Army of Liberty: a Fantasy Revolutionary Warfare Quest

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Damage calcs for the attacks.

This assumes that the 81st charges the enemy cav, if they attack the humans they won't have charge advantage.


Are we sure that we can charge the cav 2 with the 41st? Don't we need to be able to charge into the enemy tile?
 
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Are we sure that we can charge the cav 2 with the 41st? Don't we need to be able to charge into the enemy tile?
We could only charge Cav 2 with the 41st if Cav 2 moves at least one tile closer, since charges happen "simultaneously". It's a risk, just like we risk Hum Inf 1 free moving out of reach of the 41st if we charge them.
 
We could only charge Cav 2 with the 41st if Cav 2 moves at least one tile closer, since charges happen "simultaneously". It's a risk, just like we risk Hum Inf 1 free moving out of reach of the 41st if we charge them.

But the humans can only free move once, they'll still be in range for the charge. I'm pretty sure our units will follow on the charge even if they move
 
Okay, what is the average Cohesion loss by an artillery shot against both of the two targets? That kinda partially decides things, IMO.
Both are as Nerdorama originally observed, in the same terrain, and within the medium range. So our rolls will both be at net -10, and the Wounding will be 9/10. Average is (50-10)*(0.9) or 40*(0.9) = 36. So 3 cohesion loss either way.

However, regarding Elven Cav. 2, we routed them on Turn 3. They spent Turn 4 out of view, presumably Resting, then Turn 5 they moved closer. So from the looks of things they only have 2 Cohesion, and that only means we need 20/(0.9) = ~23 hits to Rout them again. Which means a 33+ on the dice.

But the humans can only free move once, they'll still be in range for the charge. I'm pretty sure our units will follow on the charge even if they move
Pretty sure the free Move still happens at the same time as other Move actions would, which is after Charges/Attacks.
 
However, regarding Elven Cav. 2, we routed them on Turn 3. They spent Turn 4 out of view, presumably Resting, then Turn 5 they moved closer. So from the looks of things they only have 2 Cohesion, and that only means we need 20/(0.9) = ~23 hits to Rout them again. Which means a 33+ on the dice.

Elv Cav 2 has 3 cohesion, as they got one from routing our infantry
 
But the humans can only free move once, they'll still be in range for the charge. I'm pretty sure our units will follow on the charge even if they move
If they Free Move NE, then they'll be out of range, since the first tile of NE movement from the Hobgoblins costs 2, being a Woods tile.

All that said, if our goal is strictly to maximize odds of a double rout, without concern for safety or positioning at the end of the turn, we should have the 41st and 5th attack Hum Inf 1, and the 81st attack Elv Cav 2. Even if the Hobgoblins whiff, the artillery still has a good chance of routing, and if they don't, a rout is almost guaranteed, as is a rout of Elf Cav 2 if the 81st charges them.
 
If they Free Move NE, then they'll be out of range, since the first tile of NE movement from the Hobgoblins costs 2, being a Woods tile.

All that said, if our goal is strictly to maximize odds of a double rout, without concern for safety or positioning at the end of the turn, we should have the 41st and 5th attack Hum Inf 1, and the 81st attack Elv Cav 2. Even if the Hobgoblins whiff, the artillery still has a good chance of routing, and if they don't, a rout is almost guaranteed, as is a rout of Elf Cav 2 if the 81st charges them.

I was actually think of leaving the woods for our Hobgoblin charge, to be honest.
 
If they Free Move NE, then they'll be out of range, since the first tile of NE movement from the Hobgoblins costs 2, being a Woods tile.

All that said, if our goal is strictly to maximize odds of a double rout, without concern for safety or positioning at the end of the turn, we should have the 41st and 5th attack Hum Inf 1, and the 81st attack Elv Cav 2. Even if the Hobgoblins whiff, the artillery still has a good chance of routing, and if they don't, a rout is almost guaranteed, as is a rout of Elf Cav 2 if the 81st charges them.

In my opinion focusing on the double rout would without concern for positioning would be our best path forward even for positioning. The enemy will only be left with one 2 cohesion militia somewhere and the elusive cav 1.

Even if everyone is exposed, we have next turn to fortify in santioge or chase them down to end this, so either way a crappy position won't matter
 
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There's another approach too:

Charge the enemy cav with ours for a 95% chance to rout them

Shoot at the human infantry with the artillery and the 41st. There's a 80% chance for both the 81st and the 5th to inflict at least one cohesion damage and together 2-3 is very likely too.

This would mean that the 41th cannot fail to find a valid charge target and will not get caught in a charge counterattack against the likely bracing human infantry.


Edit: A scary thought: Could a Rapid artillery commander move a tile and set up in the same turn?
 
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I was actually think of leaving the woods for our Hobgoblin charge, to be honest.

Visualization of the 41st's movement options. It doesn't matter what their path is, they can't reach the red circle which is one of Hum Inf 1's free move options.
Is nobody going to talk about the lunatic we have in charge of the 312th?
She's exhibiting proper Revolutionary Zeal, what's to talk about.

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AnyDice

AnyDice is an advanced dice probability calculator, available online. It is created with roleplaying games in mind.

There's another approach too:

Charge the enemy cav with ours for a 95% chance to rout them

Shoot at the human infantry with the artillery and the 41st. There's a 80% chance for both the 81st and the 5th to inflict at least one cohesion damage and together 2-3 is very likely too.

This would mean that the 41th cannot fail to find a valid charge target and will not get caught in a charge counterattack against the likely bracing human infantry
That's a great point. Unfortunately, woods block LOS, so the 81st can't attack that tile.

Anyway, let's put together orders:

[X] Plan: Drive The Enemy Forth
-[X] 310th Hum: READY FIRE W (200m)
-[X] 312th Hum: ROUTING
-[X] 41st Hob: CHARGE Hum Inf 1
-[X] 81st Elv: CHARGE Elv Cav 2, then MOVE to original position
-[X] 5th Hob. H.Art.: FIRE Hum Inf 1
-[X] Hobgoblin Militia: "Observe the southern woods for any movement" (SEARCH)

Honestly I can't even complain about the positioning, unless one of our attacking units gets routed, which seems likely, but we'll still hold command over the village thanks to the Arty.
 
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Visualization of the 41st's movement options. It doesn't matter what their path is, they can't reach the red circle which is one of Hum Inf 1's free move options.

She's exhibiting proper Revolutionary Zeal, what's to talk about.


That's a great point. Unfortunately, woods block LOS, so the 81st can't attack that tile.

Anyway, let's put together orders:

[X] Plan: Drive The Enemy Forth
-[X] 310th Hum: READY FIRE W (200m)
-[X] 312th Hum: ROUTING
-[X] 41st Hob: CHARGE Hum Inf 1
-[X] 81st Elv: CHARGE Elv Cav 2, then MOVE to original position
-[X] 5th Hob. H.Art.: FIRE Hum Inf 1
-[X] Hobgoblin Militia: "Observe the southern woods for any movement" (SEARCH)

Honestly I can't even complain about the positioning, unless one of our attacking units gets routed, which seems likely, but we'll still hold command over the village thanks to the Arty.

Question, what if the enemy cavalry comes from the Southwest? Like up around the other way?
 
Couldn't we ready fire for both sides with one unit?
No? Ready Fire means you pick a direction and a range and fire once something enters the designated tiles. I successfully wheedled the GM into letting artillery ready fire in an ambigously large cone (implied 180 degrees, probably should be 120 degrees for mapping purposes), but I don't think that's going to fly with muskets.
 
Hm
What I meant was, couldn't Hob Mil 1 "Ready Fire" South? If the enemy comes that way, they'd fire?
So you mean with two units.

Actually I think I like this idea, but I'm going to have the Mil ready E and the 310th ready SE. Un moment...

[X] Plan: Drive The Enemy Forth, revision 1
-[X] 310th Hum: READY FIRE SE (200m)
-[X] 312th Hum: ROUTING
-[X] 41st Hob: CHARGE Hum Inf 1
-[X] 81st Elv: CHARGE Elv Cav 2, then MOVE to original position
-[X] 5th Hob. H.Art.: FIRE Hum Inf 1
-[X] Hobgoblin Militia: "Fire on enemies emerging between you and our human infantry." (READY FIRE E (200m))

This covers anything approaching the artillery, at least. The 310th and Mil are marked as Hidden so hopefully there won't be a charge set up for them.
 
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Hm

So you mean with two units.

Actually I think I like this idea, but I'm going to have the Mil ready E and the 310th ready SE. Un moment...

[X] Plan: Drive The Enemy Forth, revision 1
-[X] 310th Hum: READY FIRE SE (200m)
-[X] 312th Hum: ROUTING
-[X] 41st Hob: CHARGE Hum Inf 1
-[X] 81st Elv: CHARGE Elv Cav 2, then MOVE to original position
-[X] 5th Hob. H.Art.: FIRE Hum Inf 1
-[X] Hobgoblin Militia: "Fire on enemies emerging between you and our human infantry." (READY FIRE E (200m))

This covers anything approaching the artillery, at least. The 310th and Mil are marked as Hidden so hopefully there won't be a charge set up for them.

To clarify, is there a preference for how the 41st charges Hum Inf 1, if they don't move out of the way?
 
Wait, actually, @Photomajig , what tiles can the 41st Hob see into? Like what's the range of their sight? Because I'm trying to figure out where the 1st and 3rd Halfling Militia could even be if they haven't just fled the battlefield entirely. Well, hmm, the Elven Cavalry blocks the direct LOS that way, so they could be behind that? But I'm trying to figure out what's POSSIBLE.

...we don't really have a bit of info on how far of a LOS units have.

 
To clarify, is there a preference for how the 41st charges Hum Inf 1, if they don't move out of the way?
I'm leaving it ambiguous because I don't know where or if they're going to free-move. I'm assuming the Hobgoblin colonel will take the most direct route that actually completes the charge, if possible. Likewise, I'm leaving the cavalry pathing ambiguous because they're targeting a fast unit with two slow units between them. It's not worth the headache of running through every possible configuration.
 
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I'm leaving it ambiguous because I don't know where or if they're going to free-move. I'm assuming the Hobgoblin colonel will take the most direct route that actually completes the charge, if possible. Likewise, I'm leaving the cavalry pathing ambiguous because they're targeting a fast unit with two slow units between them. It's not worth the headache of running through every possible configuration.

Incidentally, have you checked out the Info-Sheet recently? It's been updated to reveal the origins of the revolution and the first days of it/etc.
 
Wait, actually, @Photomajig , what tiles can the 41st Hob see into? Like what's the range of their sight? Because I'm trying to figure out where the 1st and 3rd Halfling Militia could even be if they haven't just fled the battlefield entirely. Well, hmm, the Elven Cavalry blocks the direct LOS that way, so they could be behind that? But I'm trying to figure out what's POSSIBLE.

...we don't really have a bit of info on how far of a LOS units have.

Line of sight is unlimited. Any Unit can see across the map if possible. You can see everything not covered by another Unit or a Terrain that blocks LoS. Maps are rarely just one big plain with no blockers, of course.

But! Units have a base Spotting and a base Concealment. If an Unit has higher Concealment than its observers have Spotting, it remains Hidden. I draw your attention to the fact that Halfling Units have a base Concealment of 5, while non-Elven Units only have a base Spotting of 3. The little fuckers get lost in the underbrush without even putting in any effort for it.

Add to this the fact that most Terrain types boost Concealment... You will always spot adjacent Units, do note, so you can't be totally blind to foes. Attacking also breaks Hidden, however high your Concealment is, and Units that you have already Spotted cannot become Hidden unless they break line of sight to their observers first.
 
Line of sight is unlimited. Any Unit can see across the map if possible. You can see everything not covered by another Unit or a Terrain that blocks LoS. Maps are rarely just one big plain with no blockers, of course.

But! Units have a base Spotting and a base Concealment. If an Unit has higher Concealment than its observers have Spotting, it remains Hidden. I draw your attention to the fact that Halfling Units have a base Concealment of 5, while non-Elven Units only have a base Spotting of 3. The little fuckers get lost in the underbrush without even putting in any effort for it.

Add to this the fact that most Terrain types boost Concealment... You will always spot adjacent Units, do note, so you can't be totally blind to foes. Attacking also breaks Hidden, however high your Concealment is, and Units that you have already Spotted cannot become Hidden unless they break line of sight to their observers first.

Question, how does partial spotting work? As in, if you charge a cavalry into an area and then charge it out. You "lose" line of sight, but do you have little, "Last known location" pins or whatnot? Like a radar ping, but with elven cavalry?
 
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