[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)
The game is on. The mobilization takes up most of your time, but you find the time to formally organize a new battery of artillery and harshly drill the troops to integrate it properly. Casualties are unavoidable.
Human Regiment of Artillery founded (Field Artillery, 50 Trained).
Army Drill decreased by 1 (now 6). Army Drill increased by 2 (now 8). 18 Munitions lost. 173 Casualties taken.
[] (Optional) Name Unit. Write-in a custom name for your new Units. Optional; default name will be 14th Human Artillery.
A great deal of coin, favors owed and promises made also raises a veritable army of scouts, local informants and spies to observe the enemy's movements. As expected, one division of the Army of Vechia makes straight for the bridge, while the other two columns make a sharp turn at Engelsburg and prepare to trek west, almost certainly towards the crossing at Dancy.
The Fifth Army does likewise. The roads on your side of the river are smaller and of poorer quality, but the Mauvais is mostly flat and your men well-practiced at a neat march by now. You have time to peruse reports from your agents as the Army pushes on.
The news could be better. Each Nornish column is a force of some 15,000 men, which puts their total strength at nearly 45,000. Numbers aren't everything when they must be funnelled through a contested bridge or ford, but they are not only numerous, but veterans to boot.
There are no untested regiments in the force coming your way, but of particular note are the four veteran legions of dwarves, as well as two crack regiments of elven grenadiers. These troops are sullenly resolved to restore Nornish military honor and drive the Arnése mob from Mitteln. Discipline is brutally harsh, guilty of the worst excesses of the pre-Revolutionary Arnése corps, but it has molded the Army of Vechia into a machine for destroying the Kingdom's enemies. All together, it means an enemy formidable in spirit and hardened to withstand grueling pain and terror.
The Army of Vechia is under the overall command of General Axel Theodoric Wilhelm von Thiele, Herzog von Goringen, one of the grand aristocrats of Norn and apparently a close confidante and brother-in-law of King Athawulf Friedrich of Norn. He's a career officer, a veteran of a century's wars in Norn's service, beginning his career as a young officer under the famed military reformer known across the continent as the "Old Wolf".
Your spies are spectacularly successful, returning with pilfered muster rolls, inventory reports and internal correspondence that allow you to form an exceptionally detailed picture of the enemy strength. The only place they fail to penetrate is their command tent and general's quarters, though not for lack of trying. A few of the most daring find themselves at the end of a short rope soon enough.
Intel level 4 gained on Army of Vechia. 60 Influence lost. You know the size of this Army, its Drill and Morale, something on its General, and its Units with XP Rank and Equipment.
5 Regular hobgoblin artillery requisitioned. 5 Influence lost.
It will not be easy to defeat this force. It may be that in a few days' time, you'll be stumbling back southwards with your army in tatters. The prospect of such a defeat is a bitter one.
On the other hand, repelling Norn here could be glorious beyond any of your earlier victories. May the Raoille run red with the blood of forty thousand Nornishmen!
***
La Durance: Sixth March
Morale Event (d20): [15+6=20], Volunteer Rush (Gain a free recruitment roll of all available Kin.)
- Elves: [68+100=168], 168 Green Recruits gained.
- Humans: [22+150=172], 172 Green Recruits gained.
- Hobgoblins: [18+100=118], 118 Green Recruits gained.
- Halflings: [45+250=295], 295 Green Recruits gained.
- Dwarves: [58+150=208], 208 Green Recruits gained.
- Devils: [74-100=0], 0 Recruits gained.
- Nymphs: [12-50=0], 0 Recruits gained.
Drill Event (d20): [4+4=8], no effect
CO Event (d10): [13], Karo Bonnaire; [8+2=10], Flash of Genius (The Unit gains an immediate +10 XP thanks to the CO's genius.)
Before you even have a chance to get moving, you're mobbed by a veritable horde of new arrivals at camp. There are both Arnése youths from La Durance and local Mittelner boys and girls among them, and they are there for one purpose. They want to sign up. It seems that you - and the Fifth Army - have gained something of a reputation for invincibility, glory, virtue, luck and every such fool thing in these parts.
There are some risks inherent to recruiting from an enemy populace, but you've found that most people don't have much of a loyalty towards their supposed monarchs when there's a chance for pay and spoils of war right in front of you. You expect you can make solid regiments of liberated Mitteln out of this lot.
Karo Bonnaire of the 13th Lancers excels as you get going, demonstrating the excellent coordination and keen grasp of cavalry tactics of his regiment to the point where it starts being showing off. His troops will go far under his tutelage, that is for certain.
***
Fifth Army
- | Morale | Drill | Munitions | Supplies | Influence |
Current | 9 (liberty or death) | 8 (superior) | 59 | 61 | 37 |
Projected | | | | | |
Supplies are expended every March equal to the amount of Units under your command (double for Hobgoblin Units). Each 1000 of Reserve Manpower counts as an additional Unit.
Reserve Manpower:
-Elven:
--129 Trained Infantry, 94 Regular Infantry, 150 Professional infantry
--53 Trained Cavalry, 90 Professional Cavalry
--5 Trained Artillery
--168 Green Untrained
-Human:
--166 Regular Infantry, 15 Experienced Infantry
--20 Trained Cavalry
--73 Trained Artillery
--172 Green Untrained
-Hobgoblin:
--29 Trained Infantry, 100 Regular Infantry, 177 Professional Infantry, 30 Experienced Infantry
--143 Regular Cavalry
--4 Regular Artillery
--118 Green Untrained
-Halflings:
--58 Regular Infantry, 123 Professional Infantry, 10 Experienced Infantry
--295 Green Untrained
-Dwarves:
--208 Green Untrained
Casualties: (no bonus to casualty recovery)
-Humans: 25 Trained Infantry, 21 Professional Infantry, 6 Experienced Infantry, 2 Experienced Artillery
-Elves: 42 Regular Infantry, 5 Regular Cavalry, 2 Professional Cavalry, 4 Regular Artillery
-Hobgoblins: 30 Professional Infantry, 5 Professional Cavalry, 1 Experienced Artillery
-Halflings: 24 Regular Infantry, 6 Professional Infantry
Spare Equipment:
-1 Cabot Muskets (Wounding +2, Range 100m/200m/400m)
-8 Erlkönig Muskets (Wounding +2, Range 100m/200m/400m)
-1 Sabres (Wounding +0)
-2 Field Artillery (Wounding +5, Range 200m/700m/1400m), 2 spiked Field Artillery waiting
-1 Warhorses
Our Units
| | Str. | AP | Morale Mod. | Stress | | | | | Spt. | | Equipment | Traits | CO |
---|
251st Hob | 0/20
Professional | 1000/1000 | 3 | - | 0 | +20 | 10/10 | 5/5 | 0 | 7 | 2 | Cabot Musket
Bayonets | Hobgoblin | Veka Bonheur
Watchful |
200th Hob | 6/20
Professional | 1000/1000 | 3 | - | 0 | +20 | 10/10 | 5/5 | 0 | 5 | 2 | Cabot Musket
Bayonets | Hobgoblin | Alho Kléber
Offensive Genius |
72nd Hum | 1/20
Experienced | 1000/1000 | 3 | - | 0 | +30 | 10/10 | 5/5 | 0 | 5 | 2 | Cabot Musket
Bayonets | Human | Gereon Oberlin
Teacher |
148th Hum | 5/10
Professional | 1000/1000 | 3 | - | 0 | +20 | 10/10 | 5/5 | 0 | 5 | 2 | Cabot Musket
Bayonets | Human | Liberté Chastain
Inspiring |
42nd Elv | 3/20
Regular | 1000/1000 | 3 | - | 0 | +10 | 10/10 | 5/5 | 0 | 7 | 2 | Cabot Musket
Bayonets | Elven | M. de Montmorency
Unsteady |
45th Elv | 6/20
Regular | 1000/1000 | 3 | - | 0 | +10 | 9/10 | 5/5 | 0 | 7 | 2 | Cabot Musket
Bayonets | Elven | Jean de Sangeaux
Maverick |
16th Half Pfd | 4/10
Regular | 1000/1000 | 3 | - | 0 | +10 | 10/10 | 5/5 | 2 | 5 | 2 | Falke Rifle
Bayonets | Halfling | Maiwen Firmin
Butcher |
19th Half Pfd | 9/10
Regular | 1000/1000 | 3 | - | 0 | +10 | 10/10 | 5/5 | 2 | 5 | 4 | Canard Rifle
Bayonets | Halfling | Sophie Tasse
Rapid |
28th Half Pfd | 0/20
Professional | 1000/1000 | 3 | - | 0 | +20 | 10/10 | 5/5 | 2 | 5 | 2 | Canard Rifle
Bayonets | Halfling | Georges Villiers
Unsteady |
124th Elv | 7/20
Regular | 1000/1000 | 3 | - | 0 | +10 | 10/10 | 5/5 | 0 | 5 | 2 | Cabot Musket
Bayonets | Elven | Marianne Sangremy
??? |
301st Hum | 2/5
Trained | 1000/1000 | 3 | - | 0 | +0 | 10/10 | 5/5 | 0 | 5 | 2 | Cabot Musket
Bayonets | Human | Vincent Brisbois
??? |
55th Elv Hsr | 10/20
Regular | 500/500 | 3 | - | 0 | +10 | - | 5/5 | 0 | 7 | 7 | Sabres | Elven | Berenice de Toucy
Defensive Genius |
108th Elv Hsr | 14/40
Professional | 500/500 | 2 | - | 0 | +20 | - | 5/5 | 0 | 7 | 7 | Sabres | Elven | Guillaume de Mayerne
??? |
13th Hob Lan | 4/20
Professional | 500/500 | 3 | - | 0 | +20 | - | 5/5 | -1 | 5 | 5 | Lances | Hobgoblin | Karo Bonnaire
Optimist |
10th Hum Art | 4/20
Experienced | 50/50 | 3 | - | 0 | +30 | 10/10 | 5/5 | 0 | 5 | 1 | Field Artillery | Human | David Granger
Offensive Genius |
84th Elv Art | 13/20
Regular | 50/50 | 3 | - | 0 | +10 | 10/10 | 5/5 | 0 | 9 | 1 | Field Artillery | Elven | Jules de Maistre
Watchful |
31st Elv Art | 14/20
Regular | 50/50 | 3 | - | 0 | +10 | 12/12 | 7/7 | 0 | 7 | 1 | Field Artillery | Elven | Marie de Lamartine
Logistician |
5th Hob H Art | 31/40
Experienced | 50/50 | 3 | - | 0 | +30 | 8/8 | 3/3 | 0 | 5 | 4 | Horse Artillery | Hobgoblin | Arka Faucher
Careless |
HQ | - | - | - | - | - | - | 59 | 61 | 1 | | | | | |
*Affected by Casualties
Bayonets, Sabres: Wounding +0
Lances: Wounding +1, Concealment -1, Movement -2, additional Charge Advantage
Cabot Musket: Wounding +2, Range 100m/200m/400m
Field Artillery: Wounding +5, Range 200m/700m/1400m
Canard Rifle: Wounding +2, Range 200m/300m/500m
Falke Rifle: Wounding +3, Range 100m/300m/500m
Horse Artillery: Wounding +4, Movement +3, Range 200m/600m/1200m, may Set Up for free
***
Nearly parallel on their respective banks of the Raoille, two armies march. You estimate six days hard marching to Dancy. Norn has the benefit of good roads and would almost certainly outpace you in a straight contest, but you are in luck. The Army of Vechia lingers for a full day in Engelsburg, presumably resting and resupplying, giving you a headstart.
But they do not. The two columns begin their march west, their every movement reported on by your spies and scouts. After two days, they catch up to you, and seem to pick up their pace in realization that you might be there first.
It becomes a strange kind of race. The Nornish column is at times directly in sight, swarming towards Dancy on their side of the river like a frenetic grey worm. Some of your soldiers get the bright idea of taking potshots at the enemy while they march, but you tell them to cut it out. Not only are they unlikely to hit anything, such antics slow down the whole procession and incite chaos. It's credit to the Army's new discipline that these incidents don't spread any further in the ranks. The Nornish regiments, for their part, don't dignify the shooting with a response.
The river is low, the sun baking hot on your backs. The crossing should not pose much of a problem.
A courier from Guillory soon reports that the division facing him is "
just sorta standing there, menacingly", so they are not at least immediatelly attempting an attack there. He further reports that they've been having a "
friendly little contest of who can land cannonballs closest on top of the other's lookouts". Apparently, Norn is currently leading, but Guillory has high hopes of a knockout victory in the next round.
You have high hopes of beating the Norns to Dancy, but those hopes soon begin to waver. The forward column of the Army of Vechia moves along those good Nornish roads with practiced fluidity, flowing along the river like meltwater. Your men are not far behind, but it becomes evident on the 14th of Chordiale that their vanguard will beat yours to the crossing. Their second column lags somewhat behind, however, and will be hours behind you at the least.
The first column is unlikely to get their full force across before your arrival, but you might face the trouble of evicting those who do cross from this side of the river. There is, however, the option of sending your cavalry ahead to contest the crossing. They can't hold back the full column on their own, but they could push it back long enough to allow the rest of the Fifth to catch up.
Your men have been showing aptitude for rapid and surprising maneuvers recently, so there's a chance to beat the odds in a more dramatic fashion, too.
[] Send the cavalry ahead. Your cavalry arm has been your trump card before. Let them be that now.
You may specify which Units to send.
[] Don't send the cavalry ahead. Best to keep your force together, even if it might mean the enemy's forward elements are able to cross the river before your arrival.
[] (Masterful Deployment) Beat them to the crossing. The Fifth Army can show the Norns what the new Arnése soldier is made of.
You'll be able to deploy your whole army before the enemy arrives. This will consume your Masterful Deployment opportunity.
***
Intel report on Army of Vechia coming soonish!