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Also, the Republic does not exist yet. The country is still officially a constitutional monarchy even though the monarch is suspended from his duties and the abolition of monarchy seems to be inevitable sooner rather than later.
 
Also, the Republic does not exist yet. The country is still officially a constitutional monarchy even though the monarch is suspended from his duties and the abolition of monarchy seems to be inevitable sooner rather than later.
Sure, though it's not unreasonable for one of Durand's officer to consider the assembly a republican government in all but name. When your general openly calls for the execution of the monarch, you wouldn't exactly use the term constitutional monarchy to describe your impression of it.
 
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Also yeah, considering our consistently high Morale, Durand's troops must absolutely trust her even when their personal politics are reaosnably different. Even the people who left over the "grenade" made sure to praise her deeds on the Mauvais Plains.
 
When your general openly calls for the execution of the monarch, you wouldn't exactly use the term consututional monarchy to describe your impression of it.
Given this, I am really looking forward to the political fallout of our victory at Brutet. The Liberationalists should love us by now.

I am also looking forward to Durand's discussion with Wachenheim, and I am also hoping we can take the time to meet with some of his captured COs. It would be really nice to see if there exist some revolutionary thinking among the Nornish officers, especially the humans and halflings.
 
Hmm, with how AP seems to be a major limitation when it comes to recruitment (besides influence for grabbing experienced recruits), I wonder if we could have a way to expend some of our existing surplus of supplies to bolster recruitment.

[] Recruit locals. It's a fact of war that an army bleeds warm bodies constantly, in and out of battle. We could try recruiting from the local population to fill our ranks. Gain Reserve Manpower. Recruitment in hostile territory has an Influence cost. Available in La Durance: elves, humans, hobgoblins, halflings, dwarves, devils, nymphs.
-[] Elves. Gain 5d100+100 Reserve Manpower.
-[] Humans. Gain 5d100+150 Reserve Manpower.
-[] Hobgoblins. Gain 5d100+100 Reserve Manpower.
-[] Halflings. Gain 5d100+250 Reserve Manpower.
-[] Dwarves. Gain 5d100+50 Reserve Manpower.
-[] Devils. Gain 5d100-150 Reserve Manpower.
-[] Nymphs. Gain 5d100-150 Reserve Manpower.
Like, I dunno, spend X Supplies for an additional d100? Might help in recruiting among the very low-population groups like the Devils or Nymphs, since otherwise I think to get enough troops to form even a cavalry regiment it would take something like 5 actions, since they don't have experienced troops we can tap into via Influence.

Speaking of recruitment, what sort of units do we want to shoot for? I personally would like to get a formation of Devils, but that'd be a very long-term project what with how low their recruitment is. And we can easily man another artillery unit so long as we have the actions for it, but what else do we want to work towards in the longer term?

We've got some sabers, so do we want to try for another cavalry regiment? Or with the recent talk, do we want to use some of our banked influence (and local recruitment) to see if we can form a Dwarven regiment or two to act as frontline strongpoints?
 
well, IMO obviously we should get another Field Artillery unit up and running, since the Nornish made another generous contribution to the war effort and it's quite light on manpower requirements.

If we have AP to spare after replenishing our reserves, then a dwarven unit does sound good. We have spare rifles laying around.

I wish we could afford some good armor, but we really can't.
 
Hmm, with how AP seems to be a major limitation when it comes to recruitment (besides influence for grabbing experienced recruits), I wonder if we could have a way to expend some of our existing surplus of supplies to bolster recruitment.


Like, I dunno, spend X Supplies for an additional d100? Might help in recruiting among the very low-population groups like the Devils or Nymphs, since otherwise I think to get enough troops to form even a cavalry regiment it would take something like 5 actions, since they don't have experienced troops we can tap into via Influence.

Speaking of recruitment, what sort of units do we want to shoot for? I personally would like to get a formation of Devils, but that'd be a very long-term project what with how low their recruitment is. And we can easily man another artillery unit so long as we have the actions for it, but what else do we want to work towards in the longer term?

I'll see about using supplies to improve recruitment (and win goodwill in locals), that's a doable idea. Also, keep in mind that minority race populations vary in area. Southern La Durance is not the best in this regard, but other regions will have bigger populations of some Kin.
 
And given the current situation ("food is harder to produce than munitions"), a reminder that the army represents you being guaranteed to be fed is probably pretty attractive.
 
If I could, I would build the entire army out of humans.

Also, we have two spare artillery equipment, we still have one from Mauvais too
 
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The compulsive part of me wants to atleast recruit a halfling infantry regiment, a human foot artillery regiment and a hobgoblin lancer regiment.

And get some doughy boys for our strategic reserve.

In terms of specialist minorities. I'm kind of curious about the ones that have been mentioned but haven't had their racial bonusses revealed yet. Like the Werewolves the not-Austrians and the Jellyfish people the not-Spanish have. And whether we have some species unique to Arné that we can use to our advantage.
 
Hmm, with how AP seems to be a major limitation when it comes to recruitment (besides influence for grabbing experienced recruits), I wonder if we could have a way to expend some of our existing surplus of supplies to bolster recruitment.
Another thought: it would make very much sense that having high army morale and recently won battles would give bonuses to recruitment. People are more willing to join an army that is winning, after all.

I don't know how to represent that mechanically, however, beyond maybe an action available only at high army morale, which actually lowers the morale of the entire army but gives a sizable amount of new recruits in exchange.
 
I love it. Should figure out some kinda reward system for these sort of things.
I have a few suggestions here. I'm personally mostly familiar with omakes in the context of plan/civilization quests, where they are mainly used to reduce player frustration by lowering the thresholds for action slightly, avoiding some failures. I think something with the same spirit would be good, with sidestories offering a minor mechanical benefit that leaves the players a bit happier while not throwing the balance off. I would prefer to keep the actual tactical combat up to luck. As much as I complain about the dice, there is just something pure about getting the exact same odds when all comes down. Winning against the odds has it's own appeal.

With this in mind, I have 2 suggestions for a potential use. This is going to have to be balanced around how many sidestories the players actually write, but I think they provide a decent reward while not throwing the quest of balance.
  1. Allow us a +1 to roll on one officer roll per side story. In the simplest implementation, this means we can avoid rolling an incompetent officer, while slightly raising our odds of getting a good one. A nice little boon that isn't too impactful, while avoiding some frustration. Mechanically equivalent to a +5 on 1d100 roll that has some long-term impact, which seems appropriate in scale. With us getting 2 incompetent officers already, I think we had our fill of incompetent COs.
  2. When rolling for march actions, apply one bonus as a +1 to the lowest roll in morale events, drill events and CO event. Provides a slight protection against bad luck, while still allowing for bad rolls to give us a tough start.
 
Speaking of recruitment, what sort of units do we want to shoot for?
well, IMO obviously we should get another Field Artillery unit up and running, since the Nornish made another generous contribution to the war effort and it's quite light on manpower requirements.
I want to get some Nymph artillery, actually. Small units size makes recruitment much easier, Nymph advantage against fortified positions really helps said artillery soften enemy strongpoints, and placing Nymph artillery in a forest essentially gives them Offensive Genius. The Resting bonus for adjacent units is also most useful for a unit that is meant to stay behind in the rear, where our routed units will end up.
 
I want to get some Nymph artillery, actually. Small units size makes recruitment much easier, Nymph advantage against fortified positions really helps said artillery soften enemy strongpoints, and placing Nymph artillery in a forest essentially gives them Offensive Genius. The Resting bonus for adjacent units is also most useful for a unit that is meant to stay behind in the rear, where our routed units will end up.
Minor correction: Units attacking nymphs get advantage in fortified areas, not the other way around. While their value fluctuates a bit, this is a good idea. Still think human artillery is somewhat preferable due to consistency from them either, but it's still a good pick. Maybe we should form a nymph horse artillery unit, they can choose to get into woods and forests.
 
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I wonder if there's a species that actually gives an artillery ranged attack bonus, like the Hobs get for melee.

Maybe Gnomes are a thing?
 
Minor correction: Units attacking nymphs get advantage in fortified areas, not the other way around. While their value fluctuates a bit, this is a good idea. Still think human artillery is somewhat preferable due to consistency from them either, but it's still a good pick.
Oh whoops, that does make nymphs less good. Still, permanent Offensive Genius while in a forest is quite good, combined with the resting bonus. The vulnerability to damage from fortified tiles is less likely to be an issue for artillery, as well.
Maybe we should form a nymph horse artillery unit, they can choose to get into woods and forests.
Hmm, I was thinking about this, but I am not sure it would be that good. Nymph artillery has advantage in Forests, which incentives parking them in a forest tile and then not moving them unless absolutely needed. Horse artillery, on the other hand, should be mobile.

I would thus rather opt for Human Horse artillery, and giving Nymph artillery the heaviest, biggest cannons we can find.
 


These were the amount of casualties that were recovered. Non Elves recover around 35-40%, Elves around 65%.

XP is lost at one XP for every 10 new soldier that is lower than the current level of the regiment. Higher level reinforcments are added first, so we didnt have a chance to see if reinforcements that are multiple levels lower have an even bigger effect.
 
The compulsive part of me wants to atleast recruit a halfling infantry regiment, a human foot artillery regiment and a hobgoblin lancer regiment.
I think we'll really want a few Dwarven regiments of infantry too. It's not necessary right now since we don't really have the Drill to take full advantage of their bonuses, but Dwarves have an advantage over Human infantry on long campaigns - they win experience slower, yes, but in exchange they also lose less since they take less casualties. Our 148th bled hard and they lost two levels from it - a Dwarven unit could have taken that punishment better.
Also just in general it's better to have both Dwarves and Humans in our line since that way we can adapt to circumstances, favoring one or the other depending on how high morale and drill are.

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XP is lost at one XP for every 10 new soldier that is lower than the current level of the regiment. Higher level reinforcments are added first, so we didnt have a chance to see if reinforcements that are multiple levels lower have an even bigger effect.
We can actually, see the shellacking the 13th got:
13th Hob Lan recovers 85 Casualties. 13th Hob Lan improves to Professional from XP (2/20, Professional). 13th Hob Lan takes on 113 Trained Replacements (-11 XP loss). 13th Hob Lan degrades to Regular (1/10, Regular).
 
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I would thus rather opt for Human Horse artillery, and giving Nymph artillery the heaviest, biggest cannons we can find.
OTL developments in artillery warfare of the time period says that this doesn't work, the big guns I mean, because they are generally considered to be too slow.

The main pre-napoleonic and napoleonic advancements in artillery are making guns lighter and more maneuverable while still packing the same or better punch.

Have some napoleonic artillery tactics:

The main difference between the French and Allies artillery was not in the quality of gunners or guns but in the fact that Napoleon used artillery offensively while for the Allies the main purpose of artillery was to defend cavalry and infantry. Allied batteries of reserve joined the battle, either one-by-one on the request of local divisional commanders, or were sent by the commander if he felt that part of his line was took weak, or too hardly pressed. In contrast Napoleon's artillery prepared the way for the final blow that would decide the battle.
However, the offensive tactics of acting in mass at a decisive point demanded good conditions of weather and terrain.

On level ground the French gunners sometimes positioned their batteries in echelon formation; while one battery fired, the other advanced and unlimbered, and when the second battery opened fire, the first battery limbered and advanced. These modern fire-and-move tactics often paved the way for a successful assault.

The oblique, flanking fire was the most effective. "Cross fires and enfilades were for ever foremost in gunners' minds, and in the Napoleonic Wars the French became expert at achieving them. ... When artillery was used to support an attack it would once again attempt to fire into the enemy's flank ... The closer the artillery could come, the better; and the French became very bold in this role." (Griffith - "French Artillery" p 28, publ. in London 1976)This method wouldn't work only in a mountainous or wooded country.

Another extremely effective tactics of the French artillery was moving the guns forward and blowing away the enemy with canister. Kevin Kiley writes, "Increasingly after 1807, massed artillery was brought forward rapidly into canister range in order to 'blow away great sections of the enemy's line' and thus to seek a quick decision. This tactics was pioneered by Senarmont at Friedland in 1807, and was used to good effect at Ucles, Ocana, and Somosierra in Soain, as well as by the great 102-gun battery commanded by Lauriston at Wagram in 1809, which not only covered a tactical corps change of front but preceded Macdonald's famous attack that shattered the Austrian line.
The best example of this tactics, however, was undoubtedly Drouot's artillery attack at Lutzen, in which his 80-gun battery completely blew the center out of the Allied line, paving the way for the decisive assault of the Guard. Further examples occured at Hanau, at Ligny, and at Waterloo, as well ay Raab in 1809.

At Friedland in 1807, Senarmont, who was Victor's army corps artillery commander, quickly saw that there was an opportunity for an artillery concentration and movement. Rushing to Marshal Victor he obtained permission to massthe guns from all three divisions of the corps, a total of 38 pieces.These included 4 12pdrs, 4 4pdrs, 22 6pdrs, and 8 howitzers. "Senarmont split his guns into three provisional batteries; a heavy reserve and two main units each of 10 6pdrs, 2 4pdrs, and 3 howitzers.The two big batteries were placed on hillocks some distance apart to cross their fire, whilethe reserve was kept in a covered position behind the left hand battery.
Fire was opened at 400 m from the enemy, but after 5 or 6 shots from each gunthe batteries were advanced alternately to about 200 m. The batteries were supported by one infantry battalion and four dragoon regiments, while the remainder of the corps sheltered behind a fold in the ground to the rear. So precarious did this advance appear, indeed, that Napoleon is reputed to have thought Senarmont was deserting. It was a novel demonstration of the fact that artillery could make a charge on its own in the same way as the other arms, and Senarmont was deaf to all attempts to call him back. When they were 200 m from the enemy line the French fired about 20 times, still with roundshot.By this time it was half an hour after they had entered the action, and they were beginning to dominate the situation. They were lucky, however, that the enemy guns across the river were unable to inflict many casualties upon them because the Russian field of fire was obstructed by both the proximity of friendly troops and the dense lingering smoke.
Senarmont's next step was to prolonge both batteries forward until they joined together at about 60 m from the enemy. A rapid fire with canister was then sufficient to break the infantry in front of them, and hence to silence the supporting artillery, for the Russian gunners did not stand their ground once their infantry had retired.The Russians then attempted a cavalry charge, but this was obstructed by fugitives and deterred by two general discharges by the French. After this the way was clear for a French infantry attack right into the town of Friedland itself.Senarmont accompanied this for most of the way, and also poured fire into the flank of units which were retreating across his front to the safety of the Alle bridge.

Three hours after Senarmont had come into action the battle had been won. In that time his guns had fired an average of 72 rounds each, plus 12 rounds of canister. ... Senarmont lost 66 casualties killed and wounded in this battle, plus 53 horses. If there had been less smoke on the battlefield, or if the Russians had deployedan effective light infantry screen the losses would undoubtedly have been far heavier although it was perhaps the strong French cavalry supports which prevented the latter from happening. On the other side Senarmont claimed there were 4,000 enemy left on this part of the field, although a proportion of these would have fallen in the earlier fighting and the subsequent infantry attack. Nevertheless the artillery charge was a startling feat of arms, and served to prove the old horse gunner Foy's disctum that'the basic tactic is to get up close and shoot fast." (Griffith - "French Artillery" pp 41-41)
Source
 
I think we'll really want a few Dwarven regiments of infantry too. It's not necessary right now since we don't really have the Drill to take full advantage of their bonuses, but Dwarves have an advantage over Human infantry on long campaigns - they win experience slower, yes, but in exchange they also lose less since they take less casualties. Our 148th bled hard and they lost two levels from it - a Dwarven unit could have taken that punishment better.
Also just in general it's better to have both Dwarves and Humans in our line since that way we can adapt to circumstances, favoring one or the other depending on how high morale and drill are.
I like the dwarven traits and they make good shields. The issue I see is the lack of dwarven recruits. Arnese has a limited number of them in the army, plus dwarves have somewhat lower populations. Which means we can only get so many of decently trained dwarves, especially as they will be placed in positions to take the heaviest casualties. It's probably cheaper to have a large set number of humans to throw into the line if we really need to hold something, plus a few dwarves for the high-risk areas.

We also just need generally more infantry. Our current army is very skirmish heavy (third of the infantry), which does work in mud. But in the future, we need more elves and humans for holding the line, plus more hobs for charging. Ideally, 2 more elves, 2 more humans and 2 more hobs for the symmetry, so we can form an assault formation plus a defensive line.
Hmm, I was thinking about this, but I am not sure it would be that good. Nymph artillery has advantage in Forests, which incentives parking them in a forest tile and then not moving them unless absolutely needed. Horse artillery, on the other hand, should be mobile.
Nymphs also get advantage from wood tiles or wetlands, which can be moved decently enough. Spending 3 movement points to get into woods some place near the front does work, it's what we did with the 5th this time around.
OTL developments in artillery warfare of the time period says that this doesn't work. The big guns I mean.
That's my conclusion too. Siege artillery is expensive, has slightly more reach and consumes twice the ammo. In comparison to the equally expensive horse artillery that can just get into range, it has more draw backs than benefits. Probably useful to have one unit of it somewhere if we have a need to siege an actual city, but prolonged sieges is something we also want to avoid for our warfare style. We have heavy supply consumption, with our command emphasizing defeat in detail. This doesn't mix well with spending a lot of time in once place deep into enemy terrain.

I think we should have a unit somewhere in reserve so that we are effective when a siege happens, but it's a very specialized tool that hampers us during combat in the open field.
 
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Who makes a good artillery regiment?

Artillery is a very special type of regiment, demanding completely different approaches and ideas compared to the two other units. So which race makes the best artillery crews? Lets check what each brings to the table!

I will first remove any trait boosting or negatively affecting the regiments cohesion. Artillery regiments cannot realisticly rout in battle. o the different races have the following traits:
ElvenRacialSpotting increased by +2.
Regain additional Casualties after battles.
XP rank costs doubled.
HobgoblinRacialRetain Charge Advantage even against Braced Units.
Melee Wounding increased by +1.
HumanRacialXP rank costs halved.
HalflingRacialConcealment increased by +2.
Ranged Attacks against this Unit have Disadvantage.
Wound Threshold
decreased by -1 in melee.
DwarvenRacialWound Threshold increased by +1.
DevilRacialFinding Recruits and Replacements is more difficult.
NymphRacial
Adjacent Units recover +2 Cohesion from Rest.
Advantage in Woods, Forest and Wetland.
Advantage against Unit in Village, Urban, Bridge and Fortified.
More subjective, I dont think that worrying about how to replace the troops and melee bonuses matter, so i will remove them too:
ElvenRacialSpotting increased by +2.
XP rank costs doubled.
HumanRacialXP rank costs halved.
HalflingRacialConcealment increased by +2.
Ranged Attacks against this Unit have Disadvantage.
Wound Threshold
decreased by -1 in melee.
DwarvenRacialWound Threshold increased by +1.
NymphRacial
Adjacent Units recover +2 Cohesion from Rest.
Advantage in Woods, Forest and Wetland.
Advantage against Unit in Village, Urban, Bridge and Fortified.

Now going even further, I will remove the traits that in my opinion dont really matter for the artillery, that is increased spotting and better or worse defenses. I will also remove Elves as the worst artillery, whose only relevant trait is a gigantic drawback for artillery

HumanRacialXP rank costs halved.
HalflingRacialConcealment increased by +2.
NymphRacial
Adjacent Units recover +2 Cohesion from Rest.
Advantage in Woods, Forest and Wetland.

So I consider three races to be somewhat suitable for artillery.

Humans are very good at it, rapidly outscaling other artillery regiments in Experience and damage with that.

Halflings artillery can conceal themselves and possibly try to sneak up on the enemy as horse artillery, but any elven spotter will be able to see them, making it very risky for questionable gains.

Nypmhs have their recovery bonus, which makes them well suited for the backline and get advantage in favoured terrain. This makes them interesting special artillery regiments to park in a forest, though they need to be horse artillery because slowly moving a normal artillery into a forest is a struggle.
 
Nypmhs have their recovery bonus, which makes them well suited for the backline and get advantage in favoured terrain. This makes them interesting special artillery regiments to park in a forest, though they need to be horse artillery because slowly moving a normal artillery into a forest is a struggle.
This isn't entirely accurate. Nymphs also get advantage from standing in wetlands, plus field artillery can start there in the deployment zone (assuming you don't fight in the rain, there is a decent chance of having a good position in range. But to fairly reliable get the most out of them, you need horse artillery and light woods in a defensible position around the battlefield.
Bit of a diceroll, but when the nymph horse artillery has the right conditions, they punch trough the enemy. The initial double attack from ambush + woods could be quite impactful. 5 or more guaranteed damage at the start is nothing to sneeze at. And they would basically act like a field lazaret for our forward infantry, giving them 9-12 cohesion after 3-4 turns of resting, enough to put them back into the fight.

Also, I don't consider the halflings to be very good. Artillery can be concealed by screening them with troops, negating the need for high concealment entirely. If we need an artillery ambush, we can work with other troops there.
 
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