it didn't see beforehand and gets cut apart. Which might be fun, though...
 
Charge orders get resolved first, so there is no way that you can prevent 2 of them from charging. The artillery, even if it survives will not gurantee to rout one, never mind both of them. There will be nothing stopping one of them from charging again even if the artillery survives.
No, Fire orders get resolved first. I feel like that's a vital thing to understand here.

Let's take a hypothetical scenario where the enemy Elf Cav 1 attacks our artillery this turn. They aren't going to both attack the artillery this turn because Elf Cav 2 can't both reach the artillery and retreat out of effective range of the 310th's muskets. If anything, they'll start cutting into the 310th, but blocking cavalry pathing is what they're there for, hence my orders having them Brace. Anyway, Elf Cav 1 vs. 5th Hobgolin Horse Art. Let's assume that on the fringes of a major battle happening in the next county over, we're not facing crack hardened royal gendarmes and the enemy cavalry is a scouting force with the same stats as our own - not green, but not piled on with bonuses either.

Round 1:

Elf Cav 1 initiates a melee attack on 5th Hob. H. Art, and rolls 1d100 for hits, rolling twice for advantage, and then subtracting 40 for being cavalry melee-attacking into a fortification (-20, doubled). The expected value on 2d100 take highest is 51 67, the highest is obviously 100. Any roll lower than 40 will result on no casualties, only Cohesion loss, which in worst case will be 2 out of the 5th's 8 (and in a no casualties roll, only 1). Absolute worst case scenario (barring a crit, which we don't know what they do yet other than possibly injure us I guess) is 60 hits, with an average case of 27. Expected value of casualties is 70% of the hits, all else being equal, so the 5th Hobgoblin Art will take an average of 19 casualties and a maximum of 42 assuming average wounding rolls (absolute theoretical cursed-by-God amount being 60). The former is more than survivable, the 42 is about a 2% chance, the 60 far less than that. Unless we're actively cursed, the Artillery will survive with more than half its number, and simply based on the probability curves involved, I see no reason to plan around more than about 20 casualties to the artillery.

Round 2:

Next round, the artillery gets its revenge against an Elf Cav 1 before it gets to move (Elf Cav 2 is almost certainly going to end up in the crossfire of a bunch of infantry it doesn't see). Assuming purely average rolls of artillery attacking cavalry in an open field (which describes everything to the west of the manor), and assuming we use Ready Fire to wait for them to close to our point-blank, we will get 80 hits (average roll 50+ our experience level bonus of 30, 90% of which will become casualties thanks to artillery's +2 Wounding, resulting in an average of 72 casualties. That's absolutely catastrophic for anyone foolish enough to try to have cavalry charge prepared cannons over an open field - even just bombarding them without using Ready Fire and losing 20 free hits will kill 54 of them on average before they get a chance for a second charge. Now, this is slightly mitigated by them being elves, but it doesn't mean the K/D ratio for this scenario won't be massively in our favor, nor that the enemy knows this. Even the best case reasonably scenario for them sees one of their two apparent regular units on the field severely degraded in combat ability and liable to be picked off on subsequent turns, at the cost of killing maybe, if we're incredibly unlucky, almost half of our artillerymen.

Terrain, experience, and range are all huge factors in our favor here, We should exploit them rather than get bogged down trying to chase cavalry with infantry.

EDITed because my Advantage math was wrong, it's still looking pretty bad for the horse boys.
 
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The only factor that may be a problem is that each artillery hob is worth many times their number in elven cav.

Artillery have 50 hobs to cavalries 500 and each dead hob is valuable experience lost.
 
The only factor that may be a problem is that each artillery hob is worth many times their number in elven cav.

Artillery have 50 hobs to cavalries 500 and each dead hob is valuable experience lost.

But how exactly would we prevent it if they really are just given a free look at... wait, could we order them to fire on anyone approaching to attack them or the artillery? Though it would make them more vulnerable against the Charge.
 
wait, could we order them to fire on anyone approaching to attack them or the artillery? Though it would make them more vulnerable against the Charge.

The Ready Fire order exists for this purpose, but unfortunately your Arti's still setting up. It would almost certainly rout the poor buggers charging directly down its lane of fire if it was up and had Ready Fire NE up. The infantry might also do the trick, but they've far less killing power and accuracy.

This cannot be used on "anyone approaching"; due to the slowness of moving big formations and setting up volleys, a direction has to be specified in advance (and range, but you can set that up with a broader range, as "anything between 100m and 1000m", if you like).
 
But how exactly would we prevent it if they really are just given a free look at... wait, could we order them to fire on anyone approaching to attack them or the artillery? Though it would make them more vulnerable against the Charge.
That's about half of my argument with Luminous (the other half is his plan sends the rest of the infantry west instead of east, which is the part I disagree with more). It's possible to use Ready Fire with the 310th to cover 2-4 hexes that the enemy cav might move through, but it does indeed leave the 310th severely vulnerable to getting charged by both of the enemy cavs while they're out in the open, since they can only possibly fire on one, and that's if they get lucky and pick the right line to cover.

Personally, if I was playing OPFOR here, based on the intel they have, I'd double-charge the 310th and then attempt to retreat into cover in the southern forest so I could proceed to raid the artillery to death on subsequent turns. My plan hopes that they'll do this and get fucked by the two infantry regiments they can't see, and expects at worst case they'll have one Cav charge the 310th and one charge the 5th, since double-charging the 5th would leave Elf Cav 2 exposed at point-blank range to both cannon and musket.
 
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If we had the choice, I would be glad to sacrifice a hundred infantry and their cohesion if it would save 20 artillery hobs.

But something to keep in mind is that my counter fire idea will not work! Even if we fire point blank and route them, their charge will still go through and devestate our lines in return
 
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I mean, it makes sense? One taste of cold steel and a cavalry charge and those peasant infantry will no doubt be running for the hills. Also I don't think they can really know the situation in depth with the chateau/manor? Like, can they see that there is artillery there? Sure. But I don't know that they can know for sure how long everything has been setting up. If they're wrong by even a few minutes (even a fucking minute, tbh) in their estimation of how fast this is happening, they'd be running directly into an artillery barrage.
 
[X] Orders: Maintain Momentum

Under the circumstances, seems reasonable. Remember that the Chateau as a Fortified location, blocks line of sight. They may not precisely know what unit occupied it, only that an enemy unit did so. Besides, in general, cavalry is not suited for attacking that kind of place. And we can always have our own cavalry counter-charge them if needed.

I think this is manageable. Besides, tutorial mission.
 
Their goal is to get past us. We worry about the friendlies and keeping veteran artillerymen alive, but they need to find a way to stop the artillery if they want to achieve success and carry out their flanking manoeuvre.

So I expect that they dont really care about the friendly militia or even their own, these cavalry units need to stop our artillery or die

[X] Orders: Maintain Momentum
 
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So I had a chance to inspect the updated Infomark post, and right away I am very much pro-Leveler. Unlike historical France, it's pretty clear there's no room for coexistence between the Church of the Highest and the Revolution.

Divine right of kings was never really a part of Catholic doctrine, far more political than anything else. But in this universe, elvish supremacy and bigotry towards all other races are fundamentally baked in. The Declaration of Universal Rights spits in the face of everything the Church stands for, and we can expect any surviving parts of the Church in Arne to act in support of hostile powers.

Ael doit être détruit!
 
So I had a chance to inspect the updated Infomark post, and right away I am very much pro-Leveler. Unlike historical France, it's pretty clear there's no room for coexistence between the Church of the Highest and the Revolution.

Divine right of kings was never really a part of Catholic doctrine, far more political than anything else. But in this universe, elvish supremacy and bigotry towards all other races are fundamentally baked in. The Declaration of Universal Rights spits in the face of everything the Church stands for, and we can expect any surviving parts of the Church in Arne to act in support of hostile powers.

Ael doit être détruit!
Of note in the Revolutionary Wars are the Orders Militant of the Church, which contributed thousands of fanatical soldiers to the wars against the Revolution...
Looks like no one got around to killing off the local version of the Templars as a politically relevant military either, Napoleon vs. Crusaders let's go.

And yeah, the Church of the Highest being THIS racialized means it has to go. Freedom of rite and belief is going to be a big thing for pretty much everyone except the revolutionary elves, and they can take the L on this one.
 
Looks like no one got around to killing off the local version of the Templars as a politically relevant military either, Napoleon vs. Crusaders let's go.

Alas, they have largely put aside their knightly armors. The modern Church Militant looks about like this.


Note the bloodstained shield of silvium, a magical alloy of supposedly divine origin, and the blunderbuss in hand (intended to be shot only once, just before a charge), and the tasteless yellow (supposedly golden) color of the uniform, as opposed to the fine and elegant blues and oranges of your own.

(Another guy I did in Hero Forge, with added filters and tinkerings.)

That said, the church is not as immune to reform as the perhaps biased account in the info post might suggest... but it's pretty reactionary, yeah. Centuries of church influence have made most people of all races under its power accept its presence and worldview, at least in the broad strokes. The Levelers are the only outright anti-church faction, though everyone left of the Constitutionalists is suspicious of them as Enlightened Persons of the New Age.
 
That said, the church is not as immune to reform as the perhaps biased account in the info post might suggest... but it's pretty reactionary, yeah. Centuries of church influence have made most people of all races under its power accept its presence and worldview, at least in the broad strokes. The Levelers are the only outright anti-church faction, though everyone left of the Constitutionalists is suspicious of them as Enlightened Persons of the New Age.
I have trouble seeing room for true reform. The Ael creation myth seems to be about as central to the Church as Jesus on the Cross is to Christianity. You could promote a watered down version, but that would effectively create a new offshoot religion that the Church would regard as rank heresy.
 
I have trouble seeing room for true reform. The Ael creation myth seems to be about as central to the Church as Jesus on the Cross is to Christianity. You could promote a watered down version, but that would effectively create a new offshoot religion that the Church would regard as rank heresy.

The administration of the Church lacks one important feature of the Catholic Church - a singular, unified leader. As such, each archdiocese is a kingdom of its own, legally equal and independent. Yes, reform of the whole Church apparatus is probably beyond your means. But flipping the Arnese archbishop? More doable. The people don't have a pope to tell them otherwise, so they'll be more likely to heed their own big man.

How to manage such a coup? Well, hard to say. If all else fails, divine intervention rarely saves priests from bayonets...
 
The church as it exists now has to go. If we schism off a humanist (elvenist?) sect of equality and brotherhood that keeps the less racist rites the same and maybe gets to keep their financial assets, that's a possibility.

Now the problem is, though: if there's no Pope, who are we going to snatch our crown out of the hands of?
 
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