[X] Plan Iron Army, Ironclad Intel
-[X] Intense Drill
-[X] Found a new regiment: Human Artillery (50 Trained Human Artillerists)
-[X] Acquire Intel on the enemy forces x6, Army of Vechia (-60 Influence)
-[X] Requisition Experienced Forces: 5 Regular Hob Artillerists (-5 Influence)

Might as well vote for my own plan. We will see if we will have another turn of democratic centralism virtuous republican politics.
 
The earlier and the larger the scale the fix to our nation's logistics the better.

If we can capture what's being skimmed off the top every step of the way we could field larger forces and last longer, and the sooner it's done the less will go to waste. So I'm for any aggressive actions towards that end.
 
[X] Plan Iron Army, Ironclad Intel
-[X] Intense Drill
-[X] Found a new regiment: Human Artillery (50 Trained Human Artillerists)
-[X] Acquire Intel on the enemy forces x6, Army of Vechia (-60 Influence)
-[X] Requisition Experienced Forces: 5 Regular Hob Artillerists (-5 Influence)

Though i do need to ask:
Isn´t 10 artillery units a bit too much ?
Will we even have the troops to defend them in a more offensive battle ?
Like sure this next battle is a defensive one, we can sit and take artillery shots on the forces that are crossing and then scatter the ones that actually do with a cavalry charge.
Can we use them in a siege or we need to have a specific unit to siege ?
 
[X] Plan Iron Army, Ironclad Intel
-[X] Intense Drill
-[X] Found a new regiment: Human Artillery (50 Trained Human Artillerists)
-[X] Acquire Intel on the enemy forces x6, Army of Vechia (-60 Influence)
-[X] Requisition Experienced Forces: 5 Regular Hob Artillerists (-5 Influence)

Though i do need to ask:
Isn´t 10 artillery units a bit too much ?
Will we even have the troops to defend them in a more offensive battle ?
Like sure this next battle is a defensive one, we can sit and take artillery shots on the forces that are crossing and then scatter the ones that actually do with a cavalry charge.
Can we use them in a siege or we need to have a specific unit to siege ?

Wait, how did you get ten? This would be the fifth.
 
Yes, we are forming the 5° artillery in the army and then requisitioning +5 experienced hob artillerists, so then 10 units in total.
Or are artillerists a different unit than artillery ?
Artillerists are the crew who make up an Artillery unit. Each Artillery unit has 50 Artillerists. We're just getting a handful of crewmen as a reserve against unexpected casualties so we don't end up entering a battle with a below-strength Artillery unit.
 
Honestly, considering the layout right now my actual worry is that at the end of this prep work we'll have an army of twelve infantry units, five artillery units, and only three cavalry. Especially with the fact that we're going to have to send one or probably at least two of our cavalry off for our surprise blow, we're going to wind up in a situation where we're basically flying blind there.
 
Well, we don't have the reserve manpower currently to set up another cavalry unit, so that's something we'll just have the deal with as it comes. We do have a spare set of Sabres and Warhorses though, so we just need to acquire the manpower. Once we do, the way I see it we've got two options that build on what we already have.

1st option is that we use our Influence to get an Elven Cavalry unit. There's a lot of experienced recruits for that, enough that we could get a Professional Cavalry unit right from the start, or even get one well on the way to Veteran if we're willing to splurge. This would be another Elven cavalry unit that starts out quite capable and is strategically resilient against casualties, and we would be paying with Influence instead of AP. The downside being that it would be very Influence intensive (100 Influence for a Professional set), and also might be of dubious loyalty. Elven cavalry is the most likely part of the army to get cold feet once the monarchy is abolished, as seems likely to happen, especially since it seems liable to happen via the King getting executed. (Though I suppose our reputation by now is such that we might be able to hope that any Elven cavalry veterans we recruit probably know what they're getting into?)

2nd option would be to do a round of regular Recruitment to acquire enough Hobgoblin cavalrymen that we can form a 2nd Hobgoblin cavalry unit. We'd probably want to give them Lances eventually, but a regiment of Hobgoblin Hussars for a while wouldn't be the worst thing. They'd have the Hobgoblin racial trait that makes them very good melee fighters, but they'd be starting out at Trained in an environment where we're increasingly going to be facing high-quality enemy units. Plus, we'd have to spend AP in order to get enough recruits, then more AP to form the unit. And right now we're positioned such that we'd have to spend Influence anyway, so a Hobgoblin unit like this should wait until we're back in Arne.
 
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Honestly, considering the layout right now my actual worry is that at the end of this prep work we'll have an army of twelve infantry units, five artillery units, and only three cavalry. Especially with the fact that we're going to have to send one or probably at least two of our cavalry off for our surprise blow, we're going to wind up in a situation where we're basically flying blind there.
Well, we aren't obligated to send cavalry on the team, we could reduce the team to be more infantry heavy since we aren't fighting at the bridge. And Norn is also known for neglecting it's cavalry, so I think it will work out.
 
Well, we aren't obligated to send cavalry on the team, we could reduce the team to be more infantry heavy since we aren't fighting at the bridge. And Norn is also known for neglecting it's cavalry, so I think it will work out.

Well, I feel like we REALLY want at least two cavalry in the team, because the point is that we want to get them fully invested in the scrum, and then hit their HQ and artillery from behind in a blitz attack, since if we do do that, we could potentially knock out their artillery arm and capture their General, at which point it'd probably GG.

This is a large number of ifs, and we'll also need to see the board first but, y'know.
 
Well, we don't have the reserve manpower currently to set up another cavalry unit, so that's something we'll just have the deal with as it comes. We do have a spare set of Sabres and Warhorses though, so we just need to acquire the manpower. Once we do, the way I see it we've got two options that build on what we already have.

1st option is that we use our Influence to get an Elven Cavalry unit. There's a lot of experienced recruits for that, enough that we could get a Professional Cavalry unit right from the start, or even get one well on the way to Veteran if we're willing to splurge. This would be another Elven cavalry unit that starts out quite capable and is strategically resilient against casualties, and we would be paying with Influence instead of AP. The downside being that it would be very Influence intensive (100 Influence for a Professional set), and also might be of dubious loyalty. Elven cavalry is the most likely part of the army to get cold feet once the monarchy is abolished, as seems likely to happen, especially since it seems liable to happen via the King getting executed. (Though I suppose our reputation by now is such that we might be able to hope that any Elven cavalry veterans we recruit probably know what they're getting into?)

2nd option would be to do a round of regular Recruitment to acquire enough Hobgoblin cavalrymen that we can form a 2nd Hobgoblin cavalry unit. We'd probably want to give them Lances eventually, but a regiment of Hobgoblin Hussars for a while wouldn't be the worst thing. They'd have the Hobgoblin racial trait that makes them very good melee fighters, but they'd be starting out at Trained in an environment where we're increasingly going to be facing high-quality enemy units. Plus, we'd have to spend AP in order to get enough recruits, then more AP to form the unit. And right now we're positioned such that we'd have to spend Influence anyway, so a Hobgoblin unit like this should wait until we're back in Arne.
The third option would be Halfling cavalry, would it not? Their traits make them great for scouting and ambushing, especially in a Ready Fire-rich environment. And there is a relatively large number of experienced Hafling cavalry recruits available.
 
The third option would be Halfling cavalry, would it not? Their traits make them great for scouting and ambushing, especially in a Ready Fire-rich environment. And there is a relatively large number of experienced Hafling cavalry recruits available.
Not enough experienced recruits to prevent us from needing to spend AP on Recruitment though.

Halfling Cavalry probably do have a niche that we might want to look into, but they feel like the sort of thing we'd want to wait until Harquebusiers/Carabiniers are available for first. Although Hussars might have a place purely as a hit-and-run unit, though we'd never want them to get stuck in pitched combat on their own. But right now I feel we're looking for cavalry that are more suitable for more direct fighting duties.
 
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1st option is that we use our Influence to get an Elven Cavalry unit. There's a lot of experienced recruits for that, enough that we could get a Professional Cavalry unit right from the start, or even get one well on the way to Veteran if we're willing to splurge. This would be another Elven cavalry unit that starts out quite capable and is strategically resilient against casualties, and we would be paying with Influence instead of AP. The downside being that it would be very Influence intensive (100 Influence for a Professional set), and also might be of dubious loyalty. Elven cavalry is the most likely part of the army to get cold feet once the monarchy is abolished, as seems likely to happen, especially since it seems liable to happen via the King getting executed. (Though I suppose our reputation by now is such that we might be able to hope that any Elven cavalry veterans we recruit probably know what they're getting into?)

If they haven´t already defected, i think we have good chances of having a somewhat loyal cavalry. After the arrest of the king, i would be surprised if we have any monarchist in the army. And if we keep fighting external enemies, i see few motives for the elves we have to defect.
 
Digging up the relevant post.

@Photomajig, perhaps it would be a good idea to put this in the world building tab? I imagine this is going to come up a couple more in the future, especially when talking about events stretching over several months.

It is there! Under THINGS. The damn thing is getting unwieldy, though.

Actually, I'm now a bit confused. Beltiale is the 7th month, but from what I can tell this is all taking place in the Spring of the year, right, @Photomajig , since it hasn't been that long since the grenade was tossed. I was imagining Beltiale more like April or May than July, so just checking with my confusion therein, @Photomajig , since that's a very different impression from "mid-late Summer" vs "Mid-late Spring."

Mauvais was in the late spring (end of Verdiale-start of Garandiale), and then some time passed after Tossing the Grenade. The war started in Beltiale, in the early-ish summer, now you're in Chordeale, mid-late summer. Time flies by!

My descriptions for the weather may have been confusing, I guess, but the world has been suffering from climate anomalies in recent decades - thus the cooler and extremely rainy early summer, only now coming in very hot.

I'll endeavour to better note the time and date for in updates, I've been suffering from my own poor record-keeping in that regard too.
 
Saint-Hippolyte

The crown jewel of the Arnése colonial empire, Saint-Hippolyte is a tropical island to the far west of Arné, across the Euric Ocean. At some 60,000 square kilometres, it is one of the largest islands in the Îles de Crepuscule archipelago, which lies off the Sunward coast. Its rugged, volcanic and mountain-encrusted interior means that much of this territory is largely uninhabited, with settlement favoring the low-lying coastal regions.

Revenues from Saint-Hippolyte's sugar and coffee made up a significant portion of the Crown's income on the eve of the Revolution. This trade was placed entirely in the hands of a small clique of human and dwarven mercantile interests based out of the port of Jeannais. Outside the ranks of the royal administration and this monopolistic company, most inhabitants of mainland Arné knew next to nothing about life on the island.

The island that would become known as Saint-Hippolyte was discovered by the elves of Arcadie in 1460 EC. Though rumors of lands west of the great Euric Ocean had circulated among mariners and mystics for centuries, no recorded contact was made before the Sunward Expedition of 1458-1460, which brought elvenkind to the New World. Known by the native Kin as Qisqilla, the island became a key early hub of Herculian colonization. The Herculians knew the island as La Serena, a moniker owing to the deep and protected harbor that became the site of their original settlement. This colony was dedicated to 5th-century saint Hippolytus of Optia, from which its Arnése name is drawn.

The Herculian settlers found the native population of the island a savage and primitive multitude, who were best put to work extracting gold and silver from the mountainous interior. When these deposits ran out in the 1500s, Herculian interests moved further west into the Sunward Isles, and the Crown was forced to find a new staple for La Serena's economy. Native tobacco and imported coffee soon became major crops, but nothing would be as consequential and fateful for the island as sugarcane.

The cultivation of sugarcane necessitated considerable investments of capital, labor and time. In time, this would concentrate the island's economy nearly fully in the hands of a small class of plantation owners. The initial workforce of halfling migrants proved unreliable, with tropical diseases and resistance to the back-breaking labor involved causing the available manpower to shrink rapidly. The native Kin were no longer numerous enough to suffice, either. The island soon declined into a backwater, a footnote in the Herculian Empire.

The island was ceded to Arné in 1618. The new administration hoped to reinvigorate the sugar trade, but faced similar labor shortages as their predecessors. Gradually, they began to look outwards, and downwards.

The devastating crusades in the New World and their culmination in the Deluge brought thousands and thousands of devils into elven hands. With their innate adaptability and ability to come back even from death, devils were found to be perfect workers for the hard labor of the plantation. Traditional Arnése laws afforded certain rights to different Arcadian Kin as part of the "harmonious society", but devils and native Kin had no such protections. They also had no right to own land of their own, legally practice any independent trade, or even serve in the local militias. Their only recourse was, in many cases, to sign themselves away to indentured servitude for those who did own land and property. When their lives ran out, their children and successors would find themselves facing the same fate.

The sugar industry would expand massively over the following decades. These de facto slaves, devil and otherwise, grew far more numerous than freemen. The plantation economy became the sole focus of the island, to the extent that grain now had to be imported from the metropole. The Crown instituted strict restrictions on trade to ensure it received the full bounty of the island's riches, a fact that the local Creole elites would find ever irritating.

For these elites, the Revolution presented a golden opportunity to be rid of such interference and gain autonomy and self-governance for the island. For the laborers on their fields, the Declaration of Universal Rights was a spark in a powder keg...

Îles du Crepuscule

Besides the crown jewel of Saint-Hippolyte, Arné's holdings in the archipelago include the smaller islands of Jouné, Petite-Terre, Point-Médian, Saint-Yves and Terre-Nouvelle. They are also mostly dedicated to the cultivation of sugarcane through exploited labor.

Terre-de-Soufre

A barren but strategically vital island holding approximately at the midpoint between Arné and the Sunward. Terre-de-Soufre's rugged, defensive terrain and deep anchorage have made it a key Arnése naval base for three centuries. It has only a small permanent population and produces sulfur as its only export. Terre-de-Soufre lies close to the Ivernian (previously Herculian) twin islands of Mwy Madoc and Llai Madoc.

L'Outremer and Avallen

The northernmost landmass of the Sunward holds an Arnése colonial territory commonly known as L'Outremer, or as Avallen (as named by its Ivernian discoverer). This large but sparsely uninhabited wilderness is mostly of interest for the fur trade, with "civilization" limited to small trading posts and forts along navigeable rivers. Aside from the furs, pine tar and pitch are important goods from the area.

Islands of the Fire Sea

The southern Fire Sea hosts several scattered Arnése trading posts and waystations, of which Île Parvain and Île Nocturne are notable as a naval station and penal colony, respectively.

Port-Orient

In the far east of the Straits of Aton, Arnése presence is modest. Among the bickering mercantile principalities of the region squats the fortified factory-town of Port-Orient (locally known as Landanak). Arnése spice merchants operate out of its confines, though they are bit players in the shadow of the Ivernian and Bruttian trading companies.
Oh hey, the Arnese Colonies are in the Places now.

Most prominent what is Definitely Not Saint-Domingue and is definitely not going to have a Haitian Revolution, this time with Devils as the slaves.

Really makes me wonder what a Devil PC would have looked like in terms of what we'd be doing and our opinion on things.
 
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Because Rakka continuously disrupting proceedings and debates with a never ending torrent of angry rants about logistics tickles my funny bone.
I can just imagine the future history book.

Article:
A lesser known of Durand deed but not less impactful was her effort on Arnese military logistic system. Raka Durand in ARY 2 delivered a series of five impassioned speeches on the Assembly floor highlighting the weakness of Arnese logistical system, its impact on campaign and homefront, and recommendations for changes. The speeches often apocryphally named "and The Logistic Must Be Fixed." after detractor mocked Durand determined focus on the topic.

In the future Durand speeches and efforts will be collected for Arnese military academy as a basic treatise on modern logistical system. Her partner in solving the logistical issue, Commissioner Meunier, was often forgotten by these early modern chroniclers. In contrast Durand in life never shy to brought up Commissioner Meunier's contribution to leverage both her experience on the old system and as credit sharing move to smooth the implementation of the new system in face of her personal detractor.
Source: Weeks where Decades Happens: Changes in Early Arnese Revolutionary Era, Major and Minor, Failure and Success
 
Hmm, alright. So we are currently in the late-ish summer and will probably be in autumn by the time this campaign ends. I wonder how good our chances are for winter as an operational pause, since it makes logistics tougher. Based on a very cursory look at the war of the first coalition, few battles tend to take place in winter. Depending on the local climate, the crossing at Dancy might also start swelling some time soon. Well, all things to worry after the first couple of battles.
 
Hmm, could we actually found a new Regiment of Cavalry here if we did Requisition experienced recruits + Found Regiment? Or was there a rule preventing recrutment + founding new units with the new manpower immediately?

I would prefer more cavalry over more artillery right now, but beggars can't be choosers.
 
Hmm, could we actually found a new Regiment of Cavalry here if we did Requisition experienced recruits + Found Regiment? Or was there a rule preventing recrutment + founding new units with the new manpower immediately?

I would prefer more cavalry over more artillery right now, but beggars can't be choosers.
We need to have the recruits on hand at the start of the turn.
[] Found new regiment. You have enough idle men and equipment to establish a new regiment for the army. Gain new Unit, which will begin at Green XP Rank and promote to Trained Rank after one March. You must have the necessary amount of appropriate Reserve Manpower and the equipment for the Unit. Army Drill reduced by 1.
We will need to spend around 50 influence for a regular unit just at the start of next turn, which sort of breaks the bank for us. But we will also move back into Arnése territory again if we intercept them at the crossing, so maybe we can substitute a few with local recruits. Unfortunately it looks like we are stuck with our current number of cavalry units for the next 2-3 marches, but I wouldn't be overly worried about it. Norn does underuse it's cavalry, and our forces are enough for screening. Plus the royalist can only be in one place at a time.
 
Norn does underuse it's cavalry, and our forces are enough for screening. Plus the royalist can only be in one place at a time
Fair enough. Not to mention that we have mauled the Royalist traitor cavalry three times now, at Mauvais, Brutet and Daurstein. I don't see how they could replace their losses with similar quality troops, there should be less and less Royalists willling to fight for Norn available with time, since Royalista fleeing Arne already did so.
 
Well, we didn't fight the Royalists at Brutet, but I do think the early victories are doing a lot to discourage defections.

The big Emigre army, the hardline Royalists who were willing to up and leave and then form an army and come back, got to fight one big battle where almost all of the infantry got killed or captured, literally all of the artillery died, and the cavalry lost a third of its number in casualties, and they were overall soundly defeated by a hastily raised emergency army commanded by a rapidly promoted Hobgoblin.

To the average Royalist, this is hardly a ringing endorsement of their cause. It's a lot easier to convince yourself to go fight for a cause that you think actually has a chance rather than one that's only managed to lose battles so far. Particularly now that that cause can be trumpeted by its detractors as selling out to the big foreign enemy.
 
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Well, Elf, Hobgoblin, Human, and Halfling numbers seem to be the same. It's Dwarves, Devils, and Nymphs that are different.

Which makes sense, we're closer to the not!Germany where Dwarves seem to be a much larger demographic, we're closer to the Markwald which has a significant Nymph population, and Norn is noted in the Deluge of Hell lore to have offered to welcome and protect any Devil refugees who fled to his nation after the Deluge.

And we seem to have started in a demographic oddity section of Arne with a disproportionately large human population and comparatively smaller Hobgoblin one. I imagine deeper into Arne's core there would be a lot more Hobgoblins, since they're noted to be the 2nd largest demographic in Arne after Halflings.
 
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