Army of Liberty: a Fantasy Revolutionary Warfare Quest

It's fascinating to follow the structure of this story, with each chapter being one phase of the battle being carried out. Any one decision could result in victory or defeat.

strange lulls in battle at times
Imagine if Durand invades an enemy country, and the enemy refuses to give battle and keeps retreating, and Durand keeps chasing them, trying to force a decisive battle, and moves her army further and further into enemy territory.

This is what Kutuzov wanted to do in 1805, after the Austrian army under General Mack was encircled and destroyed; keep retreating eastward, force Napoleon to outrun his supply lines, then turn and hit his exhausted and starved army. But Tsar Alexander wanted a 'glorious' battle. And so Austerlitz happened.

Well, if they wish to have it that way...
I love this.
I wonder if, should the situation become critical, that Durand herself would decide to personally lead a charge, sword in one hand and a standard in the other, ala Napoleon at Arcole.

Move your artillery to an ideal position, then carry out concentrated fire.

The French moving their guns closer and closer to the Russians at Friedland, until they were close enough to use grapeshot. However, the French artillery took heavy casualties themselves.

forming up splendidly
Discipline. Training. Coordination.
In an earlier chapter of this battle, infantrymen did not have sufficient discipline nor training to prepare themselves to withstand an enemy cavalry charge.

all the grace of an elven duchess
This made me decide to listen to Orlais music from Dragon Age: Inquisition.

Durand and her retinue being announced at a grand ball in a palace.

Somehow, that puts a black cloud on Gael's heart
I love the personality you give these characters. They aren't just figures moving about on a game board.

They've all gone mad
He must have been doing something right for them to look to him to lead them.

the families here at Saintonge all either went up and joined the rebels, or ran away into the woods
This war is taking its toll on the civilians more than anybody else, as is usual for most wars.
The war cannot go on forever. Imagine the amount of money that both sides must be pouring into it.

This was an aspect of the Napoleonic Wars in which Napoleon was very much at a disadvantage; Britain in economic terms was FAR ahead of France, and could keep financing and equipping France's other enemies. Napoleon's Continental System just didn't work, and his efforts to try to make it work brought him into Spain and Russia...

his Rozenn will have
Who'd have thought he would find himself in a position like this.

"I'm a school teacher."

How does one go back to living a normal life after they have been in war?
Even if Gael survives all this and makes it home, he isn't going to be the same person he was before.

In my opinion, there are 3 kinds of soldiers:

1) People who are more-or-less able to cope with the horror. They may require therapy or medication, and they may have the occasional nightmare, but overall they'd (probably) be okay.

2) The ones who are unable to withstand the horror and break because of it. Suicide, Drugs, alcohol, becoming homeless, etc.

3) 'Get Some! Get Some! GET SOME! YEAH YEAH YEAH!! HAHAHAHAHA!!'
 
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I wonder if, should the situation become critical, that Durand herself would decide to personally lead a charge, sword in one hand and a standard in the other, ala Napoleon at Arcole.
Actually, it would be really cool if we hade the option for Durand to leave her command center and go to the front, putting ourselves at great risk but boosting cohesion for units we "visit" at a critical moment.

More generally, it would be interesting to be able to have Durand "personal" actions and decisions during battles, in addition ordering the troops around. We actually already had one such decision we had to make, when we had to choose our approach for dealing with the monks during Mauvais.
 
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Imagine if Durand invades an enemy country, and the enemy refuses to give battle and keeps retreating, and Durand keeps chasing them, trying to force a decisive battle, and moves her army further and further into enemy territory.
Yeah, the Fabian strategy. The Arnesé reliance on hobs makes us especially vulnerable to that, so we do come up with a counter to that. It should be noted that this comes with a rather significant political and economic cost, so I would expect this to be only deployed by a competent strategist with very good political support, who doesn't see any other way to beat us due to a reputation as a tactical genius. This is probably not going to occur any time soon.
This is what Kutuzov wanted to do in 1805, after the Austrian army under General Mack was encircled and destroyed; keep retreating eastward, force Napoleon to outrun his supply lines, then turn and hit his exhausted and starved army. But Tsar Alexander wanted a 'glorious' battle. And so Austerlitz happened.
Afforementioned political cost. Letting your ally's land be pillaged for an undefined period of time, until the enemy is exhausted and at some unclear point (with Russia still bearing the costs for keeping the army in the fight) you might get a victory is a tough sale for any political leader.
I wonder if, should the situation become critical, that Durand herself would decide to personally lead a charge, sword in one hand and a standard in the other, ala Napoleon at Arcole.
Well, I hope we can avoid this situation from occurring if in any way possible. Leading from the front has a chance of killing your general, which will just lead to a game over.
I love the personality you give these characters. They aren't just figures moving about on a game board.
Yeah, beyond the interesting tactical question, the phases are full of character. It really adds to the quest.
He must have been doing something right for them to look to him to lead them.
Some of the people who are the least interested in leading make for very good leaders. The ones who are humble about their skills tend to be very careful about considering their choices, far more than those who desire glory more than anything.
This war is taking its toll on the civilians more than anybody else, as is usual for most wars.
The war cannot go on forever. Imagine the amount of money that both sides must be pouring into it.
Keep in mind this battle is part of a rebellion, not really a conventional war. A lot of very desperate people supporting the other side because they hope for some kind of economic relief for their contributions, since it's better to fight than to starve. One of the issue the reactionary side faces is they don't have a real logistical and supply system to rely on. Without winning a decent chunk of the initial battles and securing a territory, they don't have the stamina for a civil war on their own.
 
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Vote closed
Scheduled vote count started by Photomajig on Mar 8, 2024 at 8:39 AM, finished with 64 posts and 5 votes.

  • -[X] Plan Aggressive Advance, With Cavalry Shenanigans
    -[X] 251st Hob: Resupply 5th Hob H Art [necessary for 3 shots and art. experience is invaluable]
    -[X] 10th Hum Art: Fire at 14th Half Jäg [79% for routing, +1 cohesion to 55th]
    -[X] 200th Hob: Move E
    -[X] 72nd Hum: [go first] Charge E, E, E
    -[X] 148th Hum: Move E, NE, E
    -[X] 42nd Elv: Charge NE, E, E
    -[X] 45th Elv: ROUTING
    -[X] 16th Half: ROUTING
    -[X] 19th Half: Rapid move E, Fire at 14th Half Jäg
    -[X] 28th Half: Move NE,NE
    -[X] 55th Elv. Hsr: Charge [E,E,E,SE,SE] {2*4+1 = 9} [charge trough 14th, if possible]
    -[X] 108th: Charge E, E {3+6}
    -[X] 13th Hob Lanc: Move E,NE,E {6 movement cost} // repositions them in the centre, with the threat of artillery gone this might further intimidate the enemy into a rout
    -[X] 84th Elv Art: Fire at 14th Half Jäg [medium range, increases chance of rout]
    -[X] 31st Elv Art: Fire at 1st Hum Hsr
    -[X] 5th Hob. H. Art.: Fire at 1st Hum Hsr [66% for 4+ cohesion dmg.]
    -[X] HQ: Resupply 10th Hum Art
    [X] Plan Calculated to the End
    -[X] 251st Hob: Move SE, E, NE
    -[X] 10th Hum Art: Fire at 14th Half Jäg [79% for routing, +1 cohesion to 55th]
    -[X] 200th Hob: Move E
    -[X] 72nd Hum: [go first] Charge E, E, E
    -[X] 148th Hum: Charge E, NE, E
    -[X] 42nd Elv: Charge NE, E, E
    -[X] 45th Elv: ROUTING
    -[X] 16th Half: ROUTING
    -[X] 19th Half: Rapid move E, Fire at 14th Half Jäg
    -[X] 28th Half: Move NE,NW
    -[X] 55th Elv. Hsr: Charge [E,E,E,SE,SE] {2*4+1 = 9} [charge trough 14th, if possible]
    -[X] 108th: Charge E, E(moving into the hex) {3+6}
    -[X] 13th Hob Lanc: Move E,NE,E,NE {7 movement cost}
    -[X] 84th Elv Art: Fire at 14th Half Jäg [medium range, increases chance of rout]
    -[X] 31st Elv Art: Fire at 177th Hum
    -[X] 5th Hob. H. Art.: Fire at 1st Hum Hsr [66% for 4+ cohesion dmg.]
    -[X] HQ: Resupply 148th Human
 
"If the defensive is the stronger form of conducting war, but has a negative object, it follows of itself that we must only make use of it so long as our weakness compels us to do so, and that we must give up that form as soon as we feel strong enough to aim at the positive object."
- Clausewitz
 
"If the defensive is the stronger form of conducting war, but has a negative object, it follows of itself that we must only make use of it so long as our weakness compels us to do so, and that we must give up that form as soon as we feel strong enough to aim at the positive object."
- Clausewitz
Well, I hope I was right about Wachenheim's strength being low enough to finish the battle.
 
Well, I hope I was right about Wachenheim's strength being low enough to finish the battle.

I definitely think that this turn will be the decisive end of the direct battle unless wachenheim truly carried out the feint.

Wachenheim will have his greatest challenge before him - organising a rapid withdrawal in the face of an enemy charge among mud and rain.

Even with the cavalry screening, this is a a difficult task that can easily turn into a fatal rout
 
I definitely think that this turn will be the decisive end of the direct battle unless wachenheim truly carried out the feint.
I don't think a late feint is in character for him - cautious, inexperienced and a conservative tactician. Doesn't strike me as the type to do this, especially as his previous attempts to provoke a line charge didn't work.
Wachenheim will have his greatest challenge before him - organising a rapid withdrawal in the face of an enemy charge among mud and rain.

Even with the cavalry screening, this is a a difficult task that can easily turn into a fatal rout
Well, he is rather lucky. But luck can only do so much to substitute capability and planning.
 
Scattered thoughts on the lore and backstory of this fantasy world.

The rarely mentioned name of the continent where the Eight Golden Realms are located and the Europe counterpart of the story is Arcadie or Arcadia. This is briefly mentioned in the Kingdom of Norn lorepost and the Long War section of the Deluge of Hell entry.

The monarchies of the Golden Realms seem to claim descent from and the legacy of the likely mythical Atalanta, which is a clear analog to Atlantis, instead of a historical fallen empire analogous to the Roman Empire or another ancient empire.

There is a mysterious seventeen year interregnum in Arnése history where Pepin I's reign was interrupted by the Black Glut. The Black Glut seems like a cross between the Black Death and perhaps a zombie plague as it is described as a disease "causing elven resurrections increasingly go "wrong", resulting in soulless abominations and leading to widespread societal collapse." Did Pepin I flee Arné during the Black Glut? Do people cite this interregnum as proof that Arné needs a king or can instead do without a king as leader?

The War of the Grand Alliance is a vague but important part of the backstory because a lot of Arnése characters fought in this war or were radicalized by it and the war bankrupted Arné which helped cause the Revolution. In that respect, the War of the Grand Alliance is analogous to the War of American Independence/American Revolution. However, the War of the Grand Alliance is implied to like the Silesian Wars in terms of who fought who and what happened afterwards. In the war, Arné and Norm fought each in land battles while Ivernia and Herculia fought battles overseas. Norm the Prussia counterpart emerged as the victor and cemented its status as a great power.

There is no mention of any counterpart to the American Revolution and the United States of America in this fantasy world so far. In our world, French involvement in the American Revolution bankrupted the French monarchy while the ideals of the American Revolution and the example of a modern large scale republic overseas were a big inspiration to the French revolutionaries. Is there any big republics larger than a city-state around that is also not a de facto monarchy whose existence could inspire Arnése republicans in this world or would Arné be the first large scale republic in a long time if it were be established?

There is no mention of any particular special hatred directed at the Queen Clotilde-Adélaide Augusta unlike with Marie Antoinette in our world. Rather the unpopular royal of foreign origin is Eliška Agnieszka who is the wife of Grand Dauphin Clotaire-Roland de Parvain. The Grand Dauphin sounds like he would be an elven version of the Count of Artois/Charles X if he was in charge. I am surprised that some of the royal princes haven't tried to flee the country already. Many revolutionaries are rapidly embracing republicanism and the situation is growing worse for the monarchy and the royal family by the day.
 
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I am surprised that some of the royal princes haven't tried to flee the country already. Many revolutionaries are rapidly embracing republicanism and the situation is growing worse for the monarchy and the royal family by the day.
And Durand has involved herself in a big way by fanning the flames and advocating for the abolition of the monarchy and the birth of a republic.
There WILL be targets on her back because of what she has done.
Durand will be facing more and more choices like that; no matter what she does, there will be consequences, for herself and for others.
 
The monarchies of the Golden Realms seem to claim descent from and the legacy of the likely mythical Atalanta, which is a clear analog to Atlantis, instead of a historical fallen empire analogous to the Roman Empire or another ancient empire.
Everybody likes an ancient lineage of glory that justifies why they are at the top. If you read the origin story carefully, the elves seems to have arrived on the continent as settlers and invaders during the now mythic age rather than being natives to the continent. Which would explain the common reference to the mythical Atlanta [a stand-in for the actual home of the elves], with the myths about it's greatness serving to legitimize their right to rule and filling the gaps about lost knowledge. And since there is no actual history to contradict you, Atlanta could have been as great as you want it to be.
There is a mysterious seventeen year interregnum in Arnése history where Pepin I's reign was interrupted by the Black Glut. The Black Glut seems like a cross between the Black Death and perhaps a zombie plague as it is described as a disease "causing elven resurrections increasingly go "wrong", resulting in soulless abominations and leading to widespread societal collapse." Did Pepin I flee Arné during the Black Glut? Do people cite this interregnum as proof that Arné needs a king or can instead do without a king as leader?
I would personally guess he wasn't considered as the King of Arné during the time, because "Arné" ceased to actually exist as a polity during the time. You have a plague which kills the ruling class in a feudal system (the plague explicitly impacts resurrection, which only the elves do) while leaving the economic infrastructure somewhat intact. Shit is going to fracture very, very quickly due to inheritance, vacancies in the feudal hierarchies and internal warfare.
In that respect, the War of the Grand Alliance is analogous to the War of American Independence/American Revolution. However, the War of the Grand Alliance is implied to like the Silesian Wars in terms of who fought who and what happened afterwards. In the war, Arné and Norm fought each in land battles while Ivernia and Herculia fought battles overseas. Norm the Prussia counterpart emerged as the victor and cemented its status as a great power.
It's probably inspired by the Nine Years war given how the other side was literally called the Grand Alliance, though it really isn't like Europe has a shortage of wars you can draw inspiration from. In terms of the actual events, it seems like a pretty standard Great Powers war, with the predictable costs and devastation from large armies and navies fighting each other. The early centralization of Norn, rather than it being a loose confederation also throws an interesting wrinkle into the strategic position.
Additionally, Arcadia does differ from Europe in a major way, the lack of religious schisms. As far as I can tell, the church doesn't hold parallel secular power in the way the papacy did, with the governance structure resembling the Orthodox church. So fewer splits among religious lines since each realm follows the same religion, and more wars being justified as matters of inheritance. Which likely also increased disgruntlement with the ruling class, since religious conflicts have somewhat of a broader appeal than war being waged for the sake of a guy ruling more land.
There is no mention of any counterpart to the American Revolution and the United States of America in this fantasy world so far. In our world, French involvement in the American Revolution bankrupted the French monarchy while the ideals of the American Revolution and the example of a modern large scale republic overseas were a big inspiration to the French revolutionaries. Is there any big republics larger than a city-state around that is also not a de facto monarchy whose existence could inspire Arnése republicans in this world or would Arné be the first large scale republic in a long time if it were be established?
This is just my guess, but I think the analogue to the American Revolution was delayed to coincide with the Arnesé revolution, because it makes for a interesting twist in the story. Imagine Druand, or an associate of hers trying to support the continental congress militarily. Imagine the burning question if the American Republic would actually remain loyal. And the big question, can Arnesé be true to it's principles and force an abolition of slavery from its allies? Or while they have to be hypocrites for the sake of the war and fight alongside a nation that proclaims brotherhood and equality, while keeping a seizable portion of it's population in chains? The drama between Consulars and Levelers. The political fights. The question if the fight is even worth it, both morally and politically. It's an edit in the timeline that has a lot of story potential, while also allowing for a interesting theatre of war.
 
The 31st Elv Art are currently blocked from Firing on the 1st Hum Hsr due to the Woods Hex on the way stopping them. The movement of the 19th Half Pfd is also a bit wonky, since they are Free Moving first into the space of the 16th Half (fine), then Firing from it (not fine), before the 16th has had a chance to move away (since Firing happens before Moving).

Do suggest alternate orders so these good folks don't waste their turns.
 
Do suggest alternate orders so these good folks don't waste their turns.
Apologies for the trouble, I misjudged the LoS for the 31st. And I probably should have guessed you can't fire from a tile while a routed unit is there.

corrected Orders:
-[X] 19th Half Pfd: Rapid Move E, Ready Fire [E, Med. Rng.]
-[X] 31st Elv. Art: Fire at 14th Half Jäg
 
Agh, I need another clarification. The 55th is directed to charge through the 14th Half Jäg, if possible. This is very much possible, but is the idea to Charge the 14th Half Jäg while moving through them (which is fine), or move through them and expend the Charge on whatever enemy Unit is next on the path? The Charge action only allows for one Charge attack.
 
Agh, I need another clarification. The 55th is directed to charge through the 14th Half Jäg, if possible. This is very much possible, but is the idea to Charge the 14th Half Jäg while moving through them (which is fine), or move through them and expend the Charge on whatever enemy Unit is next on the path? The Charge action only allows for one Charge attack.
I meant the latter, moving trough them and charging at the unit on the road.
 
This is just my guess, but I think the analogue to the American Revolution was delayed to coincide with the Arnesé revolution, because it makes for a interesting twist in the story. Imagine Druand, or an associate of hers trying to support the continental congress militarily. Imagine the burning question if the American Republic would actually remain loyal. And the big question, can Arnesé be true to it's principles and force an abolition of slavery from its allies? Or while they have to be hypocrites for the sake of the war and fight alongside a nation that proclaims brotherhood and equality, while keeping a seizable portion of it's population in chains? The drama between Consulars and Levelers. The political fights. The question if the fight is even worth it, both morally and politically. It's an edit in the timeline that has a lot of story potential, while also allowing for a interesting theatre of war.

Honestly, now that it's clear that Durand is some kind of radical, this honestly makes a much more fitting parallel for "Napoleon in Egypt" than an actual colonial venture/trying to reclaim Haiti and restore slavery/etc.

Durand in Not!America, fighting the Not!British, perhaps during a downswing in the radicals leaving her slightly inconvenient to the mainland but prestigious enough that her arrival on a new front would, etc, etc.
 
Honestly, now that it's clear that Durand is some kind of radical, this honestly makes a much more fitting parallel for "Napoleon in Egypt" than an actual colonial venture/trying to reclaim Haiti and restore slavery/etc.

Durand in Not!America, fighting the Not!British, perhaps during a downswing in the radicals leaving her slightly inconvenient to the mainland but prestigious enough that her arrival on a new front would, etc, etc.
Yeah, barring some truly drastic turn in Durand's outlook, her order won't resemble the Napoleonic one. She is a genuine republican, probably committed to racial and gender equality given her own experiences and on less of gigantic egotrip than Napoleon (low bar, but still). There is still plenty that could be wrong if the Republic tries to spread it's values, since you basically need to construct a new society from the ground up while facing numerous military threats and potential resistance from disposed aristocrats; but this Republic probably won't try to integrate Herculia by giving the crown to her Brother, or some stupid idea like that. So much more limited imperialism overall, if the political shift happens.
And I've been an enthusiast before for seeing more of the wider world, the relationship between Arcadia and it's colonies would be interesting to see. Interesting strategic challenges, new races, a reason for navies to matter and so on. Not!America could also be an interesting political arena, with Durand trying to sway the revolutionary leadership to her ideals. It would also allow for a lowpoint in her story, before her rise to glory.
 
Brutet: Round 12
-[X] Plan Aggressive Advance, With Cavalry Shenanigans
-[X] 251st Hob: Resupply 5th Hob H Art [necessary for 3 shots and art. experience is invaluable]
-[X] 10th Hum Art: Fire at 14th Half Jäg [79% for routing, +1 cohesion to 55th]
-[X] 200th Hob: Move E
-[X] 72nd Hum: [go first] Charge E, E, E
-[X] 148th Hum: Move E, NE, E
-[X] 42nd Elv: Charge NE, E, E
-[X] 45th Elv: ROUTING
-[X] 16th Half: ROUTING
-[X] 19th Half: Rapid move E, Fire at 14th Half Jäg
-[X] 28th Half: Move NE,NE
-[X] 55th Elv. Hsr: Charge [E,E,E,SE,SE] {2*4+1 = 9} [charge trough 14th, if possible]
-[X] 108th: Charge E, E {3+6}
-[X] 13th Hob Lanc: Move E,NE,E {6 movement cost} // repositions them in the centre, with the threat of artillery gone this might further intimidate the enemy into a rout
-[X] 84th Elv Art: Fire at 14th Half Jäg [medium range, increases chance of rout]
-[X] 31st Elv Art: Fire at 1st Hum Hsr
-[X] 5th Hob. H. Art.: Fire at 1st Hum Hsr [66% for 4+ cohesion dmg.]
-[X] HQ: Resupply 10th Hum Art

The enemy is now falling back all along his line. Arnése steel follows, but the terrain makes it a dismal affair. The road is the lifeline for both you and von Wachenheim. You observe the northern push follow on the heels of the retreating enemy, though a rear guard regiment of enemy infantry hits the 72nd hard with a close-range volley. In the south, your cavalry harries the routing enemy halflings and dwarves into their lines.

It's now a question of how much of the enemy force will be able to retreat in good order. The fewer of them escape, the better.

***​

"A Nornish army falls back like it attacks: in perfect order, face to the enemy, and by Ael, expressing the appropriate amount of solemn respect for the situation. Not like those howling Arnése mobs coming at us. No, not at all. There is a proper way of doing things. A proper way and the wrong way. Damnation."

General von Wachenheim sighs. The rain is eating through his boots. His aide, Ernst, clears his throat.

"Yes, sir. So, shall I sound the retreat?"

"Fine. Yes," he replies curtly. It only makes official what they've been doing for a while now. Yet after the horn is blown, good sense leaves the head of a perfectly capable infantryman. He dreads the results.

The call goes out. Ael on high, let him at least manage this with good grace. Damn that Durand. She'll not keep this luck up forever.

***
Enemy Actions underlined.

19th Half Pfd Free Moves E

19th Half Pfd Ready Fires
177th Hum Ready Fires

31st Elv Art Fires on 14th Half Jäg!
>Hits: 90, 64-20=44; 38 Casualties

84th Elv Art Fires on 14th Half Jäg!
>Hits: 41, 29-50=0
10th Hum Art Fires on 14th Half Jäg!
>Hits: 89+10-20=79; 69 Casualties

14th Half Jäg Routed! (+1 Cohesion to 10th Hum Art, 84th Elv Art, 31st Elv Art and 55th Elv Hsr)

5th Hob H Art Fires on 1st Hum Hsr!
>Hits: 14+30-20=24; 24 Casualties
75th Elv Art Fires on 55th Elv Hsr!
>Hits: 69+10-20=59; 48 Casualties

1st Hum Hsr Moves E, E, SE, ???
45th Elv Moves SW, W, SW (Routing)
200th Hob Moves E
42nd Elv Charges NE, E, E
72nd Hum Charges E, E, E
90th Elv Moves E, halfway E (1/2, Routing)

177th Hum Ready Fire triggered (NW, 100m; 72nd Hum)
177th Hum Fires on 72nd Hum!

>Hits: 100! (oof); 67 Casualties

20th Dwa Moves E
102nd Dwa Moves SE
14th Half Jäg Moves E, halfway E (1/2, Routing)
100th Dwa Moves E, halfway E (1/2, Routing)


16th Half Moves W, halfway W (1/2, Routing)

55th Elv Hsr Charges E, E, E at 102nd Dwa
55th Elv Hsr Charges 102nd Dwa! (Charge Advantage)
>Hits: 6, 75-20=55; 36 Casualties
55th Elv cannot Move E (blocked by 102nd Dwa), cannot Move SE (blocked by 14th Hum), no way to reach target Hex

108th Elv Hsr Charges 100th Dwa! (Charge Advantage)
>Hits: 34, 38+20-40=18; 9 Casualties

13th Hob Lan Moves E, NE, E
148th Hum Moves E, NE, E
28th Half Pfd Moves NE, NE

251st Hob resupplies 5th Hob H Art
HQ resupplies 10th Hum Art

148th Hum recovers +1 Cohesion

31st Elv Art gained +1 XP.
84th Elv Art gained +1 XP.
10th Hum Art gained +1 XP.
5th Hob H Art gained +1 XP.
55th Elv Hsr gained +1 XP.
108th Elv Hsr gained +1 XP.
72nd Hum gained +1 XP.

14th Half Jäg lost -9 Cohesion from Casualties and -1 Cohesion from Cavalry Shock. ROUTED!

1st Hum Hsr lost -2 Cohesion from Casualties.
102nd Dwa lost -3 Cohesion from Casualties and -1 Cohesion from Cavalry Shock.

55th Elv Hsr lost -4 Cohesion from Casualties and gained +1 Cohesion from adjacent enemy Routing.
72nd Hum lost -6 Cohesion from Casualties.
148th Hum gained +1 Cohesion from Inspiring.

***


BATTLE OF BRUTET, ROUND 12
+Primary Objective: Defeat the Army of the West.


Ignore the long line, it was not there when I exported the image woops. The 55th is also engaged with the 102nd Dwa, but I seem to have removed the yellow line.

Spotted enemy 2nd Hum Hsr, 15th Dwa and 84th Elv! Lost sight of enemy 20th Dwa!
The enemy is in Retreat. Routing Units will continue running until they reach the edge of the map. Other Units act as normal. Units that Move out of the map escape the battle. Units can only Move out of the map if there are no non-Routed enemy Units adjacent. You can force enemy Units to Surrender if:

  • The enemy Unit ends the Round with one of your Units in the same Hex, AND
  • The enemy Unit has no friendly non-Routed Units in an adjacent Hex
Orders

Vote by plan, please!

200th Hobgoblin Fusiliers Regiment:
[]
72nd Human Regiment of Foot:
[]
148th Human Regiment of Foot:
[]
42nd Elven Regiment of Foot:
[]
45th Elven Regiment of Foot:
[-] ROUTING.
16th Halfling Light Regiment:
[-] ROUTING.
251st Hobgoblin Fusiliers Regiment:
[]
19th Halfling Pathfinders Regiment:
[]
28th Halfling Pathfinders Regiment:
[]
55th Elven Hussars Regiment:
[]
108th Elven Hussars Regiment:
[]
13th Hobgoblin Lancers Regiment:
[]
84th Elven Artillery Battery:
[]
10th Human Artillery Battery:
[]
5th
Hobgoblin Horse Artillery Battery:
[]


***​

Our Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
251st Hob.3/5, Trained941/10007/12+00/105/5333Cabot Musket
Bayonets
HobgoblinVeka Bonheur
Incompetent
10th Hum Art.11/5, Regular50/5022/21+104/105/5331Field ArtilleryHumanDavid Granger
Offensive Genius
200th Hob.7/10, Regular979/100010/13+106/105/5333Cabot Musket
Bayonets
HobgoblinAlho Kléber
Offensive Genius
72nd Hum.8/5, Regular933/100012/21+104/105/5333Cabot Musket
Bayonets
HumanGereon Oberlin
Teacher
148th Hum.9/5, Regular716/10003/21-10*8/104/5333Cabot Musket
Bayonets
HumanLiberté Chastain
Inspiring
42nd Elv.8/10, Trained1000/100011/12+08/105/5353Cabot Musket
Bayonets
Elven
CO Wounded
M. de Montmorency
Unsteady
45th Elv.10/10, Trained846/10000/12-10*0/105/5353Cabot Musket
Bayonets
ElvenJean de Sangeaux
Maverick
16th Half.3/10, Regular839/10000/13+0*8/104/5533Cabot Musket
Bayonets
HalflingMaïwen Firmin
Butcher
19th Half. Pfd.5/10, Regular830/10003/13+0*4/103/5533Canard Rifle
Bayonets
HalflingSophie Tasse
Rapid
28th Half. Pfd.5/10, Regular908/10002/13+106/104/5533Canard Rifle
Bayonets
HalflingGeorges Villiers
Unsteady
55th Elv. Hsr.11/10, Trained248/5004/12-20*-3/5359SabresElvenBerenice de Toucy
Defensive Genius
108th Elv. Hsr.8/40, Professional422/50011/14+20-2/5259SabresElvenAugustin de Goyon
Loud
13th Hob. Lan.7/10, Regular297/5002/13-10*-0/5237LancesHobgoblinKaro Bonnaire
Optimist
84th Elv. Art.14/10, Trained50/5013/12+06/105/5371Field ArtilleryElvenJules de Maistre
Watchful
31st Elv. Art.15/10, Trained50/5014/12+010/127/7351Field ArtilleryElvenMarie de Lamartine
Logistician
5th Hob. H. Art.20/40, Experienced50/5018/15+308/83/3335Horse ArtilleryHobgoblinArka Faucher
Careless
HQ----11174--1
*Affected by Casualties
Bayonets, Sabres: Wounding +0
Lances: Wounding +1, Concealment -1, Movement -2, additional Charge Advantage

Cabot Musket: Wounding +0, Range 100m/200m/400m
Field Artillery: Wounding 3, Range 200m/700m/1400m
Canard Rifle: Wounding +0, Range 200m/300m/500m
Horse Artillery: Wounding +2, Movement +4, Range 200m/600m/1200m


***​

Enemy Units


Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
Lie 1st Hum HsrTrained476/500?/15+0?3?3?9SabresHuman
Cavalry
Offensive Genius
Lie 2nd Hum HsrTrained500/500?/15+0?3?3?9SabresHuman
Cavalry
?
Gal 14th Half JägRegular786/10000/12-10*??533Falke Rifle
Bayonets
HalflingDemoralizing
Gal 20th Half JägRegular1000/1000?/12+10??533Falke Rifle
Bayonets
HalflingOffensive Genius
Dau 86th ElvTrained825/1000?/11-10*??353Erlkönig Musket
Bayonets
ElvenOffensive Genius
Dau 90th ElvTrained763/1000?/11-20*??353Erlkönig Musket
Bayonets
ElvenCareless
Dau 93rd ElvTrained876/1000?/11-10*??353Erlkönig Musket
Bayonets
ElvenRapid
Bil 15th DwaTrained789/1000?/18-20*??333Erlkönig Musket
Bayonets
DwarvenUnsteady
Bil 20th DwaTrained779/1000?/18-20*??333Erlkönig Musket
Bayonets
DwarvenMaverick
Daur 14th HumTrained1000/1000?/15+0??333Erlkönig Musket
Bayonets
Human
Slowed
Defensive Genius
Eng 177th HumTrained915/1000?/15+0??333Erlkönig Musket
Bayonets
HumanTeacher
Eng 100th DwaTrained775/10000/18-20*??333Erlkönig Musket
Bayonets
DwarvenCO Killed
Eng 102nd DwaTrained776/1000?/18-20*??353Erlkönig Musket
Bayonets
DwarvenWatchful
Mrk Nym RngProfessional819/1000?/13+10*??333Erlkönig Musket
Bayonets
NymphFeared
61st Elv ArtRegular50/50?/12+10??351Field ArtilleryElven
Artillery
Careless
75th Elv ArtRegular50/50?/12+10??351Field ArtilleryElven
Artillery
Offensive Genius
Dwa Vol ArtTrained50/50?/18+0??331Field ArtilleryDwarven
Artillery
Maverick
Bayonets, Sabres: Wounding +0
Erlkönig Musket: Wounding +0, Range 100m/200m/400m

Falke Rifle: Wounding +1, Range 100m/300m/500m
Field Artillery: Wounding 3, Range 200m/700m/1400m
 
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This has been one bloody frustrating mess, but we won. Hopefully with some prisoners added on, we'll have thoroughly deterred von Wach from making any further moves.
 
Darn it, I got the routing movement of the southern units wrong. I really thought they would move NE, rather than straight east. Unfortunate, but at least I was correct about inducing a rout.

At least we got a bit more lucky with our own attacks.
31st Elv Art Fires on 14th Half Jäg!
>Hits: 90, 64-20=44; 38 Casualties

84th Elv Art Fires on 14th Half Jäg!
>Hits: 41, 29-50=0
10th Hum Art Fires on 14th Half Jäg!
>Hits: 89+10-20=79; 69 Casualties
Wachenheim continues to have great luck, though it doesn't matter here.
177th Hum Fires on 72nd Hum!
>Hits: 100! (oof); 67 Casualties

Alright, so how many units are we likely going to be able to take?
This is going to require a bit of analysis, but I think we can get 2-4, The 100th can probably be captured, we can kill the dwarven volunteers, possibly the 75th if they don't decide to flee very quickly; potentially another unit of infantry.
This has been one bloody frustrating mess, but we won. Hopefully with some prisoners added on, we'll have thoroughly deterred von Wach from making any further moves.
Fully my sentiment, though he is going to need cross the river during his defeat. We will see how this impacts things, but he's out of combat for a while.
 
Darn it, I got the routing movement of the southern units wrong. I really thought they would move NE, rather than straight east. Unfortunate, but at least I was correct about inducing a rout.

At least we got a bit more lucky with our own attacks.

Wachenheim continues to have great luck, though it doesn't matter here.



This is going to require a bit of analysis, but I think we can get 2-4, The 100th can probably be captured, we can kill the dwarven volunteers, possibly the 75th if they don't decide to flee very quickly; potentially another unit of infantry.

Fully my sentiment, though he is going to need cross the river during his defeat. We will see how this impacts things, but he's out of combat for a while.

What if we rout the 177th while cutting off its path south with the road? Basically, fleeing east across the mud increases the time it'll take to escape by a LOT.

E: Thing to remember, however, is that other units can move as normal. I wouldn't be surprised if the enemy Cavalry serve as screening elements, doing charges and retreats to etc, etc.
 
What if we rout the 177th while cutting off its path south with the road? Basically, fleeing east across the mud increases the time it'll take to escape by a LOT.
I agree with this plan, if we hold the road our units can easily catch enemy units not on the road, due to movement in the mud being so slow.

I also think we should have the 108th and 55th beeline for the artillery in the south, hopefully we can catch them.
 
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What if we rout the 177th while cutting off its path south with the road? Basically, fleeing east across the mud increases the time it'll take to escape by a LOT.
We could try that, yeah. I'm very unsure about their cohesion, but if my chart is to be believed, they hover around 3 cohesion. With concentrated fire on them, that should be possible.
I also think we should have the 108th and 55th beeöine for the artillery in the south, hopefully we can catch them.
That would be good, yeah. Plus the 75th should finally stop firing, which improves things.
 
The battle was honestly determined by the good deployment roll and the bad weather, but good to see we held the field just fine through some bad tactical luck.
 
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