Army of Liberty: a Fantasy Revolutionary Warfare Quest

Voting is open for the next 23 hours, 23 minutes
That is only accurate if you assume artillery can only go behind the main infantry line, which isn't safe for him to assume. It's entirely imaginable that an unorthodox hob with a penchant for flanking places artillery on the flanks for an ambush.

von Trotha will know that we dont have flanking artillery on the flanks once he puts some elves on hills to scout.

Ok, but shooting for 0-1 damage doesn't help us win the battle. Loosing out on a stealth ambush and giving our entire artillery battery away has very, very limited tactical benefits. The only reason to shoot with them now is to grind XP, which I don't think the battle would provide enough off to matter for the next. That is an operational concern rather a tactical one, since a 1 damage shot can hardly affect the battle.

We are shooting for 1,35 damage each turn. That means each artillery deals around 6,75 damage just from its long range shots during their approach. Knocking out an entire enemy regiment with the two elves is absolutely a tactical benefit.

Also, why the hell would the battle not provide enough xp to matter? like yeah, if we dont fire at long range it wont, but the 31st needs to shoot 8 times to level up this battle, which is definitely doable with long range fire.

Also didnt you consider the 1 damage per turn from the 31st relevant in your planmaking?

We can also not say that using every bit of ammunition for xp is best for our chances going forward. What if this reduces the ability of Arné to supply a more important campaign? What if we face a situation where we have to use much more munitions, like during a siege? What about another battle in the rain?
If we always take every shot with the artillery we bind ourselves to a considerable munition strain. I think we should follow the general practice of firing when tactically advantageous, rather than to trying to level up every time, especially as sufficient xp comes in increasingly delayed times.

What if us sacrificing troops to save on munitions causes problems in Arnes recruitment organisations? I think we can safely consider the influence cost to be a measure of how important something is and that Raka is connected enough to know when she starves munitions from other battles

We still have enough munitions for another battle in the rain. My rule of thumb is to make sure that we have enough munitions to fire uninterrupted for 25 turns of combat, which we easily fulfill. Whether we shoot 30 or 50 munitions here, we will not run out of munitions in the near future.

And shooting here is tactically advantageous, obviously.

This assumes all damage distribution is equal. Shooting at long ranges looses the ability to use the ambush dmg bonus for a specific target for the sake of low damage against a random one. The ability to use additional damage when needed rather than dealing it against a scout is worth more than +1 cohesion damage if you ask me.

So i am not sure about the exact argument here, so i will respond to both i can see:

1. if we save the ambush, we can later use it to shoot it when we really need it
But this means that we cannot shoot the artillery even when the enemy is in medium range, because obviously he will not move his high value targets into the range of our artillery first.

2. the artillery can save their ambush for a (cavalry) scout to get in range, on whom damage matters more than infantry.
But I dont consider it likely that von Trotha will move his cavalry scout into medium range of our artillery, because it would mean being in medium range of the 10th too after all, so it is very likely that the first enemy units in medium range will be infantry. If we hide the 10th for some reason, von Trotha would still be incredible suspicious of Kinzberg and easily able to guess that we have artillery there.

Hmm, how do you get 32.4 casualties for the two elven artillery? My numbers are lower, they are propably off... I still have not managed to fully wrap my head around how the casualties are calculated from hits. There was a basic casualty level (3 or 4?), onto which the wounding of the weapon is added, and a d10 is rolled? Right?

Artillery hits for 0,9 damage for each of the casualties they inflict and the elves fire at 1d100-40:
anydice.com

AnyDice

AnyDice is an advanced dice probability calculator, available online. It is created with roleplaying games in mind.

(eg. a Halfling, which he does not have, or a Defensive Genius, which he likely has)

He does not have a defensive genius, his units need to get hit first before revealing their trait. Only the COs from the Army of the West have their traits revealed

Yes, but he does not know where they are, or that they are ready to fire. Giving up that information matters, since if he believes we are still moving 3/4 guns into position, he might wrongly assume he has a window of opportunity to advance.

Now, let's not get ahead of ourselves. I am proposing we don't shoot with all artillery this turn. If it turns out that Von Trotha exposes juicy targets to our long range artillery, we could decide to open fire on a future turn if we want to. We are not making decision for 5 turns here.

I really do think you are focusing to much on the math, and too little on playing our opponent. Let's put ourselves in Von Trotha's shoes: if he is competent and suspects we have artillery at Kinzberg, what could he choose to do? One option would be to send a unit that is expendable or resistant to artillery shots (eg. a Halfling, which he does not have, or a Defensive Genius, which he likely has) forward into our range to bait out Ready Fire shots. That is what I would do if we were attacking him. With your plan, we would be shooting all our artillery at the unit Von Trotha choose to expose, revealing our artillery positions and "wasting" the Concealement advantage on a suboptimal target. Now knowing the position of our artillery, he chooses the safe, but slow route through Rotholz or the Western Forest for his army. We only get one turn of shooting, against a unit he specifically chose to sacrifice.

On the other hand, what may happen if he chooses the same tactic, but we only fire 1/3 guns? He might see that only one of our cannons fired, conclude that as a aggresive Arnese Hob, we are likely pushing our cannons into forward positions, and choose to try to use this perceived window of opportunity to quickly move his troops towards us along the road. We open fire with all guns a few turns later, and get 3-5 turns of long range shooting at his now commited army.

Look, I am not saying this will specifically happen, but I do say it is a possibility. By choosing to not fire all guns this turn, we may end up doing more damage in total, if it leads to our enemy misjudging the situation. We should not focus too much on mathematical calculation, but also try to predict what a competent opponent might do.

TBH i am not convinced but I guess i could switch the elven artillery off if people actually want that and well see what we would have hit with the ready fire. Next turn we have very good scouting of the enemy and can hit whatever we want at long range then. Also i will gloat if an elven artillery ends the battle at 19 XP :D

It should also be noted that this damage is spread random, rather than deliberate. Just to illustrate the worst case scenario: If the enemy rolls an inspiring CO , even dealing 1-2 damage would be wasted in terms of slow attrition. A better strategy would be a more focussed fire on specific units, rather than long ranged ready fire against what is probably going to be a cavalry/elven scout.

Did you mix up cavalry and infantry? because enemy cavalry would be the exact target for a focused fire.

Also tbh just like the worst case scenario, the best case scenario could have them be unsteady, where we deal double damage or kill their CO or destroy their standard or have them be brilliant where every damage against them is super important. I dont like focusing on the outliers because they really cannot be judged fairly against each other
 
Last edited:
He does not have a defensive genius, his units need to get hit first before revealing their trait. Only the COs from the Army of the West have their traits revealed
We don't know his COs, right? So he might have a Defensive Genius, or he might not, we don't know yet. That is why I am assuming he likely has one, since the COs for the Army of the West generally had good traits. Norn clearly has a competent officer corps.
TBH i am not convinced but I guess i could switch the elven artillery off if people actually want that and well see what we would have hit with the ready fire. Next turn we have very good scouting of the enemy and can hit whatever we want at long range then.
This would be very good I think. I am not opposed to long range shooting next turn, if a good target presents itself.
Also tbh just like the worst case scenario, the best case scenario could have them be unsteady, where we deal double damage or kill their CO or destroy their standard or have them be brilliant where every damage against them is super important. I dont like focusing on the outliers because they really cannot be judged fairly against each other
I understand not focusing on outliers, but here I would make an exception since the outliers are not equally likely. Assuming Von Trotha is competent, the target for the long range fire being a bad target is much more likely that it being a good target for us. A competent commander would not send his most valuable, or vulnerable, units out first into unknown terrain.
 
Last edited:
Yes? Like if he charges against the skirmishers without bringing up artillery, he would be charging against the breastworks without bringing up artillery.

If he does bring up artillery the skirmishers are useless anyway, because the artillery will just force them to move back.


Long range infantry attacks are fine when they are the best action in the situation?

Like, if they are the best attack we can get, we should take them. But its not really comparable because i dont look at attacks as a situation where a type of attack is always or never worth it, i look at them in the situation and how they would effect the battle in the unique circumstances surrounding that attack and can see here that a long range attack would be the equivalent of an infantry medium attack for example, if we had to compare them for some reason
Like we have fired long range infantry shots multiple times with generally not much controversy, so i am not sure how comparing long range artillery and infantry fire is something negative for the artillery, especially when you already confirmed that long range artillery fire is better anyway
A bit late and I got distracted, but I have some free time to respond, but it might take some time. I should really try to type faster. For the first quote, I think that you're assuming that either Trotha will glue his infantry to his artillery or that he will aggressively charge forward. If he does decide to glue his infantry to his artillery, there isn't really an ideal way to deal with that in any plan, but I would suggest withdrawing our skirmishers back toward the defensive terrain by our breastworks. If he charges forward, which I think is unlikely given what we know of him, but if he does do that then we can withdraw our skirmishers back, and engage his infantry within our medium artillery range, and out of the medium range of his artillery.

For the second quote, if I recall correctly the long range infantry attacks weren't constant, and we used them because the extra bit of damage meant a higher chance of routing, the same does not apply here. And for comparing long range artillery and infantry fire, I was asking you if you think long range infantry fire is viable. I didn't say that long range artillery fire is better, I said that it dealt more damage than long range infantry fire.
von Trotha will know that we dont have flanking artillery on the flanks once he puts some elves on hills to scout.
There are quite a few hills blocking line of sight, he doesn't know if we put our artillery behind them or not.
We don't know his COs, right? So he might have a Defensive Genius, or he might not, we don't know yet. That is why I am assuming he likely has one, since the COs for the Army of the West generally had good traits. Norn clearly has a competent officer corps.
Pretty sure it's random. Trotha could get lucky there, but I wouldn't count on it.
 
Last edited:
We don't know his COs, right? So he might have a Defensive Genius, or he might not, we don't know yet. That is why I am assuming he likely has one, since the COs for the Army of the West generally had good traits. Norn clearly has a competent officer corps.

He rolls his CO when they recieve damage. He currently has no guaranteed COs and he doesnt know them either.

Officers have always been completely random except for our mentoring actions up until now

I understand not focusing on outliers, but here I would make an exception since the outliers are not equally likely. Assuming Von Trotha is competent, the target for the long range fire being a bad target is much more likely that it being a good target for us. A competent commander would not send his most valuable, or vulnerable, units out first into unknown terrain.

The bad outlier here is that von Trotha rolls the right number on the d20 for the good inspiring or defensive genius traits, while the good outliers are that he rolls something like unsteady or something like brilliant, where each damage is super valuable.

The expected target we will hit are some humans because they are probably von Trothas least valued troops, but tbh i dont neccessarily think that hitting humans is that bad?
 
von Trotha will know that we dont have flanking artillery on the flanks once he puts some elves on hills to scout.
No actually. We could hide artillery in the recesses of the hill ranges or the Sohnesholz, protected from view lines. It's possible to make him suspect such a trap, discouraging flanking.
Also didnt you consider the 1 damage per turn from the 31st relevant in your planmaking?
I didn't want to talk about now irrelevant plan making, but since you brought this point up multiple times: I placed one artillery unit to overwatch the forest, since that evened the odds if decided for a forest assault. I did out of a lack for other options to provide additional support over the forest, since I didn't want to commit the 10th to a side theatre. Sometimes you're forced to make bad shots, like when we used horse artillery + hobs on the nymphs.
1. if we save the ambush, we can later use it to shoot it when we really need it
But this means that we cannot shoot the artillery even when the enemy is in medium range, because obviously he will not move his high value targets into the range of our artillery first.
It really doesn't. This is not requiring us to shoot at high-value targets, it's use concentrating damage against a meaningful target rather than firing our one advantage shot on a random scout.
Also, why the hell would the battle not provide enough xp to matter? like yeah, if we dont fire at long range it wont, but the 31st needs to shoot 8 times to level up this battle, which is definitely doable with long range fire.
Let's actually math this out: In order to level up after this battle we would need 6/8 shots respectively due to +2 battle xp. Is this battle likely over before we can fire 10 shots? No, it isn't. Any additional shots fire contribute to the level after that, with the 1/40 arriving to late to be worth considering this battle.
because enemy cavalry would be the exact target for a focused fire.
Enemy cavalry would be a good target when forced to screen, not when it can pull back and negate any damage by resting for a turn.

I should also be noted that your plan puts out lower damage in general, since you relegate the horse artillery to a flank rather than skirmishing in the central corridor. With the enemy artillery not yet set up, now would be a good time for it.
 
Last edited:
Artillery hits for 0,9 damage for each of the casualties they inflict and the elves fire at 1d100-40:
anydice.com

AnyDice

AnyDice is an advanced dice probability calculator, available online. It is created with roleplaying games in mind.
The default Wound Threshold is 3. To determine Casualties, as many d10s are rolled as there are Hits from the attack. Any roll above 3 is a Casualty with the default Threshold, meaning that most Hits (70%) result in Casualties, but there's a large element of luck involved. With a Wound Threshold of 2 (Halflings in melee), any roll above 2 means a Casualty (80% chance), while Dwarves have a base Wound Threshold of 4 (60% chance). If you're fragile, your best bet is not to get hit in the first place.

Of course, weapons, armor and traits affect these further. A 1 on these dice is always a save, though; some people just have the devil's luck.
The 0.9 thing is just an approximation of the dice odds.
 
Pretty sure it's random.
Officers have always been completely random except for our mentoring actions up until now
Has Photomajig confirmed no hidden modifers are involved? I know they are rolled for, but a pure luck-based roll with no modifier is not guaranteed, unless confirmed by the QM. Historically, some nations had much more competent junior officers to draw on than others. Arne, in particular, should have a lack of good officers, as many of the trained Elven officers likely sided with the royalists.

Anyway, the comment on "competent officer corps" was partly roleplaying on my part anyway, since Wahhenheim generally had very good officers. Still, I personally to prefer to plan assuming that our enemy has good officers, since when it comes to random elements it's safer to plan for the worst case scenario (within reason, I am not assuming all his COs are Brilliant, but I am assuming he has a Defensive Genius).
He rolls his CO when they recieve damage. He currently has no guaranteed COs and he doesnt know them either.
Here, I would not be so sure. Remember, our army was thrust upon us at short notice, while he may have been in command of his army for years. They have trained together and might have fought smaller scale battles together before. I would not assume he does not know his COs. Not knowing the COs in advance may just be a gameplay element Photo chose to apply to us, since it is more fun and exciting this way. I am sure if we had asked for it, a March Action to learn our COs trait(s) would have been available.
The bad outlier here is that von Trotha rolls the right number on the d20 for the good inspiring or defensive genius traits, while the good outliers are that he rolls something like unsteady or something like brilliant, where each damage is super valuable.
I disagree, this only works assuming he does not know his COs. If he does, him sending a CO well suited for the task to scout is of course very likely.
 
Last edited:
[X] Plan: Shuffle and Move Alternate

Well, that's a question for @Photomajig since I don't think it's been specified since the tutorial, and kind of a lot of mechanics have changed since then
Photomajig said we're not allowed to command them so specifically here.
Yes, you can deploy them, but keep in mind that you won't have full control over them, they'll be like the allied unit from the very first battle.

EDIT:
"Colonel di Mirova, of the 341st Hussars, and Colonel Bosquet, of the 350th. I could not spare all of my horse, you understand, but I expect you will see that they more than suffice."

You bite down on asking him why he's here and not making sure the bulk of his army makes it on time. It's an understandable desire to ride on ahead like this, and you're not sure you could have resisted the urge in his shoes.

The hobgoblin colonel, Bosquet, strikes you as familiar. She meets your questioning gaze and spares you the trouble of rummaging through your memory.

"We served together in the last war, sir. Mana Bosquet. I was under Colonel d'Arras."
Say, come to think of it, @Photomajig from this, if the 350th has a Hobgoblin Colonel, shouldn't the unit itself be Hobgoblin instead of Elven?
 
Last edited:
A bit late and I got distracted, but I have some free time to respond, but it might take some time. I should really try to type faster. For the first quote, I think that you're assuming that either Trotha will glue his infantry to his artillery or that he will aggressively charge forward. If he does decide to glue his infantry to his artillery, there isn't really an ideal way to deal with that in any plan, but I would suggest withdrawing our skirmishers back toward our breastworks or into defensive terrain. If he charges forward, which I think is unlikely given what we know of him, but if he does do that then we can withdraw our skirmishers back, and engage his infantry within our medium artillery range, and out of the medium range of his artillery.

For the second quote, if I recall correctly the long range infantry attacks weren't constant, and we used them because the extra bit of damage meant a higher chance of routing, the same does not apply here. And for comparing long range artillery and infantry fire, I was asking you if you think long range infantry fire is viable. I didn't say that long range artillery fire is better, I said that it dealt more damage than long range infantry fire.

I mean, why would von Trotha do something else other than glue his infantry to his artillery or aggressivly charge forward?

Seeing as you rely on him not doing either of them, its clear that its not a good plan and i dont see what would be the reason for him to carry it out.

No, the attacks werent really for a higher chance of routing, unless you consider just dealing damage to be a higher chance of routing, which would apply here too. We shot a human infantry that had lost 8 troops during the entire battle up to that point and was just standing there covering their retreat.

Yes, long range infantry fire is viable, but how is long range artillery fire, which deals more damage not better?

There are quite a few hills blocking line of sight, he doesn't know if we put our artillery behind them or not.

After doing a few very basic scouting moves, where do you propose von trotha would think that we placed our artillery if not in Kinzberg?

Especially as we should assume that he is competent and assumes that we are competent, so doesnt just think that we would place artillery in a blind position





It really doesn't. This is not requiring us to shoot at high-value targets, it's use concentrating damage against a meaningful target rather than firing our one advantage shot on a random scout.

Why would von Trotha put a high value target as the first unit to move into medium range? It seems likely that he would push a mediocre unit into medium range just as he would put a mediocre unit into long range

Let's actually math this out: In order to level up after this battle we would need 18 shots. The enemy would break way before that if placed in medium range (3 turns to move into medium range, -6 turns for getting into range and fleeing, 12 shots at medium range). The enemy lasting for 12 turns in medium range is unlikely. Alternativly, long range. If he's committed to long-range bombardment, would he actually drag this out for 18 turns and place infantry units in our sights? Doubtful.
Eliminating this version of events, the next possible level up would occur after 2 battles, requiring 20-4= 16, 16/2 = 8. Additional shots don't matter for that level-up, and 8 shots per battle is quite reasonable. The added XP from this shots only matters for the level after that, which is incredibly long off with 0/40, to far off to consider. Let's assume this battle gives us at least 10 shots, since the battle is one of stationary defense. This would mean we would need to shoot 6 times the following battle to guarantuee an advance to +20, making this irrelevant in terms of short-term gains.

This is just wrong. Are you using an army sheet that is out of date?

These are the stats of the Elven Artilleries:

84th Elv. Art.8/20, Regular50/5015/15+1010/105/5371Field ArtilleryElvenJules de Maistre
Watchful
31st Elv. Art.10/20, Regular50/5015/15+1012/127/7351Field ArtilleryElvenMarie de Lamartine
Logistician

as you can see, they need 12 or 10 xp respectively, so 10 or 8 shots fired during this battle.

So your example of long range shots only getting us 10 shots actually exactly fulfills our criteria required to level up both elves for the next battle. If you had chosen even one xp less as your example of the xp the artillery get the 84th wouldnt level up in your example, which definitely shows just how important every single bit of xp here is.

Enemy cavalry would be a good target when forced to screen, not when it can pull back and negate any damage by resting for a turn.

I should also be noted that your plan puts out lower damage in general, since you relegate the horse artillery to a flank rather than skirmishing in the central corridor. With the enemy artillery not yet set up, now would be a good time for it.

This is incorrect too:

anydice.com

AnyDice

AnyDice is an advanced dice probability calculator, available online. It is created with roleplaying games in mind.

the two elven artilleries deal more damage at long range than the 5th does at long range.

The 0.9 thing is just an approximation of the dice odds.

Yeah, exactly. Its a d10 with 1-9 killing and 10 leading to survival. Infantry attacks have lower wounding so a ratio of 0,7.

Has Photomajig confirmed no hidden modifers are involved? I know they are rolled for, but a pure luck-based roll with no modifier is not guaranteed, unless confirmed by the QM. Historically, some nations had much more competent junior officers to draw on than others. Arne, in particular, should have a lack of good officers, as many of the trained Elven officers likely sided with the royalists.

Anyway, the comment on "competent officer corps" was partly roleplaying on my part anyway, since Wahhenheim generally had very good officers. Still, I personally to prefer to plan assuming that our enemy has good officers, since when it comes to random elements it's safer to plan for the worst case scenario (within reason, I am not assuming all his COs are Brilliant, but I am assuming he has a Defensive Genius).

Photomajig has confirmed that experienced enemy armies may have Commander traits already with them being revealed but i guess we will confirm this

@Photomajig could there be hidden modifiers on CO trait rolls?

and could the enemy know their CO traits without us knowing?

Here, I would not be so sure. Remember, our army was thrust upon us at short notice, he may have been in command of his army for years. They have trained together and might have fought smaller scale battles together before. I would not assume he does not know his COs.

We know that Wachenheim didnt know the traits of his CO and units rolling their trait when entering combat is a core mechanic of the game. I would be very surprised if von Trotha know his CO traits.
 
Last edited:
We know that Wachenheim didnt know the traits of his CO and units rolling their trait when entering combat is a core mechanic of the game. I would be very surprised if von Trotha know his CO traits.
We know most of our COs traits since we have fought previous battles with them. I would not be surprised if Von Trotha has done the same. Wahhenheim was specifically pointed out as inexperienced in the narration.
 
We know most of our COs traits since we have fought previous battles with them. I would not be surprised if Von Trotha has done the same. Wahhenheim was specifically pointed out as inexperienced in the narration.

The arnese commander rolled for CO for his veteran cavalry units too.

Also, if the enemy cos had traits shouldn't we have learned about them from our intel?


forums.sufficientvelocity.com

Army of Liberty: a Fantasy Revolutionary Warfare Quest Fantasy - Historic

There's no weighting. Great units can be brought down by bad COs or vice versa. There may be chances to retrain COs to better Traits, though. Traditionally, all Arnése officers were elven. It's a big deal for the Revolutionary military for each unit to be of one race and led by officers of that...

forums.sufficientvelocity.com

Army of Liberty: a Fantasy Revolutionary Warfare Quest Fantasy - Historic

Some things only become apparent under pressure. It's their trial by fire. Even if they knew what they can do, Raka doesn't until they prove it to her. They are rolled ahead of time, that said. There are some innnteresting combos for your Units.
 
Last edited:
TBF, the Arnese commander hadn't really worked alongside his men for long. It was a hodgepodge of whatever royalist emigres that had professional cavalry training had fled across the border during the revolution that were then conglomerated into new units, rather than formal, pre-Revolution Arnese military units that fled to Norn wholesale.

Also, the Arnese Royalist commander...didn't exactly strike me as particularly competent.

Though thinking on it, I feel that the Trained parts of von Trotha's army he probably doesn't know the CO abilities of, but he might know some of the artillery CO abilities, depending on how long he's been working with them.
 
This is incorrect too: [your plan doesn't optimize for damage in general]

the two elven artilleries deal more damage at long range than the 5th does at long range.
Right, except it isn't actually a choice between "use the horse artillery or the elven artillery". It's a choice between "have our horse artillery skirmish in the center + elven artillery dmg" or "relegate horse artillery to the flank where they are less likely to have targets". Additionally, the horse artillery can recover the stealth advantage due to mobility (move behind blocking units breaks LoS) AND is arguably our most important unit where the xp arguably matters more, being 16 xp from a level up. If you put it to the side, you're missing out on damage and advancement.
as you can see, they need 12 or 10 xp respectively, so 10 or 8 shots fired during this battle.
I was operating of memory. The argument about xp is correct nevertheless, just shifted one battle forward. 10 shots in total are extremely likely for a positional battle, making this level up likely after just this battle. Your argument about taking every shot for xp only after 3-4 battles, which is to far off to base a primarily tactical decision on.
Why would von Trotha put a high value target as the first unit to move into medium range? It seems likely that he would push a mediocre unit into medium range just as he would put a mediocre unit into long range
Meaningful =/= high value. A target can be meaningful because it hinders a cavalry charge or blocks a flanking route. Focussing our fire against specific units and routing them more quickly is better than firing our sole ambush salvo against a scout, especially as this very likely doesn't effect the strength of artillery next battle.
I mean, why would von Trotha do something else other than glue his infantry to his artillery or aggressivly charge forward?
Assuming he wants to take secure forward positions with infantry rather than forming one big march column in the centre isn't an outlandish assumption. We positioned horse artillery just like that.


I'm just generally a bit confused by your advocacy for maximum attritional damage from the elven units even if it shoots 0-1 at random AND your decision to keep the horse artillery relegated to the side. It's a mobile unit with the xp to make long-ranged shots from a forward position (d100-20), do we really want to relegate it to watching over Rotholz from the start? A forest flank where the enemy likely doesn't commit to a blind charge out of artillery range, considering that this runs counter to his MO? Skirmishing in the centre seems like the much better tactical decision.
 
Last edited:
forums.sufficientvelocity.com

Army of Liberty: a Fantasy Revolutionary Warfare Quest Fantasy - Historic

Experienced enemy armies can start with CO Traits revealed (to them), but Wachenheim has not commanded his lot in battle before. Any possible Rapids are thus dormant until they pass their trial by fire.

Alright I found the info from photo and you are correct, @Pinniped , experienced armies can have traits revealed to them.

I am still quite doubtful that he has the traits for his infantry tho, seeing as they are all generic trained
 
The arnese commander rolled for CO for his veteran cavalry units too.
Did he really? Or did we only find out those CO traits, that were already known to the other side? The message has always been CO trait Revealed, which to me means that they are revealed to us, although the enemy general might have already known.

This interpretation makes more sense in general, since the only way a unit can level up to Veteran is through combat, and combat reveals the CO traits. Thus a commander not knowing the CO trait of a Veteran unit under his command requires that he was recently given command of it, and that no sharing of information between the CO's previous commander and the new commander ocurred.

Also, if the enemy cos had traits shouldn't we have learned about them from our intel?
Our intel might not have been good enough. It is much easier to find out the number and the nature of the troops in the enemy army, than it is to find out the personalities and skills of the individual unit commanders. Also, from a gameplay perspective, finding out the enemy CO traits during battle is much more fun, so it might very well be the QM choice not to reveal them.

To be honest, I am kind of waiting for the moment where our intel turns our to be incomplete or plain wrong. In general, my number one (hopefully constructive) critisism of the quest so far is that we players have been given a bit too much information on the mechanics, maps and enemies. This has lead to situations where we can accurately calculate and predict propablities for damaging and routing specific units, and also generally have a good idea of which battles are winnable and which not before committing. This does take some of the excitement out of it, and can also cause the discusion to be hard to follow. I prefer discussion based more on tactics and outhinking our opponent ("if he does X, we do Y, I find him to do Z unlikely due to...") over purely mathematical number crunching ("if we do X we deal on average 2 points more damage than if we do Y, therefore we should do X...").

In order to prevent the quest from devolving into a pure numbers game where one optimal play always exists, unknown factors are needed. The CO system is one such factor, which really helps keep us on our toes. Weather also seems to play a similar role as something we cannot predict. In the future, I do hope to see more random effects or unexpected curveballs, such as the enemy having units our intel missed, the map we are given at Turn 0 being wrong ("You thought there were only open fields behind those hills? Nope, the floods have turned those fields into Marshland, and now your planned cavalry charge won't work!") or even our battle waking up a random Ancient Dragon from its slumber (I find it suspicious that information on dragons was just now added. They are a Chekov's gun if I've ever seen one).
 
I am still quite doubtful that he has the traits for his infantry tho, seeing as they are all generic trained
I realized the same, and would consider it likely (and in character for him) to know the traits for the artillery COs but not the infantry. If the Arnese cavalry is commanded by an Arnese traitor and not Von Trotha directly, they likely know their traits as well.

However, I still would not take him not knowing the infantry traits as a certainty. We don't know what March actions he has been doing, he might have taken some actions to acquaint himself with his infantry COs.
 
The battle of Brutet lasted 15 rounds and the armies started within range 9 of each other. Assuming that this battle is as long as that one the 8th and 31st are likely to gain a level of experience (probably regardless if I'm being honest, but I can see falling a little shy of 12 shots if we absolutely hold out for medium range). However there is even more argument for making an exception of the 10th, as with 19 xp to go, firing every round significantly increases the chance of a level up.

I think waiting to see what comes into range with the elven artillery is not a bad compromise.

That said, spreading a little damage across the enemy army gives us information as well, it lets us find out which CO is worth anything therefore choose where to focus attacks (or force Von Trotha to reorganise on the fly assuming he doesn't know most of their traits). In addition 11s and 22s to wound are a possibility. Ah that's the word I wanted to find, firing the artillery at targets which present themselves causes friction for them.

I believe, the 5th gets LOS on the road hex so it will likely have someone to fire at even if no one comes over the ridge at Ottenburg. I am in two minds about using the 5th aggressively, on one hand its pretty cool. On the other hand it requires the forward positioning of quite a lot of units. And splitting the combined infantry/artillery line feels like a mistake (I have not done the maths)
 
Right, except it isn't actually a choice between "use the horse artillery or the elven artillery". It's a choice between "have our horse artillery skirmish in the center + elven artillery dmg" or "relegate horse artillery to the flank where they are less likely to have targets". Additionally, the horse artillery can recover the stealth advantage due to mobility (move behind blocking units breaks LoS) AND is arguably our most important unit where the xp arguably matters more, being 16 xp from a level up. If you put it to the side, you're missing out on damage and advancement

I'm confused, didn't you consider elven artillery shooting bad?

Spending two turns on getting stealth advantage is definitely not worth it. I feel like people really overestimate the effect of ambush on artillery? It's the equivalent of a one-time +17 bonus, that's it.


I was operating of memory. The argument about xp is correct nevertheless, just shifted one battle forward. 10 shots in total are extremely likely for a positional battle, making this level up likely after just this battle. Your argument about taking every shot for xp only after 3-4 battles, which is to far off to base a primarily tactical decision on

Is it extremely likely to get 10 shots off without firing at long range? I don't expect him to actually be in medium range for 10 turns and shooting him at long range while he is fleeing seems like a bigger waste of a munitions than shooting him while he is advancing.

Also, you somehow seem to ignore that I want to fire at long range for the tactical benefit of dealing damage, the XP just means that I don't consider spending munition a problem.

Meaningful =/= high value. A target can be meaningful because it hinders a cavalry charge or blocks a flanking route. Focussing our fire against specific units and routing them more quickly is better than firing our sole ambush salvo against a scout, especially as this very likely doesn't effect the strength of artillery next battle

Why would the first unit entering medium range be meaningful then instead of just being generic infantry? Or do you plan to hold fire while the enemy is in medium range too


Assuming he wants to take secure forward positions with infantry rather than forming one big march column in the centre isn't an outlandish assumption. We positioned horse artillery just like that.

I mean what would be the use of taking a forward position when it cannot be secure, considering that it would be suspectible to the skirmishers this is about.

I'm just generally a bit confused by your advocacy for maximum attritional damage from the elven units even if it shoots 0-1 at random AND your decision to keep the horse artillery relegated to the side. It's a mobile unit with the xp to make long-ranged shots from a forward position (d100-20), do we really want to relegate it to watching over Rotholz from the start? A forest flank where the enemy likely doesn't commit to a blind charge out of artillery range, considering that this runs counter to his MO? Skirmishing in the centre seems like the much better tactical decision.

First of all, no, the elves don't shoot 0-1 at random. I don't understand why you would use such a strange notation instead of simple average damage, but they shoot 0-5 at random.

The reason I put the artillery to the side is that it was the plan of the deployment and I generally don't like the concept of pulling the general plan of the battle into multiple different directions with each turn changing it's goal.

Yes, I think putting the 5th into a forward position to bombard the enemy at long range would be better.


I prefer discussion based more on tactics and outhinking our opponent ("if he does X, we do Y, I find him to do Z unlikely due to...") over purely mathematical number crunching ("if we do X we deal on average 2 points more damage than if we do Y, therefore we should do X...").

I hate discussions like this. Assumptions about Von Trothas thought process are already frustrating enough.


If the Arnese cavalry is commanded by an Arnese traitor and not Von Trotha directly, they likely know their traits as well.

The CO traits of the cavalry are already revealed from last battle.

@Photomajig do our own wolfholes slow us down?
 
Last edited:
I believe, the 5th gets LOS on the road hex so it will likely have someone to fire at even if no one comes over the ridge at Ottenburg. I am in two minds about using the 5th aggressively, on one hand its pretty cool. On the other hand it requires the forward positioning of quite a lot of units. And splitting the combined infantry/artillery line feels like a mistake (I have not done the maths)
Not really. The hill range blocks a lot of shots, so it only has a very specific window (roughly Sarnscheid- Eastern Hill). Additionally, the forward line can actually be kept pretty limited if you use cavalry as an escort, since they are able to intercept and block charges. The enemy cavalry is also especially unlikely to charge forward due the enemy commander "rarely uses cavalry for things other than screening" and the danger of running into medium range of our own guns, which would be bad for keeping their screening force. The threat is pretty limited and we are certain to get a few shots in the centre.

The 5th is also fast enough to not require a permanent infantry escort if shit gets tough, 5 movement is enough to bail.
 
Not really. The hill range blocks a lot of shots, so it only has a very specific window (roughly Sarnscheid- Eastern Hill). Additionally, the forward line can actually be kept pretty limited if you use cavalry as an escort, since they are able to intercept and block charges. The enemy cavalry is also especially unlikely to charge forward due the enemy commander "rarely uses cavalry for things other than screening" and the danger of running into medium range of our own guns, which would be bad for keeping their screening force. The threat is pretty limited and we are certain to get a few shots in the centre.

The 5th is also fast enough to not require a permanent infantry escort if shit gets tough, 5 movement is enough to bail.

Yeah, I do quite like the concept of having our cavalry screen the 5th by standing in front of it
 
Keep in mind that we can buy munitions pretty cheaply too.

50 munitions can be purchased for 50 influence, with us getting an extra 50 supplies.

So 1 munition is worth 1 influence.

1 Influence gets us 20 Regular Infantry.
Just something to note, is this really how we want to spend our influence. This was the cost of the infantry.
--[X] [-10 Influence per 50] 100 Professional Elven Cavalry. (20 Influence)
--[X] [-5 Influence per 50] 200 Regular Hobgoblin Cavalry. (20 Influence)
--[X] [-5 Influence per 100] 200 Regular Elven Infantry. (10 Influence)
--[X] [-10 Influence per 100] 200 Professional Halfling Infantry. (20 Influence)
--[X] [-10 Influence per 100] 200 Professional Hobgoblin Infantry. (20 Influence)
That's 90 influence. Currently we have 241 Munitions before drill, and after Brutet we gained 206 munitions. If we didn't capture those munitions we currently would have 35 munitions before doing drill. Not every battle is going to be Brutet in terms of the munitions cost nor in terms of capturing munitions. But I would caution against spending our influence on getting munitions, as spending it on that would make it more difficult to expand our army (buying recruits for infantry units) or get horse artillery. We also have to consider the influence we spend on getting intel or other actions. Influence can go down the drain quickly, and we also do have to consider losing battles cost influence as well.
 
Just something to note, is this really how we want to spend our influence. This was the cost of the infantry.

That's 90 influence. Currently we have 241 Munitions before drill, and after Brutet we gained 206 munitions. If we didn't capture those munitions we currently would have 35 munitions before doing drill. Not every battle is going to be Brutet in terms of the munitions cost nor in terms of capturing munitions. But I would caution against spending our influence on getting munitions, as spending it on that would make it more difficult to expand our army (buying recruits for infantry units) or get horse artillery. We also have to consider the influence we spend on getting intel or other actions. Influence can go down the drain quickly, and we also do have to consider losing battles cost influence as well.

Keep in mind that spending munitions is going to reduce the casualties and with that the amount of soldiers we have to buy with influence.

If the enemy units meet us already exhausted and damaged, they will be able to deal less damage to our troops
 
Voting is open for the next 23 hours, 23 minutes
Back
Top