Assuming we can only build regular artillery regiments, my plans:
I think both Antreville and Grigny have their advantages, Grigny can catch the enemy if they are overconfident while Antreville allows us to build more Regiments which is useful for future campaigns in addition to strenghtening us now.
I am investing most of our Influence into requisitioning recruits, because Photo has mentioned multiple times that the times of cheap experienced troops is soon going to stop and i want us to have some reserves. Additionally, it allows us to raise the new regiments as regulars instead of trained with some XP. The plan is that we will get more influence from winning which will tide us over until autumm where we will get regular influence income again (peace wont need a lot of influence spending)
[X] Plan: Investing into the Future at the Crossing
-[X] The crossing at Grigny-sur-Vaud. The town of Grigny-sur-Vaud is mid-way between Antreville and Martelnac, where the Via Peregrina crosses the Vaud. It would allow for a swift march for either Antreville or Martelnac, depending on the enemy's strategy. Distance estimates: Antreville 4 days, Martelnac 1 day, Daurstein 5 days. 4 Army Actions allowed.
-[X] Intense drill. There's no time for rest or leisure on this march. The troops need a taste of discipline and grueling drill. Lose Munitions equal to number of Units (-14). Gain +2 Drill. Lose 2d100 troops as Casualties.
-[X] Found new regiment.
--[X] Hobgoblin Infantry (1000 Regular) (Cabot Muskets)
--[X] Human Artillery (50 Regular) (Field Artillery)
-[X] Mentor CO. One of your officers could use a bit of guidance before the next battle. Write-in a CO. A CO with an Unknown Trait will have their Trait revealed. A CO with a known Trait will have that Trait rerolled with Advantage (can only be done once per CO).
--[X] Marie de Lamartine
-[X] [-50 Influence] Acquire intel on enemy forces. Gold, well-placed friends and clever agents can usually yield useful intelligence on the enemy movements and disposition. Learn enemy Units, their XP rank and equipment. Must be done separately for each enemy Army.
--[X] Army of the West
--[X] Army of the Center
-[X] Requisition experienced recruits
--[X] [-30 Influence for 600] Regular Hobgoblins
--[X] [-20 Influence for 400] Regular Elves
--[X] [-20 Influence for 400] Regular Humans
--[X] [-20 Influence for 400] Regular Halflings
Influence:
230
-100 (Intel)
-90 (Recruits)
=40
Reserve Manpower: (0 needed for Replacements)
-Elven: 584 Regular, 200 Trained
-Human: 578 Regular, 500 Trained
-Hobgoblin: 792 Trained (-2 Supplies)
-Halflings: 405 Regular, 203 Trained
[X] Plan: Investing into the Future at the City
-[X] Antreville. You'll stay put and wait for the enemy to make the first move, if they intend to do so. The area suits a defensive strategy and gives you a great deal of time to prepare. Distance estimates: Martelnac 5 days, Daurstein 6 days by road or 9 days overland, Damterre 11 days. 6 Army Actions allowed.
-[X] Intense drill. There's no time for rest or leisure on this march. The troops need a taste of discipline and grueling drill. Lose Munitions equal to number of Units (-14). Gain +2 Drill. Lose 2d100 troops as Casualties.
-[X] Found new regiment.
--[X] Hobgoblin Infantry (1000 Regular) (Cabot Muskets)
--[X] Human Infantry (1000 Regular) (Cabot Muskets)
--[X] Human Artillery (50 Regular) (Field Artillery)
--[X] Human Artillery (50 Regular) (Field Artillery)
-[X] Mentor CO. One of your officers could use a bit of guidance before the next battle. Write-in a CO. A CO with an Unknown Trait will have their Trait revealed. A CO with a known Trait will have that Trait rerolled with Advantage (can only be done once per CO).
--[X] Marie de Lamartine
-[X] [-50 Influence] Acquire intel on enemy forces. Gold, well-placed friends and clever agents can usually yield useful intelligence on the enemy movements and disposition. Learn enemy Units, their XP rank and equipment. Must be done separately for each enemy Army.
--[X] Army of the West
--[X] Army of the Center
-[X] Requisition experienced recruits
--[X] [-35 Influence for 700] Regular Hobgoblins
--[X] [-10 Influence for 200] Regular Elves
--[X] [-45 Influence for 900] Regular Humans
--[X] [-10 Influence for 200] Regular Halflings
Influence:
230
-100 (Intel)
-100 (Recruits)
=30
Reserve Manpower: (0 needed for Replacements)
-Elven: 384 Regular, 200 Trained
-Human: 78 Regular, 500 Trained
-Hobgoblin: 100 Regular, 792 Trained (-2 Supplies)
-Halflings: 205 Regular, 203 Trained