Army of Liberty: a Fantasy Revolutionary Warfare Quest

The specifics of the planning went a bit over my head, but this seems like a good enough plan to me.

[X] Plan: Take Saintonge (Tweaked)
 
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Scheduled vote count started by Photomajig on Dec 13, 2023 at 11:07 AM, finished with 42 posts and 5 votes.

  • [X] Plan: Take Saintonge (Tweaked)
    -[X] 310th Hum: Move NE, E, E
    -[X] 81st Elven: CHARGE Human Inf. 1 (E->NE x3->E->SE->E) (After Charge: W)
    -[X] 41st Hob: CHARGE Halfling Militia 2 (SE)
    -[X] 312th Hum: ATTACK Human Infantry 1
    -[X] 5th Hob. Horse Art.: SET UP
    -[X] Hob. Militia: Rest and prepare to be needed to relieve lines.
 
Saintonge: Round 6
[X] Plan: Take Saintonge (Tweaked)
-[X] 310th Hum: Move NE, E, E
-[X] 81st Elven: CHARGE Human Inf. 1 (E->NE x3->E->SE->E) (After Charge: W)
-[X] 41st Hob: CHARGE Halfling Militia 2 (SE)
-[X] 312th Hum: ATTACK Human Infantry 1
-[X] 5th Hob. Horse Art.: SET UP
-[X] Hob. Militia: Rest and prepare to be needed to relieve lines.

You eye the developing situation with some trepiditation. Your guns are vulnerable, even if charging them would be a foolish overextension by the enemy. At your signal, the 310th moves up, but the angles of approach are far too many for you to feel too safe.

You catch a cloud of dust rising beyond the village. The enemy cavalry is on the move, but headed north. You grimace. The 312th is engaged with the enemy infantry in the village in a furious melee. They've no chance to disengage and stand fast if the enemy cavalry intends to falls on their flank. It could be ugly.

The 81st darts into the enemy infantry to join the melee, but from the looks of it, the tangle of low fences and peasant huts dulls the edge of the attack. The royalist humans withstand the charge and continue fighting. Hard lads. Shame they're on the wrong side.

To the south, the 41st lets the fleeing halflings go and turns its attentions to their companions in the southern edge of the orchard. A scattered peppering of musketfire comes for them, but to no apparent effect. Kléber reforms his men quickly for a charge across the gap. It scatters the other halfling militia with predictable force.

You look back to the melee in the centre of the village. As you predicted, the enemy cavalry is surging directly for the embattled 312th. Can Wyler hold them? From the looks of it, she's lost a fair many men already.

***​

The spray of warm blood cuts across her face, and for the first time in hours, Joséphine Wyler feels alive once more. She tugs her sabre out of the rebel infantryman's throat and lets him fall to her feet. The boy's wearing a faded royal uniform two sizes too large, its dirty whites staining rapidly red as he sputters to his death.

She has to cut her admiring short. The melee rolls on around her as the lines of the 312th and the enemy infantry - their banner names them the defunct 70th King's Own Regiment of Guards - battle on. Another pale-faced youth manifests from the enemy ranks to avenge his fallen comrade, thrusting wildly at her with bayonet and musket butt. She steps back to overextend him and plunges the sabre through the chest into his heart when it lines up just right. The boy dies grasping for the wound, as if he could keep the chamber of his heart spilling out onto the dirt with just his fingers.

One of her own soldiers is cut down at her side. Pitiful. The enemy may be wearing old uniforms, but they're hardly veterans. They shouldn't be putting up this much of a fight. She is weighed down by the weak stock of her regiment.

"Colonel!" someone shouts, right by her ear. Hands pull her back from the front rank. She realizes the voice has been trying to get her attention for some time already.

"What?" she snaps, irritated. The red haze parts for long enough for her to identify the voice as belonging to a pair of lips, which in turn she deduces occupy the face of one of her captains. Captain Planque, a too-slick city lawyer turned revolutionary volunteer. She notes with distaste his bayonet's evident lack of use.

"We've enemy cavalry coming in from the east!" Planque shouts. "We need to retreat!"

"Coward," Joséphine says. "I will cut down any man who runs."

"Listen, you lunatic! We're engaged across the line! Those horses hit our flank, we're done for!"

She can hear the thunder of hooves, now, fast growing at the flank of her formation. The horizon is clouded with dust kicked up by their passage. The ranks there are shuddering, losing their cohesion as they take in the charging enemy. Joséphine sniffs, pushing Captain Blanque away.

"The 312th will stand and receive the charge. I expect every man to die on their feet. If you will not attend to my orders-"

"There's no blighting way, you-"

The elven riders let loose a cry in archaic Elvish, shouted in unison from a hundred different throats. The sound stills even her. Seconds later, they hit the 312th. Men, already wavering from their approach, turn to run before the horses even reach them. They are easy prey to whirling sabres and crushing hooves.

It's as if the wind turns on her. Cowardice seizes the entire unit. Seeing their comrades fall, pressed from two sides, her men lose themselves. She hears her subordinates calling for retreat, sees the back ranks break away. Even the front lines around her begin to stumble backwards, the ugly taint of fear clouding their eyes.

Blanque turns to run, too. Joséphine clicks her tongue and sheathes her sabre into his back. She draws it out through his hip, pushing the worthless man to the ground with the tip of her boot. Pathetic, worthless stock. In this chaos, no-one will know it was not the enemy who cut him down. The regiment is better for it.

Men push at her from behind, and Joséphine begins to move away with them. There's no stopping this animal rout now. She'll see to it when they find their resolve again. Discipline for this failure will be felt.

***​

COMBAT SUMMARY:
Hum Inf 1 Free Moves E
Hum Inf 1 Braces

Half Mil 2 Fires on 41st Hob!
>Hits: 5-20-20=0; 0 Casualties

312th Hum Attacks Hum Inf 1!
>Hits: 73-10=63; 48 Casualties
Hum Inf 1 counter-attacks!
>Hits: 84-10=74; 61 Casualties
81st Elv Cav Charges Hum Inf 1! (Ambush Advantage)
>Hits: 1, 26+10-20=16; 12 Casualties
81st Elv Cav cannot Move W (out of Movement)

41st Hob Charges Half Mil 2! (Charge Advantage)
>Hits: 10, 69, 88+10-10=88; 73 Casualties


Elf Cav 2 Charges 312th Hum! (Charge Advantage)
>Hits: 25, 85-20+10=75; 62 Casualties
Elf Cav 2
Moves E, E, SE

Half Mil 3 Moves E, ?? (lost line of sight)
310th Hum Moves NE, E, E

Hob Mil 1 Rests

312th Hum lost -12 Cohesion from Casualties and -1 Cohesion from Cavalry Shock.
ROUTED!
Hum Inf 1 gained +1 Cohesion from Routing enemy, lost -5 Cohesion from Casualties and -1 Cohesion from Cavalry Shock.
Half Mil 2 lost -7 Cohesion from Casualties. ROUTED!
41st Hob gained +1 Cohesion from Routing enemy.
Elv Cav 2 gained +1 Cohesion from Routing enemy.

312th Hum gained +1 XP.
81st Elv Cav gained +1 XP.
41st Hob gained +1 XP.

BATTLE OF SAINTONGE, ROUND 6
+Primary Objective:
Hold the enemy off the Corvaux Wood road.
+Secondary Objective: Relieve the Saintonge Militia.



Lost sight of Half Mil 3! Half Mil 2 Routed! 312th Hum Routed!

The full list of Orders is:
  • Move: Unit is told to move up to its Movement speed.
  • Fire: Unit is told to attack an enemy Unit in range with ranged weaponry. This expends 1 Munitions.
  • Ready Fire: Unit is told to prepare a volley in a set direction if an enemy Unit Moves into it at a specified range on their turn. Several preferred ranges or a range of ranges can also be specified ("Ready Fire SE if enemy Unit Moves there at 100 to 1000m").
  • Charge: Unit is told to move and attack a non-adjacent enemy Unit within its movement range in melee. Unit has to move at least 1 space towards the enemy as part of this action. The attack has Charge Advantage unless the target Unit has Braced.
  • Attack: Unit is told to attack an adjacent enemy Unit in melee.
  • Brace: Unit is told to prepare to receive an enemy charge. Charging Units do not benefit from Charge Advantage against this Unit and the Unit makes an immediate melee Attack on the first enemy to enter into melee with it. An Unit cannot Brace if it is already engaged in a melee.
  • Rest: Unit rests for a little while in place. Unit recovers 2 Cohesion and expends 1 Supplies.
  • Hide: Unit attempts to enter concealment in their space. Their Concealment is doubled until they Move or attack.
  • Search: Unit attempts to discover hidden enemies. Their Spotting is doubled until the start of their next turn.
  • Disengage: Unit moves 1 space away from an enemy Unit and is considered Braced until the start of their next turn.
  • Supply: Unit resupplies from a stockpile or exchanges Supplies or Munitions with a friendly adjacent Unit.

Orders

Vote by plan, please! Do not be afraid to make mistakes; this is a tutorial and the start of your career.

310th Human Regiment of Foot:
[]

312th Human Regiment of Foot:
[-] ROUTING.

41st Hobgoblin Fusiliers Regiment:
[]

81st Elven Hussars Regiment:
[]

5th
Hobgoblin Horse Artillery Battery:
[]

[] Send orders to the Hobgoblin Militia.
Write-in. You cannot control their exact Orders, but they will follow your direction.

***​

Our Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
310th Hum.1/3, Trained915/10004/8+010/103/5333Cabot Musket
Bayonets
HumanHenri Burrard
Lucky
312th Hum.2/3, Trained936/10000/8+010/105/5333Cabot Musket
Bayonets
HumanJoséphine Wyler
Butcher
41st Hob.3/10, Regular922/10002/6+1010/105/5333Cabot Musket
Bayonets
HobgoblinAlho Kléber
Offensive Genius
81st Elv. Hsr.3/10, Trained*371/5002/7*+10*"4/5359SabresElven
Cavalry
Hippolyta de Montelivet
Brilliant
5th Hob. H.Art.2/40, Experienced50/509/8+308/105/5335Horse ArtilleryHobgoblin
Artillery
*Affected by Brilliant.
"
Affected by Casualties.

Bayonets, Sabres: Wounding +0
Cabot Musket: Wounding +0, Range 100m/200m/400m
Horse Artillery: Wounding +2, Movement +4, Range 200m/600m/1200m


Known Enemy Units

UnitXPStr.Coh.Att.Mun.Spl.Con.Spt.Mov.EquipmentTraitsCO
Elven Cav 1?Professional377?+10*?359SabresElven
Cavalry
Unsteady
Elven Cav 2?Professional320?+10*?359SabresElven
Cavalry
Distracted
Halfling Mil 1?Green925?-20??533Antique FlintlockHalflingIncompetent
Halfling Mil 2?Green9270-20??533Antique FlintlockHalflingFeared
Halfling Mil 3?Green9450-20??533Antique FlintlockHalfling
Standard Lost
Offensive Genius
Hum Inf 1?Trained897?-10*??3?3?3?Cabot Musket
Bayonets
HumanRapid
*Affected by Casualties.
Antique Flintlock: Wounding -1, Range 100m/200m/300m

Known Allied Units

UnitXPStr.Coh.Att.Mun.Spl.Con.Spt.Mov.EquipmentTraitsCO
Hobgoblin Mil 1Trained705/100002/5-209/122/7333Antique FlintlockHobgoblinLogistician
*Affected by Casualties.

Hum Inf 1 was listed as having a base +10 Attack bonus from Regular rank, when they were only Trained. This was fixed and it's now -10 due to Casualties anyhow. As far as I can see, this had little effect, since the mistake was limited to the table above and not my QM-side Excel.

Some setbacks, but I have a feeling you'll make the enemy pay for it with the artillery now in position...
 
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How thoroughly can we fuck the Elven Cav 2 with an artillery barrage? I think we might want to barrage them, while attacking Human Infantry 1 with 41st and 81st.
 
I wonder, mechanically, whether bad terrain might be harder for cavalry than unmounted units, or whether that doesn't make sense? Because making most terrains even one move cost higher would mean that infantry have to basically crawl through bad terrain, while cavalry will still be able to race through it. I'm not sure if that's true, considering that a rider on a horse seems rather bigger than a man. Imagine galloping through a forest?

As far as it goes, the question is where for the Artillery to hit and where for the pieces to move, we can definitely Rout one of the enemy, but can we Rout two? We kinda have to, so that we can move forward with the 310th and finish this fight.
 
Well, that could have been a lot worse. The 312th routing is annoying, but they can sustain the casualties.

Hum Inf 1 has taken a lot of cohesion damage, and we could maybe rout them with the 41st and definitely with a 41st+81st charge combo, but...Rapid's ability to let them juke and fill our face with musketballs is a problem. But it's *not* a problem for our cannons regardless of where they move. So I think we bombard the Hum Inf and maybe have the 41st Charge Elv Cav 2 (or just melee the Hum Inf to make absolutely sure). The 81st can either cut down fleeing halflings, rest to get back up to 4 Coh (probably suboptimal), or Brace in case one of the Cavs tries to pick them off - I'm thinking this last one, as knocking out the murder machines with low Coh is what I would do, and we can at least make them pay for that.

Meanwhile, I'm going Pepe Silvia Insane over the fact that we haven't seen Elv Cav 1 again yet. They've gotta be prepping a charge at this point, right? Since we can't block every angle with our available Infantry, I'm thinking have the 310th ready fire 200W to try and catch them as they come out of the woods. If they charge the 310th itself we lose out on bracing, but I'd rather try to lop off more of their attack bonus before they hit the cannons.
 
Hum Inf 1 has taken a lot of cohesion damage, and we could maybe rout them with the 41st and definitely with a 41st+81st charge combo, but...Rapid's ability to let them juke and fill our face with musketballs is a problem. But it's *not* a problem for our cannons regardless of where they move. So I think we bombard the Hum Inf and maybe have the 41st Charge Elv Cav 2 (or just melee the Hum Inf to make absolutely sure). The 81st can either cut down fleeing halflings, rest to get back up to 4 Coh (probably suboptimal), or Brace in case one of the Cavs tries to pick them off - I'm thinking this last one, as knocking out the murder machines with low Coh is what I would do, and we can at least make them pay for that.
If we're using our own Human Infantry's Cohesion as a reference point, they would have base 8, minus the 5 for this turn, leaving 3. Even if they rested after the initial scrapping with the Hob. Militia, they couldn't go beyond 8, correct? Given they're still in the village, we're going to need at least 50-something on the die to ensure sufficient casualties to break them.

So I think we need at least one other unit Charging/Attacking them to make sure.
 
The Cavalry are also a big problem, by the way, so it's a matter of figuring out if there's a way to take out both. Could the 41st Hob get behind them? It can't move enough to be able to charge it, I think, with the way that Charging movement works?

Doesn't it take... wait, no, it doesn't take four movement. We totally can charge them with the 41st.

So then, should the 81st melee them while the Artillery hits the Elven Cav 2? Or should the 81st charge Elven Cav 2 while the artillery hits them?
 
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Also to make it clear the Elven Cav 2 has no more than 3 Cohesion. They got a single resting period, and they gained +1 Cohesion from their Rout.

So both enemies have 3 Cohesion max, and we need to figure out the combination to break both of them.
 
I don't think the humans have 3 cohesion left. They already lost 3 before this turn, so they've lost 8 during the battle
 
So we have three units that can attack. 81st, 41st, and the Artillery. We need to make them attack in such a way that both of the major enemy units are knocked out, and then we need to direct the two infantry units nearest to the artillery in such a way that we can prevent the enemy cavalry from fucking with them. Though at this point, I don't know whether the enemy Cavalry 1 would actually know to hit the artillery there, if they're hiding in/behind that forest in the south. And they kinda have to be?
 
We've basically got 3 pieces to their 2 relevant to the fight in the village this round, so it's a question of divvying up actions.

41st Elv Cav can Attack Hum Inf 1 or Charge Elv Cav 2
81st Hob can Charge Hum Inf 1 or Brace and hope Elv Cav 2 charges it
5th Hob Art can Fire on Hum Inf 1 or Fire on Elv Cav 2

The crux of this is the 81st. If they charge Hum Inf 1, the enemy can free move NE and negate the attack entirely, and I don't think that's a terribly unlikely move on their part. If they Brace and neither cavalry charges them, they've wasted their turn. Theoretically they could charge toward Elv Cav 2 but that again requires specific movement on Elv Cav 2's part.

I guess a relevant question for Photo is whether you can use Rapid while Engaged?

Also while I'm here, what do the numbers after Hidden mean now? Those are new.
 
41st Elv Cav can Attack Hum Inf 1 or Charge Elv Cav 2
81st Hob can Charge Hum Inf 1 or Brace and hope Elv Cav 2 charges it
5th Hob Art can Fire on Hum Inf 1 or Fire on Elv Cav 2

The crux of this is the 81st.
Um, I think you got them mixed up. It's 81st Elv. Cav, 41st Hobs.

Also while I'm here, what do the numbers after Hidden mean now? Those are new.
I think it's referring to their current Hidden totals, and thus how much Spotting the enemy would need to detect them.
 
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I guess a relevant question for Photo is whether you can use Rapid while Engaged?

Also while I'm here, what do the numbers after Hidden mean now? Those are new.

You can use it to move while Engaged, yes.

The numbers have always been there! It's that Unit's current Concealment value. Enemies with line of sight still need to have equal or higher Spotting to actually reveal them.
 
Given that they're standing in the same terrain it should be identical, and the average is (50+30-20)*(0.9) = 36 casualties = 3 Cohesion loss. So if they both start with 3 Coh it's about a 50/50.

So that's the question. if the enemy infantry is actually at 2 or 1 Cohesion, then one attack to them and two attacks to the enemy cav.

Hmm, what's the 81st's odds of doing 4 Cohesion damage to the Enemy Cav? (4 in case they're Routed, which would give them a +1).
 
I just straight up deleted my last two posts because I'm that bad at math this morning, someone else do it. Maybe I was accidentally right the first time even though my equation was wrong, but I don't trust me right now.

If I've finally fixed my shit, here's the correct Anydice

anydice.com

AnyDice

AnyDice is an advanced dice probability calculator, available online. It is created with roleplaying games in mind.
 
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I just straight up deleted my last two posts because I'm that bad at math this morning, someone else do it. Maybe I was accidentally right the first time even though my equation was wrong, but I don't trust me right now.

I'd do it myself except:

1) Bad at math.
2) I honestly don't know where people are getting the formula, I didn't see it in the Info-post exactly.
3) I have a tutoring session to teach in nine minutes.
 
Confirming the rout on the cavalry is imo more important than ensuring the rout on the humans, though we want to defeat both.

Either of the enemy units may also decide to brace, which makes melee attacks less attractive
 
I'd do it myself except:

1) Bad at math.
2) I honestly don't know where people are getting the formula, I didn't see it in the Info-post exactly.
3) I have a tutoring session to teach in nine minutes.
Attack rolls are 1d100, modified with a + or - of the total "Hit" modifier for the attack, which usually has a positive modifier for experience level and a negative modifier for terrain or range. In this case, there's a positive modifier of +30 from experience, a negative modifier of -20 from terrain, and a further negative modifier of -20 from range. Thus the total (and this is what I fucked up at first, but in two opposite ways so I got the right answer anyway) for To Hit is 1d100-10.

This is further modified by Wounding, which we haven't been directly modeling in our guesswork the way Photo does on the back-end, but instead taking an average value: 70% base, plus another 10% for each level of Wounding bonus. Since our cannons have +2 wounding, that becomes 90%, or (9/10) in Anydice.

Finally, the total casualities are divided by 10 to get cohesion loss. After simplifying all the fractional stuff, you end up with an Anydice formula of:

(1d100-10)*9/100

for this attack. This can be generalized into

(1d100+attack modifier)*(7+wounding modifier)/100

for attacks without advantage or disadvantage. For advantage:

((highest 1 of 2d100)+attack modifier)*(7+wounding modifier)/100 //single advantage
((highest 1 of 3d100)+attack modifier)*(7+wounding modifier)/100 //double advantage
((lowest 1 of 2d100)+attack modifier)*(7+wounding modifier)/100 //disadvantage

And tack a +1 on the end for a cavalry charge.
 
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