On the bright side: We will also be operating with full intel on the enemy for the first time, which is going to be interesting. I imagine we can do a lot when we now everything from how the enemy munitions look, to the enemy plan to each individual units commander (probably pre-determined rather than random, since this is a battle-hardened force that has seen a fair bit of fire). Let's say what we can do when we even know how Thiele likes his coffee. So far our efforts to play with the enemy personality have gone alright and I am confident this is going to be easier if we know the enemy plan.
 
Also, regarding the strike force: We will need to see the battlefield and the enemy army first, but I am also reasonably optimistic about using infantry to strike the enemy from behind. Artillery get's also killed by them in a charge (especially if we use hobs) and we can use this moment for a combined ambush and cavalry strike and overwhelm the enemy. If we pin down the infantry line in the centre, start wreaking havoc in their backline and charge with our cavalry and create a skirmish, we can accomplish a lot and build up momentum. The timing will also be easier to get right and the enemy will probably not commit to great cavalry charge early on.

We will also see what their exact plan is, but I could easily see a beaten army disintegrate if they are alone at their side of the river. Pretty difficult to regroup when you are trapped in hostile territory, with a disciplined army hot in pursuit. This depends on one corps crossing the river first, but I do think this will probably be their plan given the logistical restraints.
 
Last edited:
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.

All of this that has happened so far has been within a single month. If we keep on winning and don't stay on the defensive we could wind up with the whole area around Engelsburg under our control long before the freeze. It all depends, but we have a lot of miles of road to go before we even have to think about this.
 
All of this that has happened so far has been within a single month. If we keep on winning and don't stay on the defensive we could wind up with the whole area around Engelsburg under our control long before the freeze. It all depends, but we have a lot of miles of road to go before we even have to think about this.
That would be the ideal outcome, yes. And represent complete Arnése control over La Durance, or at least the western portion of it since any army would need to battle an entrenched position around Sonneneck. We would still face significant issues with troop quality and numbers trying to hold the area against a bigger army of Norn, though that might be fixed with enough time on the campaign and some strong wins. It does represent a really good victory condition for us, one that would significantly improve Arnése position during any sort of negotiation. Based on the map, it is also looking like most of the agricultural area is south-west of Sonneneck and centered around Engelsburg, meaning Nornish logistics would suffer without drawing from the area.
But yeah, this is only really feasible in the long-term. There are more immediate concerns.
 
That would be the ideal outcome, yes. And represent complete Arnése control over La Durance, or at least the western portion of it since any army would need to battle an entrenched position around Sonneneck. We would still face significant issues with troop quality and numbers trying to hold the area against a bigger army of Norn, though that might be fixed with enough time on the campaign and some strong wins. It does represent a really good victory condition for us, one that would significantly improve Arnése position during any sort of negotiation. Based on the map, it is also looking like most of the agricultural area is south-west of Sonneneck and centered around Engelsburg, meaning Nornish logistics would suffer without drawing from the area.
But yeah, this is only really feasible in the long-term. There are more immediate concerns.

Even if it hits a little hard, we REALLY need to do the Influence-cost logistics thing and also get the basic logistics actions starting the very next march, because winter quarters will be a goddamn nightmare if we don't figure this out, and it's going to take time!
 
Last edited:
Even if it hits a little hard, we REALLY need to do the Influence-cost logistics thing and also get the basic logistics actions starting the very next march, because winter quarters will be a goddamn nightmare if we don't figure this out, and it's going to take time!
Hmm, that depends on where we put our army during the winter. If we can quarter them in some sort of barracks, the issues of fuel is more managable. I would also note we are in an area adjacent to a pretty big forest, so presumably there is a decent access to firewood and charcoal in the area. Not that I'm in any way opposed to yelling about logistics given our experience so far (seriously, a single supply train in 1.5 months?), but I think there are ways around it. Also, winter doesn't automatically mean freezing temperature and instant snowfall, it might take some time for temperatures to drop.
 
What are the odds that we can capture Engelsburg before winter fully sets in ?
It would offer us a good quarter for winter and it is in a central and defensive location.
 
Hmm, that depends on where we put our army during the winter. If we can quarter them in some sort of barracks, the issues of fuel is more managable. I would also note we are in an area adjacent to a pretty big forest, so presumably there is a decent access to firewood and charcoal in the area. Not that I'm in any way opposed to yelling about logistics given our experience so far (seriously, a single supply train in 1.5 months?), but I think there are ways around it. Also, winter doesn't automatically mean freezing temperature and instant snowfall, it might take some time for temperatures to drop.

It's not that we'll all die, it's that angry, grumbling soldiers whose pay and food aren't arriving in a timely manner are likely to cause all sorts of mischief and trouble, much of which might degrade the discipline and morale of the army. This is always true of course, but in the winter they have more time to be miserable about it and build up a head of steam.
 
What are the odds that we can capture Engelsburg before winter fully sets in ?
It would offer us a good quarter for winter and it is in a central and defensive location.
We might as well speculate about that, since we lack info with which to discuss the short term. So, the base requirements for us would be to cross the defeat the enemy army, cross the river, secure the bridge for the 6th to support us and then assault the city. If I'm going with the somewhat pessimistic theory that each of the 3 corps represents a force of about 10 thousand strong, we need some pretty decisive victories for that (40 thousand compared to our 20 thousand and change). Fortunately, the enemy is also probably planning to cross the river, something that makes capturing them a somewhat possible proposal (any force that is defeated with their back towards a river crossing would have a terrible time). We might have a chance, if we really smash the first corps, have the second corps cross and smash them again, though there comes the issue of our own crossing. It heavily depends on us getting to perform a bunch of defeat in detail battles and winning decisively. This would be followed by the issue of our own crossing, which would also be pretty difficult if there is an enemy on the other side.

If we manage to successfully get north of the river, chances are alright. We would still face tough battles, but as long as we can strike either at Engelsburg or the bridge we can make progress. There are other outside factors, like the exact enemy choices, strength and getting additional armies directed towards our front. I can see a path towards that if things go well. If they don't, there is the possibility of negotiating quartering from Daurstein.
It's not that we'll all die, it's that angry, grumbling soldiers whose pay and food aren't arriving in a timely manner are likely to cause all sorts of mischief and trouble, much of which might degrade the discipline and morale of the army. This is always true of course, but in the winter they have more time to be miserable about it and build up a head of steam.
Fair enough, though that depends on their uniform and field tents, as well as the local climate. I don't disagree trying to fix logistics though, reliable shipments of supplies would make planning things easier.
 
We might as well speculate about that, since we lack info with which to discuss the short term. So, the base requirements for us would be to cross the defeat the enemy army, cross the river, secure the bridge for the 6th to support us and then assault the city. If I'm going with the somewhat pessimistic theory that each of the 3 corps represents a force of about 10 thousand strong, we need some pretty decisive victories for that (40 thousand compared to our 20 thousand and change). Fortunately, the enemy is also probably planning to cross the river, something that makes capturing them a somewhat possible proposal (any force that is defeated with their back towards a river crossing would have a terrible time). We might have a chance, if we really smash the first corps, have the second corps cross and smash them again, though there comes the issue of our own crossing. It heavily depends on us getting to perform a bunch of defeat in detail battles and winning decisively. This would be followed by the issue of our own crossing, which would also be pretty difficult if there is an enemy on the other side.

If we manage to successfully get north of the river, chances are alright. We would still face tough battles, but as long as we can strike either at Engelsburg or the bridge we can make progress. There are other outside factors, like the exact enemy choices, strength and getting additional armies directed towards our front. I can see a path towards that if things go well. If they don't, there is the possibility of negotiating quartering from Daurstein.

Fair enough, though that depends on their uniform and field tents, as well as the local climate. I don't disagree trying to fix logistics though, reliable shipments of supplies would make planning things easier.

My assumption is that we'd be facing something more like 20k, and potentially something south of 10k to hold down Guillory/feint/etc, which means if we did manage a decisive victory it'd potentially regain something closer to parity and leave the enemy off-sorts, at least until they get further reinforcement.
 
My assumption is that we'd be facing something more like 20k, and potentially something south of 10k to hold down Guillory/feint/etc, which means if we did manage a decisive victory it'd potentially regain something closer to parity and leave the enemy off-sorts, at least until they get further reinforcement.
At the moment, we are both only able to offer guesses based on intuition. The entire force participating in the invasion of Vechia was several tens of thousands strong (40-60k?), but garrisoning the occupied territories, guarding against both the weakened Vechian state and certain neighbours with interests in a one-sided territorial exchange with Norn would also take up a decent number of people. I think 20 thousand is a guess on the lower end, though there is also the possibility of Norn trying to dissuade us from direct attacks by making their numbers look bigger. Until the next turn comes, we have only guesswork.
 
At the moment, we are both only able to offer guesses based on intuition. The entire force participating in the invasion of Vechia was several tens of thousands strong (40-60k?), but garrisoning the occupied territories, guarding against both the weakened Vechian state and certain neighbours with interests in a one-sided territorial exchange with Norn would also take up a decent number of people. I think 20 thousand is a guess on the lower end, though there is also the possibility of Norn trying to dissuade us from direct attacks by making their numbers look bigger. Until the next turn comes, we have only guesswork.

I'm kinda also assuming they're sending at least some troops to constitute a core of a counter-attack against our comrade!
 
Basically, my assumption is that they have maybe a little shy of 30k total in this region [not counting the remnants of the provincial armies], and they'll put 7-10k to pin down Guillory and then the 20-23k to beat us black and blue, at which point Guillory would have no choice but to retreat in terror and desperation or die horribly. They'd not quite have two to one numbers against us, but they'd have a considerable numerical advantage in the fight, which they could hope combined with their excellent Drill and surprise move would see the day.

And obviously if it did then they probably just get Daurstein back within the next month or two.
 
As long we can face one corps at a time I think we have a chance at winning the campaign and sieging Engelsburg.
I think that at least the first corps is rushing to it's position and trying to get us by surprise. Otherwise they would come much more slowly and more importantly all together.
(And then we would lose all our territorial gain, at best at great cost to them).
 
Basically, my assumption is that they have maybe a little shy of 30k total in this region [not counting the remnants of the provincial armies], and they'll put 7-10k to pin down Guillory and then the 20-23k to beat us black and blue, at which point Guillory would have no choice but to retreat in terror and desperation or die horribly. They'd not quite have two to one numbers against us, but they'd have a considerable numerical advantage in the fight, which they could hope combined with their excellent Drill and surprise move would see the day.
Huh, fair point. Gelre-Musselmond is also an important theater, especially since the Silver army represents somewhat of a diplomatic experiment. Though I don't know if they had other armies to draw upon for this, so the contribution of the Army of Vecchian might be somewhat small towards the lowlands. We don't really know the other potential commitments, Norn's standing army and if Norn intends to mobilize at this moment, so their figures could vary a lot. Based on the figures I found, the Brunswick-Prussian army was just north of 30 thousand early on in the war, so this would generally track with the OTL inspiration?
We do however benefit from coincidentally picking the perfect counter against their troops: Getting page for movement and intel, drilling our forces heavily and expanding our standing army into a somewhat functional one. I don't think they accounted for a well-disciplined, scouting focussed army.
 
Huh, fair point. Gelre-Musselmond is also an important theater, especially since the Silver army represents somewhat of a diplomatic experiment. Though I don't know if they had other armies to draw upon for this, so the contribution of the Army of Vecchian might be somewhat small towards the lowlands. We don't really know the other potential commitments, Norn's standing army and if Norn intends to mobilize at this moment, so their figures could vary a lot. Based on the figures I found, the Brunswick-Prussian army was just north of 30 thousand early on in the war, so this would generally track with the OTL inspiration?
We do however benefit from coincidentally picking the perfect counter against their troops: Getting page for movement and intel, drilling our forces heavily and expanding our standing army into a somewhat functional one. I don't think they accounted for a well-disciplined, scouting focussed army.

Note, that even with our expansions 30k plus provisional armies would mean they outnumber us two to one, and have high-Drill troops led by hardened and experienced Generals. This absolutely is something they should feel confident about, and even with our Drill and fast-movement and scouting, I honestly wouldn't necessarily bet our force (sans Guillory) against a 22k enemy except for the advantage we have in planning time and, even more, in the March action that might let us do a surprise reversal part of the way through the coming battle.

With those combined with might win and might even manage the kind of major, decisive win that leaves said enemy force devastated and considerably weakened, letting us hit something closer to parity.
 
[X] Plan Iron Army, Ironclad Intel

Note, that even with our expansions 30k plus provisional armies would mean they outnumber us two to one, and have high-Drill troops led by hardened and experienced Generals. This absolutely is something they should feel confident about, and even with our Drill and fast-movement and scouting, I honestly wouldn't necessarily bet our force (sans Guillory) against a 22k enemy except for the advantage we have in planning time and, even more, in the March action that might let us do a surprise reversal part of the way through the coming battle.
We can only hope that their columns wind up fighting independently, rather than together.
 
Vote closed
Scheduled vote count started by Photomajig on Apr 8, 2025 at 12:22 PM, finished with 45 posts and 8 votes.
 
La Durance: Sixth March Results (7th Chordiale - 14th Chordiale) New
[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

-MoraleDrillMunitionsSuppliesInfluence
Current9 (liberty or death)8 (superior)596137
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

Unit
XP
Str.APMorale Mod.Stress
Combat
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
251st Hob0/20
Professional
1000/10003-0+2010/105/5072Cabot Musket
Bayonets
HobgoblinVeka Bonheur
Watchful
200th Hob6/20
Professional
1000/10003-0+2010/105/5052Cabot Musket
Bayonets
HobgoblinAlho Kléber
Offensive Genius
72nd Hum1/20
Experienced
1000/10003-0+3010/105/5052Cabot Musket
Bayonets
HumanGereon Oberlin
Teacher
148th Hum5/10
Professional
1000/10003-0+2010/105/5052Cabot Musket
Bayonets
HumanLiberté Chastain
Inspiring
42nd Elv3/20
Regular
1000/10003-0+1010/105/5072Cabot Musket
Bayonets
ElvenM. de Montmorency
Unsteady
45th Elv6/20
Regular
1000/10003-0+109/105/5072Cabot Musket
Bayonets
ElvenJean de Sangeaux
Maverick
16th Half Pfd4/10
Regular
1000/10003-0+1010/105/5252Falke Rifle
Bayonets
HalflingMaiwen Firmin
Butcher
19th Half Pfd9/10
Regular
1000/10003-0+1010/105/5254Canard Rifle
Bayonets
HalflingSophie Tasse
Rapid
28th Half Pfd0/20
Professional
1000/10003-0+2010/105/5252Canard Rifle
Bayonets
HalflingGeorges Villiers
Unsteady
124th Elv7/20
Regular
1000/10003-0+1010/105/5052Cabot Musket
Bayonets
ElvenMarianne Sangremy
???
301st Hum2/5
Trained
1000/10003-0+010/105/5052Cabot Musket
Bayonets
HumanVincent Brisbois
???
55th Elv Hsr10/20
Regular
500/5003-0+10-5/5077SabresElvenBerenice de Toucy
Defensive Genius
108th Elv Hsr14/40
Professional
500/5002-0+20-5/5077SabresElvenGuillaume de Mayerne
???
13th Hob Lan4/20
Professional
500/5003-0+20-5/5-155LancesHobgoblinKaro Bonnaire
Optimist
10th Hum Art4/20
Experienced
50/503-0+3010/105/5051Field ArtilleryHumanDavid Granger
Offensive Genius
84th Elv Art13/20
Regular
50/503-0+1010/105/5091Field ArtilleryElvenJules de Maistre
Watchful
31st Elv Art14/20
Regular
50/503-0+1012/127/7071Field ArtilleryElvenMarie de Lamartine
Logistician
5th Hob H Art31/40
Experienced
50/503-0+308/83/3054Horse ArtilleryHobgoblinArka Faucher
Careless
HQ------59611
*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!
 
Last edited:
Welp, looks like we got some options here. We're fighting crack troops, but it seems like we will only have to fight one of the enemy's columns, about 15,000 troops, at the crossing. It seems like the second column heading to Dancy is slower than ours. If we can beat the first column that is crossing the river right now, we can hold Dancy and prevent the second column from crossing.
 
Well, we are living in frightening times: We got a morale event. Truly, the sky is falling.

@Photomajig: I think you made a mistake regarding the math though:
Army Drill decreased by 2 (now 5). Army Drill increased by 2 (now 7). 18 Munitions lost. 173 Casualties taken.
We picked intense drill (+2 drill) and founded 1 artillery unit (-1 drill), which should put us at 8 drill rather than 7. I don't know if that changes much in terms of deployment at the river crossing, but just noting it.
 
Back
Top