By the way, the Negaverse sidestory could still use some more participants. If you're interested in it, you're more than welcome to join. Maybe we could establish a system for joining that doesn't rely on comments, like everybody who reacts with a informative on @Chimeraguard post gets an invite? That would help reduce the clutter in the main thread a bit.
I am up for it as well, once I get off work in a few hours. However, I have not participated in such things before, so I may need a primer on what exactly a "Negaverse" even is...
I am up for it as well, once I get off work in a few hours. However, I have not participated in such things before, so I may need a primer on what exactly a "Negaverse" even is...
Negaquest (and presumably negaverse) is the term for "if the quest was about the antagonist what would the rolls/discussion be" usually is something among the lines of "the questers compain about rolling 4 crit fails in a row".
In this case the "5th army" would be the "scary enemy aemy with odd tactics"
By the way, the Negaverse sidestory could still use some more participants. If you're interested in it, you're more than welcome to join. Maybe we could establish a system for joining that doesn't rely on comments, like everybody who reacts with a informative on @Chimeraguard post gets an invite? That would help reduce the clutter in the main thread a bit.
[X] March down the Kriegspfad. Waiting for the Raoille to calm has already cost several days, but the Kriegspfad crossing should remain passable even in this blasted weather. A march south will leave you dogging at von Wachenheim's heels rather than the planned two-prong attack, but in the worst case you'll at least be able to reinforce him if he's run into trouble.
Roads not taken:
[] Reinforce Gelle-Musselmond. If you are honest with yourself, you doubt Gelle-Musselmond can throw back an Arnese invasion on their own. The forests that separate the Grand Duchy from Norn are not so thick as to be impassable. It would be an unpleasant march, but a doable one. The Army of the Centre alongside the Silver Army should prove sufficient to drive back the III Army, and afterwards your combined forces could march south and seize Damterre. [] Remain where you are. The rain cannot last forever. The troops will not enjoy sitting on the banks until it stops, but directly crossing the Raoille is the most direct route to Antreville, regardless of how much the flooding has delayed you already. Even if worst comes to worst, this position is close enough to the roads to let you rush down the Kriegspfad or secure Billermund if there is bad news from the south or west.
Beneath the mask of Nornish discipline, you can see that the troops are relieved to be back on hard roads. The rain continues its incessant downpour, but the roads beneath their feet are at least somewhat less likely to turn to churning muck than the plains they were on before. The march and wait at the Raoille has been a wear-and-tear enough that you send an outrider ahead to Engelsburg with orders to requisition or purchase replacement boots for when when the army arrives.
There are far less crowds out to greet the Army of the Centre than there were when you arrived from Sonneck, no doubt from a combination of having no desire to stand under the sky in this downpour and unease at what the army's return means. From the marvelously inventive language your artillerists have about keeping their munitions dry, you can hardly blame them.
You are able to pick up the latest news as you march through though. Herculia has finally joined in the war, though given the pathetic state of its army, you doubt it will do much to change the course of the war on the continent. No, you imagine that it will rely on its navy to snatch colonies from Arne's grasp while the Elfenkönigreich does all the hard work.
Your musing is interrupted by word of a mud-soaked outrider approaching with the Army of the West's colors. You hum consideringly. It appears any further thoughts will have to wait until you hear how von Wachenheim's march on Martelnac has gone.
-----
A few hours later, you find yourself unable to think of a curse of sufficient severity to encompass the sheer catastrophe you have just been told.
The Army of the West's advance on Martelnac was intercepted by the Arnese V Army, which positioned itself to threaten its supply lines. Von Wachenheim pulled back to engage, and the two armies clashed outside an unimportant border town called Brutet.
And the result was a complete and utter disaster. You still need to sort through the testimony of those who managed to escape, but one thing that is certain is that the Army of the West is gone, annihilated in a battle fought in drenching rain and sucking mud. The last anyone saw of von Wachenheim was the command tent being overrun by Hobgoblin lancers, and most of the army is either dead in the mud or enjoying Arnese hospitality.
The situation failed to improve from there as the ragged remnants of the army fled back to Daurstein, with Durand arriving scarcely a day later. To her credit, rather than storming and sacking the town, she instead offered them quite generous terms of surrender, allowing what was left of the Army of the West to withdraw minus their cannons (which were destroyed), and for her army to remain camped outside Daurstein instead of inside it.
But that does not change the sheer enormity of the disaster that the hollow-eyed courier reports to you. A handful of gutted infantry regiments, two artillery batteries without their cannons, and a half-strength regiment of human hussars. Scarcely over two-thousand demoralized and despondent souls, their ranks still wracked by desertion every hour, remain of what was once an army of over thirteen thousand.
Unit
XP
Str.
Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
Equipment
Traits
CO
Lie 1st Hum Hsr
Trained
221/500
0/15
-20
?
3
5
9
Sabres
Human
Cavalry
Offensive Genius
Gal 14th Half Jäg
Regular
529/1000
0/12
-10*
?
?
5
3
3
Falke Rifle
Bayonets
Halfling
Demoralizing
Bil 15th Dwa
Trained
575/1000
0/18
-40
?
?
3
3
3
Erlkönig Musket
Bayonets
Dwarven
Unsteady
Mrk Nym Rng
Professional
711/1000
0/13
+0
?
?
3
3
3
Erlkönig Musket
Bayonets
Nymph
Feared
61st Elv Art
Regular
39/50
0/12
+0
0
?
3
5
1
None
Elven
Artillery
Careless
75th Elv Art
Regular
42/50
0/12
+10
0
?
3
5
1
None
Elven
Artillery
Offensive Genius
Over the following days, it becomes impossible to conceal the disaster from the troops, not when they can see the dispirited and defeated trailing past them on the Kriegspfad. The mood of the remaining Arnese Royalists begins to turn from vengeful to uneasy, no doubt recalling their past defeat against Durand as their thoughts go from longing for vengeance to fearing a second encounter.
Morale has fallen by -1.
A part of you vaguely recalls the jokes of the world suddenly going upside down and backwards since the Arnese overthrew their own monarchy. Looking at a war where a Nornish invasion of Arne has become the reverse scarcely a week since it began, and they no longer seem that amusing.
And when the rain begins to let up not too long after word of the disaster arrives, you become increasingly convinced that Ael is having a joke at Norn's expense.
That aside, the entire strategic situation has changed, and so to must your plans. News from the west reports that the Silver Army has also been defeated, and the Grand Duchy seems likely to surrender soon. With the Army of the West destroyed, the Army of the Centre remains the only intact military force available to prevent Arne from spilling over the Raoille.
[] Defend the Raoille. Durand has swallowed up one Provincial Army and spat out the bloody scraps, and Daurstein is ultimately expendable in any war with Arne. Abandoning Nornish territory in what was supposed to be a conquest of La Durance will not win you any friends at court, but the Raoille has been Norn's barrier against Arnese assault for generations, and holding there will force Durand to fight a bloody river crossing if she wishes to continue north. You will seek to engage in a defensive battle on favorable terrain, abandoning the parts of Norn south of the Raoille. You will lose some Influence regardless of outcome, and receive less even if you win, but lose far more if you are defeated. 3 Army Actions Allowed. [] Continue to Daurstein. The situation is rapidly spiraling towards disaster, but that only increases the need for a victory against the Arnese, to stabilize the front if nothing else. You will continue to Daurstein and defeat the V Army in battle, at the very least driving them out of Norn. You will seek to engage the enemy at Daurstein. The terrain is both hilly and heavily forested, and the enemy is likely to be entrenched to some extent, especially if they have occupied the town itself. 2 Army Actions Allowed. [] Force march to Daurstein. Every minute on the march is one more that Durand has to better secure her position in Daurstein, and one where Arnese reinforcements draw ever-closer. It will be a miserable thing with an army already demoralized by news of the Army of the West's defeat, but a rapid march should let you force a confrontation with Durand before she can receive any reinforcements. No Army Actions allowed. Lose -1 Army Morale, -1 Army Drill, and suffer 2d100 Casualties, rolling an additional 1d100 for every point of Morale and Drill less than 5.
Army Actions:
Cohesion
[] Drill and practice. The troops require additional drill and training in formation warfare. Lose Munitions equal to number of Units (-20). Gain +1 Drill. [] Intense drill. There's no time for rest or leisure on this march. The troops need a taste of discipline and grueling drill. Lose Munitions equal to number of Units (-20). Gain +2 Drill. Lose 2d100 troops as Casualties. [] Extra rations. There's nothing better for getting the mood up than full bellies and good wine. Lose Supplies equal to number of Units (-20). Gain +1 Morale. [] Let loose. A good, old-fashioned few days of destruction and debauchery soothes the worst sting of defeat. Whatever happens may reflect poorly on your reputation, of course. Lose Supplies equal to number of Units (-20). Gain +2 Morale. Lose 5d10 Influence.
Logistics
[] Additional foraging. An army needs to live off the land. You'll send off additional scrounging parties to forage for food and necessities. Gain 5d10 Supplies. [] Extort supplies. You could get more supplies by sending troops to "requisition" stocks from the locals. It's not pretty, but it's for the cause. Gain 10d10 Supplies. Lose Influence if in friendly territory or reduce number of available recruits if in hostile territory. [] Manufacture munitions. Basic powder, wadding and repairs can usually be managed with local materials. We could set the men to work filling up our stocks of ammunition. Gain 5d10 Munitions.
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 Mitteln: elves, humans, hobgoblins, halflings, dwarves, devils, nymphs. -[] Elves. Gain 5d100+100 Reserve Manpower. -[] Humans. Gain 5d100+150 Reserve Manpower. -[] Hobgoblins. Gain 5d100 Reserve Manpower. -[] Halflings. Gain 5d100+200 Reserve Manpower. -[] Dwarves. Gain 5d100+150 Reserve Manpower. -[] Devils. Gain 5d100-150 Reserve Manpower. -[] Nymphs. Gain 5d100 Reserve Manpower.
[] Recruit artillerists. Finding and training kin who can properly act as artillery gunners is a difficult task, requiring kin who are not only strong and fit enough to load and maintain the heavy guns, but of a proper education in complex fields of study to provide even a chance of accurate fire. Such kin are far more scarce than ones fit for infantry or even cavalry, but with a focused effort, enough can be found to crew a battery. Gain enough artillerist Reserve Manpower of one species to form an Artillery Battery. Species may become temporarily unavailable after recruitment in the same province. -[] Elves.
-[] Humans.
-[] Hobgoblins.
-[] Halflings.
-[] Dwarves.
-[] Devils.
-[] Nymphs.
[] Found new regiment. You have enough idle men and equipment to establish a new regiment for the army. Gain new Unit, which will begin at Green XP Rank and promote to Trained Rank after one March. You must have the necessary amount of appropriate Reserve Manpower and the equipment for the Unit.
[] Integrate an Army of the West regiment.A few regiments from the Army of the West are still in a reasonable enough shape to consider folding into the Army of the Centre. They are demoralized and battleworn, and the general mood of the army may suffer as a result, but a couple skilled regiments in the right place might be the key to defeating the Arnese.Take control of an Army of the West Regiment. Will probably reduce morale and may reduce drill. Artillery regiments will require you to provide new artillery for them. -[] Select an Army of the West regiment.
Personal
[] Attend to correspondence. A soldier only needs think about the battle ahead, but a general must also consider the battles being fought at home. A flurry of letters sent to the right people should keep your name known and your friends positively disposed. Gain 10d10 Influence.
[] Mentor CO. One of your officers could use a bit of guidance before the next battle. Write-in a CO. A CO with an Unknown Trait will have their Trait revealed. A CO with a known Trait will have that Trait rerolled with Advantage (can only be done once per CO).
[] Interrogate Army of the West remnants. With von Wachenheim and his command staff in Arnese captivity, the kin who would have the best picture of the battle of Brutet are unavailable. Nevertheless, speaking to the surviving unit commanders may give you a picture of both how the battle was lost and the enemy you will soon be facing.
***
Influence Actions
[] [-100 Influence] Remove CO. There's good officers and there's bad. The bad need to be gotten rid of, but to do so one must cut through the web of political patronage and connections around the officer corps. Write-in CO. Gets rid of a CO entirely. Influence cost may be increased for certain COs. [] [-25 Influence] Transfer CO. Sometimes a rotten officer can still cause less harm in command of a different unit. You can arrange for a transfer, as long as you take care not to step on anyone's toes doing so. Write-in COs. Switches placement of two COs. Influence cost may be increased if transfer target has lesser XP Rank. Switching a CO to different Unit type requires a further retraining effort.
[] Requisition equipment. The Army provides only what it sees fit. Pulling a few strings, greasing a few palms and making a few new friends should get you shipments of better arms and armor for your Units. An Unit requires one March turn of time to train with new equipment. -[] [-10 Influence per Unit] Erlkönig Muskets. The workhorse of Nornish armies, and unspectacular but cheap and affordable musket. Wounding +0, Range 100m/200m/400m. -[] [-50 Influence per Unit] Falke Rifles. High-quality rifled muskets. Longer ranged, but their most distinctive quality is their high stopping power, perfect for breaking the tough stone skin of the Dwarves who make up much of the frontline of Norn, Vechia, and other armies across central Arcadie. Wounding +1, Range 100m/300m/500m -[] [-60 Influence per Unit] Sabres. Cavalry sabres and equipment for the close-up work of killing on horseback, along with the horses themselves. Wounding +0. -[] [-125 Influence per Unit] Lances. Heavy lances are some of the most fearsome cavalry weapons to exist. A shipment of well-made lances would allow you to create a new regiment of lancers for the army. Wounding +1, Concealment -1, Movement -2, additional Charge Advantage. -[] [-100 Influence per Unit] Cavalry Cuirasses. A steel cuirass provides some useful protection for cavalry, especially in melee. The weight and size of it does limit a cuirassier's mobility somewhat, however. Wound Threshold +1, Movement -3. -[] [-150 Influence per Unit] Field Artillery. Cannons and howitzers for an unit of field artillery. Wounding +3, Range 200m/700m/1400m. -[] [-250 Influence per Unit] Horse Artillery. Light cannons and trained horses for an unit of horse artillery. Wounding +2, Movement +4, Range 200m/600m/1200m -[] [-250 Influence per Unit] Siege Artillery. Heavy artillery capable of bringing down buildings with its devastating barrages. Wounding +3, 100m/800m/1600m, consumes additional Munitions when Firing, reduces certain Hexes to special Ruins Terrain on sufficient Hits -[] [-500 Influence per Unit] Silvium Cuirasses. Silvium is far lighter than steel, and can thus be laid far thicker as well. This creates durable but lightweight cuirasses that do not slow down rider and horse. Cavalry only. Wound Threshold +1, no Movement reduction. -[] [-500 Influence per Unit] Silvium Plate. Silvium is far lighter than steel and more flexible as well. Steel plate is a thing of the past, but silvium allows us to give our infantry armor that offers some protection without sacrificing mobility or visibility. Infantry or Artillery. Wound Threshold +1.
[] Requisition experienced recruits. It is far easier to integrate veterans into your service than to train new units from scratch. You might be able to get experienced recruits and replacements sent your way if you talk to the right people. Experienced recruits can be used to found new Regiments of higher XP rank. Experienced replacements can be used to avoid XP loss if they are of equal or higher rank than the Unit they are joining. Write-in desired race of recruits. Available: Elves, humans, dwarves, halflings, hobgoblins, nymphs.
Infantry (Only Dwarves and Elves available at Experienced and up.) -[] [-5 Influence per 100] Regular. Soldiers who have seen at least some action and come through their trial by fire. -[] [-10 Influence per 100] Professional. Soldiers who have real fighting experience and don't shy away from the chaos of battle. -[] [-20 Influence per 100] Experienced. Soldiers who are truly hardened to war and have at least one campaign behind them. -[] [-50 Influence per 100] Veteran. Soldiers who are veterans of several campaigns and are expert hands in the business of killing.
Cavalry (Only Elves available at Professional and up.) -[] [-5 Influence per 50] Regular. Soldiers who have seen at least some action and come through their trial by fire. -[] [-10 Influence per 50] Professional. Soldiers who have real fighting experience and don't shy away from the chaos of battle. -[] [-20 Influence per 50] Experienced. Soldiers who are truly hardened to war and have at least one campaign behind them. -[] [-50 Influence per 50] Veteran. Soldiers who are veterans of several campaigns and are expert hands in the business of killing.
Artillery (Only Elves available.) -[] [-5 Influence per 5] Regular. Soldiers who have seen at least some action and come through their trial by fire. -[] [-10 Influence per 5] Professional. Soldiers who have real fighting experience and don't shy away from the chaos of battle. -[] [-20 Influence per 5] Experienced. Soldiers who are truly hardened to war and have at least one campaign behind them. -[] [-50 Influence per 5 ] Veteran. Soldiers who are veterans of several campaigns and are expert hands in the business of killing.
[-] Request temporary command of unit. Some of the finest regiments in the Kingdom are sitting idle when there's fighting to be had. A word in the right ear could see one such unit placed under your command for this campaign. May choose from specific high-quality units available. Cost varies. Currently unavailable.
[] [-50 Influence] Request additional supply. The logistics of running an army is both tiresome and vitally important. The Army could be more generous with providing you supplies and munitions if you had the favor of someone important. Gain 50 Supplies and 50 Munitions each time you take this Action.
[] [-50 Influence] Acquire intel on enemy forces. Gold, well-placed friends and clever agents can usually yield useful intelligence on the enemy movements and disposition. Learn enemy Units, their XP rank and equipment. Must be done separately for each enemy Army.
Army of the Centre
Morale
Morale
Drill
Munitions
Supplies
Influence
Current
3 (Nothing but bad news)
7 (Nornish Discipline)
250
130
Projected
250
110
Unit
XP
Str.
Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
Equipment
Traits
CO
HM's 1st Elv Hsr
Professional
500/500
13/13
+20
5/5
3
5
9
Sabres
Elven
Cavalry
Demoralizing
1st Roy Elv Lan
Professional
500/500
13/13
+20
5/5
2
5
7
Lances
Elven
Cavalry
Butcher
Son 8th Elv Hsr
Trained
500/500
11/11
+0
5/5
3
5
9
Sabres
Elven
Cavalry
?
Son 9th Elv Hsr
Trained
500/500
11/11
+0
5/5
3
5
9
Sabres
Elven
Cavalry
?
Ott 4th Hum
Trained
1000/1000
15/15
+0
10/10
5/5
3
3
3
Erlkönig Musket
Bayonets
Human
?
Ott 17th Hum
Trained
1000/1000
15/15
+0
10/10
5/5
3
3
3
Erlkönig Musket
Bayonets
Human
?
Ott 109th Hob
Trained
1000/1000
11/11
+0
10/10
5/5
3
3
3
Erlkönig Musket
Bayonets
Hobgoblin
?
Wür 15th Dwa
Trained
1000/1000
18/18
+0
10/10
5/5
3
3
3
Erlkönig Musket
Bayonets
Dwarven
?
Wür 31st Dwa
Trained
1000/1000
18/18
+0
10/10
5/5
3
3
3
Erlkönig Musket
Bayonets
Dwarven
?
Wür 33rd Dwa
Trained
1000/1000
18/18
+0
10/10
5/5
3
3
3
Erlkönig Musket
Bayonets
Dwarven
?
Neu 20th Dwa
Trained
1000/1000
18/18
+0
10/10
5/5
3
3
3
Erlkönig Musket
Bayonets
Dwarven
?
Neu 155th Elv
Trained
1000/1000
11/11
+0
10/10
5/5
3
5
3
Erlkönig Musket
Bayonets
Elven
?
Son 74th Elv
Trained
1000/1000
11/11
+0
10/10
5/5
3
5
3
Erlkönig Musket
Bayonets
Elven
?
28th Elv Art
Experienced
50/50
14/14
+30
10/10
5/5
3
5
1
Field Artillery
Elven
Artillery
?
60th Elv Art
Regular
50/50
12/12
+10
10/10
5/5
3
5
1
Field Artillery
Elven
Artillery
?
66th Elv Art
Regular
50/50
12/12
+10
?
5/5
3
5
1
Field Artillery
Elven
Artillery
?
75th Elv Art
Regular
50/50
12/12
+10
?
?
3?
5?
1
Field Artillery
Elven
Artillery
?
Hum Vol Art
Trained
50/50
15/15
+0
?
?
3?
3?
1
Field Artillery
Elven
Artillery
?
14th Elv H Art
Experienced
50/50
14/14
+30
?
?
3?
5?
5
Horse Artillery
Elven
Artillery
?
Bayonets, Sabres: Wounding +0 Erlkönig Musket: Wounding +0, Range 100m/200m/400m Lances: Wounding +1, Concealment -1, Movement -2, additional Charge Advantage Field Artillery: Wounding 3, Range 200m/700m/1400m Horse Artillery: Wounding +2, Movement +4, Range 200m/600m/1200m
***
I really do feel bad for the position you're in now. The fight between von Wachenheim and Durand was not supposed to go as badly for him as it did.
-----
Before we're making any plan, we need answer one question: How did Wachenheim screw up this badly?
And the result was a complete and utter disaster. You still need to sort through the testimony of those who managed to escape, but one thing that is certain is that the Army of the West is gone, annihilated in a battle fought in drenching rain and sucking mud. The last anyone saw of von Wachenheim was the command tent being overrun by Hobgoblin lancers, and most of the army is either dead in the mud or enjoying Arnese hospitality.
The situation failed to improve from there as the ragged remnants of the army fled back to Daurstein, with Durand arriving scarcely a day later. To her credit, rather than storming and sacking the town, she instead offered them quite generous terms of surrender, allowing what was left of the Army of the West to withdraw minus their cannons (which were destroyed), and for her army to remain camped outside Daurstein instead of inside it.
But that does not change the sheer enormity of the disaster that the hollow-eyed courier reports to you. A handful of gutted infantry regiments, two artillery batteries without their cannons, and a half-strength regiment of human hussars. Scarcely over two-thousand demoralized and despondent souls, their ranks still wracked by desertion every hour, remain of what was once an army of over thirteen thousand.
Seriously, it was a battle in the mud against an Arné hob. He had a solid line of infantry! Sure, his build was sub-optimal, but defending should have been entirely possible. That's what infantry are good at. As best as I can tell, he screwed up his positioning and left a gap for Raka. Combine that with an aggressive infantry charge binding his infantry down and very, very good rolls for Durand and you have a breaktrough. The dice are screwing us over again, first the river crossing and now this. I wish we had the rolls of our opponents.
Well, maybe something good can come from the whole disaster - we can finally shift Norn's doctrine away from being so infantry centric. The Arné rabble is clearly showing this isn't working, you need a lot of artillery to defend your units. Firepower is everything on the semi-modern battlefield, even dwarves just get annihilated by the hob legions if they charge. Outdoing the enemy with insane morale bonuses from the whole revolution via drill just doesn't work. Durand probably has a lot of hobs in her assault section being a hob and all, the key is getting a way to flank them with enough firepower and then counterattack.
Well, if we want to figure that out, there is literally an action for that:
[] Interrogate Army of the West remnants. With von Wachenheim and his command staff in Arnese captivity, the kin who would have the best picture of the battle of Brutet are unavailable. Nevertheless, speaking to the surviving unit commanders may give you a picture of both how the battle was lost and the enemy you will soon be facing.
Well, some of the Daurstein units did manage to withdraw instead of being captured. But from what little you've managed to piece together, they saw their town getting very generous terms for surrender, thought about what a disastrous horror show their first battle was and the possibility of fighting another, said "fuck this", and went home.
Even among the units that are still technically functioning, only something like half of those missing troops actually come from battlefield casualties. The "Army of the West" is on functionally 0 Morale and has been bleeding men to desertion by the hour.
Fair, though the action cost is steep. It's going to interfere with getting more outsized firepower, plus I'm willing the player base can take better guesses than some snot-nosed 80 year old colonel who has barely mastered how to hold a line and form a square.
SolipsistInvader said:
Also, huh. Isn't it a bit weird how none of the Daurstein units are part of what's left of the Army of the West?
Maybe they rolled bad commanders. I could imagine a demoralizing CO just leading to the unit ditching the war effort. Might even lead to a bandit problem later.
Honestly, I'm not sure the choice is as dangerous it looks. The 5th very clearly charged a lot of their army based on our reports, which in turn means heavy casualties. I can't imagine their reserves are all that high considering they went deep into enemy lines. If we march now, we could ironically pull a Napoleon and defeat them in detail. This might be an easier battle than it looks, especially against an aggressive Arné commander. Plus Arne neglects drill, so there is a good chance the reinforcements are late.
Fair point about the fortified position though, something needs to be done. We need to make sure we can actually bring our full firepower against them.
Yeah, but if we attack the 5th we risk having to deal with "mid-combat reinforcements"
An the last thing we meed is a "siege" where we get flanked the moment we throw enough troops to cause a breach.
Plan "A)" was about removing those reinforcements, what are they going to do?
"Run back" making their bosses think both armies died, or "go THROUGH us" to an army and be told "behind your lines there is an army that beat us" which will lower THEIR morale.
Or B) we go back a little, force them to spend some units to Garrison and face US in advantageous terrain. One does not simple move artillery though a river amd use it in less than 10 minutes
Honestly, I don't think it's guaranteed there are enemy reinforcements on the way. The damn Jacobins are thinly stretched and have yet to go all Leve En Masse from the looks of it. There are plenty of fronts that need stabilizing. And even if they come, chances any reinforcements are going to be thrown in the meatgrinder anyways. And we really need to have an actual battle to start climbing the ranks fast enough.
@Paintingmabob By the way, any news about the southern army? They were featured quite prominently in the last update, so I'm wondering if we heard something from them about the southern front.
There is no way to capture half of the enemy army without being very offensively minded, yeah. But there also isn't a way to capture half of the enemy army without being good at recognizing opportunities. I wouldn't count on a blind charge into defensive hill positions, even with the recent triumph clouding their judgement.
Throwing a quick plan together:
Our main focus should be on building reserves. We are going to have plenty of battles against the mob to get to the top, and we need to be at the top to save the monarchies from being destroyed. We are on our own for the next couple of weeks, so we really need to start building up our reserve manpower.
-[] Plan Operational Reserve
-[] Recruit Locals: Elves
-[] Recruit Locals: Humans
-[] Let Loose
This combines long term strategic thinking with enough of a morale boost to match Arné somewhat. We've been lucky enough to avoid bad morale events thanks to good rolls, but we can't rely on luck forever, especially when we are going up against the dice-favoured 5th Army.
Wahhenheim had a decent defensive army and was supposed to be a cautious, risk-averse commander. Him losing his entire army means something went horribly wrong.
I just cannot see how Durand broke his lines in muddy terrain like this, it should not be possible. Either she has phenomenal luck, or we are missing something. Maybe her force is stronger than expected? Could the weather have been better on the Arnese side of the border, thus allowing Durand to be reinforced by other Arnese troops arriving in the theater faster than expected?
I also don't think we can afford to Let Loose. In fact, I don't think we can even afford to go behind the Raoille. We burned all our Influence getting those high-quality artillery crews.
Plus, with how the war seems to be going, remaining on the defensive is just asking to get pincered by the III Army from the west and the V Army from the south.
Fair point regarding the influence, I'll save it for the other side of the border. Guess we need a different plan, since somebody decided to blow so much influence on the horse artillery. Really, they are an overly expensive gimmick, you just need to keep your own infantry in range of field artillery, the enemy will be almost certain to give us the charge into our range we need. The rest is just a question of the counterattack.
Fissiped said:
I just cannot see how Durand broke his lines in muddy terrain like this, it should not be possible. Either she has phenomenal luck, or we are missing something. Maybe her force is stronger than expected? Could the weather have been better on the Arnese side of the border, thus allowing Durand to be reinforced by other Arnese troops arriving in the theater faster than expected?
He was also pretty inexperienced, so he might have been mismanaging his infantry line (tactical reserve). Probably some overreaction to part of the line being attacked while the enemy flanks from the other side. That in combination with some very clever use of the cavalry, given that his 2 human hussars were quite inferior to the hob lancers. Numberswise, they hit like an cannon ball.
SolipsistInvader said:
Plus, with how the war seems to be going, remaining on the defensive is just asking to get pincered by the III Army from the west and the V Army from the south.
If you ask me, it's operationally viable, but a strategic mistake. The river is pretty defensible overall and would easily allow us to fend off two armies, so that's good on the operational side. If the revolution happens as before, the lunatic fringe of the republicans will grab power and conscript everybody. Combine that with a healthy serving of fanaticism, and you have a large, highly motivated force that outnumbers us. The king would mobilize in turn, but we rely on drill rather than high morale. Drill takes a lot longer to raise, so we have a very, very tight window where we have the upper hand.
We need to attack now, and in such a way as to break their win streak. Drill persists, while morale heavily fluctuates. We can't let them steamroll us by winning battle after battle.
EDIT: Regarding the interrogation: I know people like more info. Info is good, but I seriously doubt interrogating the rest of our other provincial army will yield anything useful. Think about it: Wachenheim failed the battle by not recognizing something, hence our miserable situation. He just got out of intermediate colonel school and commanded the army. What's the chance realistically speaking somebody on some part of the infantry knows something beyond "They hit us hard where we were, no clue how we lost the battle so badly"? You only get a certain broader view of the battlefield after graduating to general, because that is when you have enough experience for it.
The action is better spent on gaining influence or getting the morale up.
Let me be Beast's Advocate here. What if Durand didn't go all out here? I know, it's in complete contradiction to the Arnese Way, but so is the abolition of racial and gender barriers, and putting your own king on trial for treason. The latter, after all, was basically Durand's doing.
Hmm. Important question, @Paintingmabob, how long has Durand been camped outside Daurstein?
@Paintingmabob By the way, any news about the southern army? They were featured quite prominently in the last update, so I'm wondering if we heard something from them about the southern front.
Word from the Army of the South has to take the long way around the Markwald to reach you, so it'll be a few days before you get the latest news about them. Durand's likely to receive the latest news from down South before you do, though right now that's an entirely different theatre and so not either of your concerns unless one of you gets redeployed.
Bird of Prey said:
If we wait, she'll come to us. @Paintingmabob could we have an action for making fortifications? And for attacking scouts?
If you choose to wait at the Raoille, the crossing already has some fortfications, and in any battle where you've set up in a defensive position you'll at least have some rudimentary ones. Attacking scouts will be an option as part of a number of pre-battle ploys you can attempt if you choose a non-Force March option.
GracefulLoser said:
Hmm. Important question, @Paintingmabob, how long has Durand been camped outside Daurstein?
Maybe a day or so by the time you got the news. A regular march to Daurstein will have her there for over a week by the time you arrive, while a force march will give her 2-4 days.
Word from the Army of the South has to take the long way around the Markwald to reach you, so it'll be a few days before you get the latest news about them. Durand's likely to receive the latest news from down South before you do, though right now that's an entirely different theatre and so not either of your concerns unless one of you gets redeployed.
Look, I'm gunning for war minister. The only way we can stop revolution from destroying Norn is from a position high enough to clear up all this infantry focused nonsense in our doctrine. Plus the southern theatre has implications on what we're facing in our own theatre.
Point taken regarding the wait time.
Maybe a day or so by the time you got the news. A regular march to Daurstein will have her there for over a week by the time you arrive, while a force march will give her 2-4 days.
Hmm. There is a good chance Durand is arrogant enough to march towards us. Still, I would rather not take any chances. Our odds are rather decent if we meet each other in the open field. Wachenheim didn't have firepower + cavalry screens, and we have plenty of them.
He was also pretty inexperienced, so he might have been mismanaging his infantry line (tactical reserve). Probably some overreaction to part of the line being attacked while the enemy flanks from the other side. That in combination with some very clever use of the cavalry, given that his 2 human hussars were quite inferior to the hob lancers. Numberswise, they hit like an cannon ball.
Hmm, I would just hesitate to conclude that much better than expected performance for the enemy army is solely due to a good commander and luck. How reliable and up to date is our intelligence? I am worried the 5th army might have gotten surprise reinforcements. Additional artillery, for example, might have been helpful in softening Wahhenheim before the war. Wasn't there something in the intelligence reports about her having a background in the artillery? That is unusual for a hobgoblin, and might affect her tactics.
EDIT: Regarding the interrogation: I know people like more info. Info is good, but I seriously doubt interrogating the rest of our other provincial army will yield anything useful.
I disagree, even just knowing who was attacking who and who had the advantage in artillery would help a lot. Knowing if the battle was bloody for both sides or a one-sided slaughter could really help tell us about the state of Durand's army.
Wasn't there something in the intelligence reports about her having a background in the artillery? That is unusual for a hobgoblin, and might affect her tactics.
I disagree, even just knowing who was attacking who and who had the advantage in artillery would help a lot. Knowing if the battle was bloody for both sides or a one-sided slaughter could really help tell us about the state of Durand's army.
I think that Wachenheim was caught off guard by the aggression of Durand. Given the mud and rain, Wachenheim might have underestimated Durand's aggressiveness and willingness to fight in that weather. He's inexperienced and probably doesn't know how aggressive Arnese Hob are. Therefore, his units were caught by surprise and that's why hob "lancers" got to his HQ.
Continue to Daurstein. The situation is rapidly spiraling towards disaster, but that only increases the need for a victory against the Arnese, to stabilize the front if nothing else. You will continue to Daurstein and defeat the V Army in battle, at the very least driving them out of Norn. You will seek to engage the enemy at Daurstein. The terrain is both hilly and heavily forested, and the enemy is likely to be entrenched to some extent, especially if they have occupied the town itself. 2 Army Actions Allowed.
I think continuing to Daurstein is the best option right now. Force marching is too risky with the morale we have, and I find it unlikely that whatever mob the Arnese send as reinforcements, whom they actually consider soldiers, will make it in time to the battle. As for staying at Raoille, there's the risk that Durand will decide that she's too weakened after the battle to actually attack, and while Hobs are always aggressive, the Arnese do like their massive Hob wave assaults, and so Durand could wait for the reinforcements to do that.
If she moves to attack while we are moving toward Daurstein, then I'm not too concerned, we still have 2 army actions and Durand, like any Hob, will likely force march to battle, disorganizing the hob mob even further. Our artillery will then make quick work of them.
I'm also not too concerned about Durand digging in. She already has her army outside of Daurstein, so she doesn't value their defenses. Any defenses or field works she builds will likely be abandoned as Durand's army charges us, and even if they don't go on the offense, our artillery will force them to.
Paintingmabob said:
Attacking scouts will be an option as part of a number of pre-battle ploys you can attempt if you choose a non-Force March option.
@Paintingmabob Could we try a feigned retreat? Risky, but I think Nornish discipline will be up to the task.
SolipsistInvader said:
Plus, with how the war seems to be going, remaining on the defensive is just asking to get pincered by the III Army from the west and the V Army from the south.
Look, that decision was never in our hands. Besides, there were solid reasons to not throw fuel on the fire with a blatant foreign invasion. The fault goes to de Guerrand for fucking up to the point Durand captured the letters.
Oh yeah. If I remember correctly, she pretty much fought on the defensive for most of the Battle of the Mauvais Plains.
Hmm, I would just hesitate to conclude that much better than expected performance for the enemy army is solely due to a good commander and luck. How reliable and up to date is our intelligence? I am worried the 5th army might have gotten surprise reinforcements. Additional artillery, for example, might have been helpful in softening Wahhenheim before the war. Wasn't there something in the intelligence reports about her having a background in the artillery? That is unusual for a hobgoblin, and might affect her tactics.
Oh, right. If so, we're fighting Not!Napoleon. It all fits: Aggressive commander, stunning victory, ethnic minority and background in artillery. Well, that makes things complicated. Say what you want about Napoleon, but he appreciated the value of firepower and was a good tactician. Based on that, I would assume a lot of horse artillery for offensive operations, plus a large assault squad for charging the enemy.
Goddamn it, why are we running into !NotNapoleon so early? I wanted a couple more batteries.
GracefulLoser said:
Oh yeah. If I remember correctly, she pretty much fought on the defensive for most of the Battle of the Mauvais Plains.
I mean, she had an infantry line, let the cavalry run into an ambush and then counterstruck them hard. It's not that defensive, their is still an underlying aggressive strategy in it from the start.
ReluctantReader said:
Honestly, it was a mistake to take this long to intervene, thus allowing the mob and anarchists to consolidate power and take the king prisoner.
Blame the vechia, not the crown. Norn really needed to expand the southern sphere, the foreign ministry was working towards a very much necessary goal.
ReluctantReader said:
I think continuing to Daurstein is the best option right now. Force marching is too risky with the morale we have, and I find it unlikely that whatever mob the Arnese send as reinforcements, whom they actually consider soldiers, will make it in time to the battle. As for staying at Raoille, there's the risk that Durand will decide that she's too weakened after the battle to actually attack, and while Hobs are always aggressive, the Arnese do like their massive Hob wave assaults, and so Durand could wait for the reinforcements to do that.
I agree. Really, we can't leave the enemy time to reorganize itself, Norn has gotten hammered at 2 fronts already. The professionals are taking their time, plus waiting really doesn't look good for our career.
ReluctantReader said:
I think that Wachenheim was caught off guard by the aggression of Durand. Given the mud and rain, Wachenheim might have underestimated Durand's aggressiveness and willingness to fight in that weather. He's inexperienced and probably doesn't know how aggressive Arnese Hob are. Therefore, his units were caught by surprise and that's why hob "lancers" got to his HQ.
He did something wrong, yeah. I maintain he probably misjudged the offensive, thinking the first push was the main charge on him and put everything available there. Then he was sucker punched from another angle.
People want intel, but I think anything we could learn about Wachenheims mismanagement of his forces isn't terribly relevant. Plus, the whole battle was in an open, muddy field unlike the coming one. There are also other options to scout, we could make the drags of the volunteer army make themselves worthwhile. Chances are the revolution doesn't have good cavalry since they insist on beheading all the nobility who tried to appease them.
ReluctantReader said:
I'm also not too concerned about Durand digging in. She already has her army outside of Daurstein, so she doesn't value their defenses. Any defenses or field works she builds will likely be abandoned as Durand's army charges us, and even if they don't go on the offense, our artillery will force them to.
If she charges. We need to assume some level of cunning, you don't destroy an army in the mud without being pretty devious. Blindly charging in would just get you killed. Obviously she's going to be aggressive as her past battles have shown, but we can't just force them into an attack via bombardment. We don't have the time or the ammo for bombarding entrenched units. Really, artillery can force infantry to take cover, but it can't force them out of cover.
The best way might be to use her weaknesses. Durand probably thinks Norn is made up of idiots after Wachenheim's performance, plus she's itching for more glory after a battle.
Something like -[] Write-In: Employ deception. In order to ensure Arné actually commits to an offensive, you need to present a tempting opportunity. Pretend that the army march had been mismanaged and keep an appropiate amount of field artillery hidden to make the enemy believe you're a tempting target. Make sure to keep some artillery visible near the front as to not stretch believability- This should ensure a charge on you.
If we're operating on the assumption that Durand recognizes the god of war, artillery, we need to make ourselves look like that pushover Wachenheim. There is a good chance she would pounce on another infantry focussed army. If we manage this well, we can have the battle on our terms.
So, I added a couple actions and changes to actions ideas that I had just to see how they worked out. Artillerists I did to make them harder to recruit and emphasize the strict qualifications needed for one, while in Influence, I increased the cost of cavalry equipment to go with how Norn doesn't really have a good cavalry tradition.
I also had some of the higher ranks of experienced soldiers be species-limited, since cavalry and artillery seem to have been largely an Elves-only thing for most of the Golden Realms, so there wouldn't be a large number of highly experienced cavalrymen or artillerists of the other Kin.
I did make it easier to recruit Nymphs though, since the Markwald is relatively close and the "low recruitment" seems to be a Devil-specific flaw, so closer to places with large numbers of Nymphs like the Markwald there'd be more of them available to recruit.
To measure desertion of the Army of the West remnants, I did 2d100 rolls for each unit (d10s for Artillery), with adding additional d100s if the unit has bad circumstances (low training level, bad CO.) The 14th Halfling Jaegers I did not expect to do that poorly though. They got like, a Nat 100 and high rolls in general for their losses. I don't expect this to be what actually happened, but I wanted a way to get hard numbers.
I'm still not sure on how morale affects Cohesion, so it's still using its numbers from our intel BTW.
A/N: Thanks to @EagerListener @MrRageQuit @notbirdofprey @Pinniped @RamiroGalletti and @Red Rationalist for providing the quotes for the negaverse conversation.
A/N: Thanks to @EagerListener @MrRageQuit @notbirdofprey @Pinniped @RamiroGalletti and @Red Rationalist for providing the quotes for the negaverse conversation. They (with the exception of MrRageQuit) came up with their own negaverse names as well.
So, with the conversation about the feigned retreat winding down, I would like to make the effort and prepare for the upcoming battle. Looking back at Brutet, one of our major shortcomings was bad infantry organization.
A) Previous battles:
Both Mauvais and Brutet hade a fairly simple system for our infantry, with the vast majority put in a single line. In Mauvais case this was driven by the need to protect artillery, and to deny the cover of hills and woods to the enemy. Planning in Brutet attempted to establish a continous line between the river and the forest, in order to engage the entire enemy army. This position has a couple of advantages: It denies the enemy the ability to march, limits the number of attacks on any single unit in the line (2 at most) and increases the ability to fire on the enemy line. Overall, quite good against advancing infantry. But it also has issues: The length to actually block the enemy binds large numbers of infantry, this system of organization doesn't lend itself well to pushing against the enemy as the entirety of the line is cumbersome to move. In Brutets case, this unwillingness to create an angled line also resulted in the enemy seizing the highly valuable southern hills, allowing them a forward position for the middle battlefield.
B) Lessons:
Overall, I think part of our issue in Brutet was not just assuming higher aggression, it was assuming uniform aggression. In truth, 2 aggressive pushes came: One on the village, one in the south (dwarves & ambush). The village was very well defended, but lacking organization let them amass forces in the soutg without pushback. In this particular event you can see some competence from Wachenheim as an infantry commander, as he was able to seize a forward position despite harsh terrain, timidity and forward positioning from us.
So rather than assuming a uniform assault across the entire battlefield, I think we should closely consider positioning, with infantry units being concentrated among the main axis of approach rather than spread out. Additionally, even a generally stationary and defensive battle can have needs for counteroffensives. Identifying the points that will be contested between us and the enemy is even more vital than numerical superiority and firepower, as proper identifications of the direction of a localized offensive is necessary for artillery to be put against them. We've gotten this only half-right in Brutet, and as a result half of our stationary artillery was limited in use. Had we put a unit on the southern hills, the enemy could have been forced into attacking the position with ongoing artillery fire against them. Resulting from that, too many reserves were kept in the north, with 2 of those reserve units not practically participating in the battle.
A similar error happened in Mauvais, with the 84th unable to fire more than 2 medium shots due to lacking hostile engagement with the eastern village.
C) Suggestions:
Instead of conceptualizing infantry as a continous line, I would suggest splitting our 9 infantry regiments into 3 divisions Allowing each flank to operate somewhat independently, with gaps in the overall position can gives us additional benefits. Gaps of one or two tiles in our line don't really matter if trying to march trough those is going to put the enemy under a lot of fire. We are in the fortunate position of being supplemented by 5 more infantry regiments, which can be used to hold less important positions, allowing us to emphasize skirmishes and assault in our division formations.
This organization somewhat hampered by a lack of infantry regiments, but it still has it's merits. We could form a line, skirmish and launch a assault (the xp-loss resilience, level and high cohesion of the 72nd makes it quite suited for that). With the battle turning on ones the control of one side over a forward firing position for horse artillery, a sizeable assault division is going to be necessary. Assuming the assault division is able to hit the same unit in wood or village cover, we have a 71% chance for a combined 13+ cohesion damage, enough to break trough an weakened enemy dwarf regiment. This in conjunction with cavalry attacks on the flanks should hopefully be sufficient to break trough, especially with the limited numbers of enemy infantry. The key is picking the right moment for the charge, so that the unit can break trough and take cover after 2 turns or so (20 cohesion damage from all enemy artillery units in open terrain).
The voltigers are nearly invincible outside of melee attacks, with their superior range allowing them to inflict attrition on enemy infantry while they approach. With the enemy generally unwilling to use cavalry offensively, they could be pretty useful in controlling the battlefield, especially as the enemy doesn't use screening.
Lastly, the stalwart division is a simple formation to hold the line, with the 148th serving as the tank that steps in once the elven meatshields are exhausted. The unsteady 42nd is somewhat awkward to use, but it can still absorb some damage.
In general, I'm in favour of a looser formation over the broader battlefield, leaving gaps between lines. With our superior cavalry, we can use ready charge quite well to punish any infantry trying to move in between our positions. The cavalry can't blindly charge into enemy infantry lines, but it can still be used to inflict damage on marching infantry columns, especially if they march into zones with limited enemy artillery support.
I hope it's a feigned retreat, or rather... I am terrified of some sort of double-bluff second-guess thing or... something? But I guess we also DID pay the influence to know what his army was made of, and so this could just be the reward for having that knowledge??
So, with the conversation about the feigned retreat winding down, I would like to make the effort and prepare for the upcoming battle. Looking back at Brutet, one of our major shortcomings was bad infantry organization.
A) Previous battles:
Both Mauvais and Brutet hade a fairly simple system for our infantry, with the vast majority put in a single line. In Mauvais case this was driven by the need to protect artillery, and to deny the cover of hills and woods to the enemy. Planning in Brutet attempted to establish a continous line between the river and the forest, in order to engage the entire enemy army. This position has a couple of advantages: It denies the enemy the ability to march, limits the number of attacks on any single unit in the line (2 at most) and increases the ability to fire on the enemy line. Overall, quite good against advancing infantry. But it also has issues: The length to actually block the enemy binds large numbers of infantry, this system of organization doesn't lend itself well to pushing against the enemy as the entirety of the line is cumbersome to move. In Brutets case, this unwillingness to create an angled line also resulted in the enemy seizing the highly valuable southern hills, allowing them a forward position for the middle battlefield.
B) Lessons:
Overall, I think part of our issue in Brutet was not just assuming higher aggression, it was assuming uniform aggression. In truth, 2 aggressive pushes came: One on the village, one in the south (dwarves & ambush). The village was very well defended, but lacking organization let them amass forces there without pushback. In this particular event you can see some competence from Wachenheim as an infantry commander, as he was able to seize a forward position despite harsh terrain, timidity and forward positioning from us.
So rather than assuming a uniform assault across the entire battlefield, I think we should closely consider positioning, with infantry units being concentrated among the main axis of approach rather than spread out. Additionally, even a generally stationary and defensive battle can have needs for counteroffensives. Identifying the points that will be contested between us and the enemy is even more vital than numerical superiority and firepower, as proper identifications of the direction of a localized offensive is necessary for artillery to be put against them. We've gotten this only half-right in Brutet, and as a result half of our stationary artillery was limited in use. Had we put a unit on the southern hills, the enemy could have been forced into attacking the position with ongoing artillery fire against them. Resulting from that, too many reserves were kept in the north, with 2 of those reserve units not practically participating in the battle.
A similar error happened in Mauvais, with the 84th unable to fire more than 2 medium shots due to lacking hostile engagement with the eastern village.
C) Suggestions:
Instead of conceptualizing infantry as a continous line, I would suggest splitting our 9 infantry regiments into 3 divisions Allowing each flank to operate somewhat independently, with gaps in the overall position can gives us additional benefits. Gaps of one or two tiles in our line don't really matter if trying to march trough those is going to put the enemy under a lot of fire. We are in the fortunate position of being supplemented by 5 more infantry regiments, which can be used to hold less important positions, allowing us to emphasize skirmishes and assault in our division formations.
This organization somewhat hampered by a lack of infantry regiments, but it still has it's merits. We could form a line, skirmish and launch a assault (the xp-loss resilience, level and high cohesion of the 72nd makes it quite suited for that). With the battle turning on ones the control of one side over a forward firing position for horse artillery, a sizeable assault division is going to be necessary. Assuming the assault division is able to hit the same unit in wood or village cover, we have a 71% chance for a combined 13+ cohesion damage, enough to break trough an weakened enemy dwarf regiment. This in conjunction with cavalry attacks on the flanks should hopefully be sufficient to break trough, especially with the limited numbers of enemy infantry. The key is picking the right moment for the charge, so that the unit can break trough and take cover after 2 turns or so (20 cohesion damage from all enemy artillery units in open terrain).
The voltigers are nearly invincible outside of melee attacks, with their superior range allowing them to inflict attrition on enemy infantry while they approach. With the enemy generally unwilling to use cavalry offensively, they could be pretty useful in controlling the battlefield, especially as the enemy doesn't use screening.
Lastly, the stalwart division is a simple formation to hold the line, with the 148th serving as the tank that steps in once the elven meatshields are exhausted. The unsteady 42nd is somewhat awkward to use, but it can still absorb some damage.
In general, I'm in favour of a looser formation over the broader battlefield, leaving gaps between lines. With our superior cavalry, we can use ready charge quite well to punish any infantry trying to move in between our positions. The cavalry can't blindly charge into enemy infantry lines, but it can still be used to inflict damage on marching infantry columns, especially if they march into zones with limited enemy artillery support.
I will say that I'm fine with some reserve units "practically not participating in the battle". Like, wasn't one of them serving as the armor-caddy for our artillery? And if things had actually gone wrong they WOULD have participated in the battle. To be clear here, I'm not actually disputing your general point, I'm just not sure if that particular example is a good one, because it's easy to imagine a scenario where not having reserves fucks the infantry.
I will say that I'm fine with some reserve units "practically not participating in the battle". Like, wasn't one of them serving as the armor-caddy for our artillery? And if things had actually gone wrong they WOULD have participated in the battle. To be clear here, I'm not actually disputing your general point, I'm just not sure if that particular example is a good one, because it's easy to imagine a scenario where not having reserves fucks the infantry.
One of them was, yes. The 42nd due to the morale event, though that still leaves the 45th, 2/3 halfling regiments, the 251st (though that was also bad luck). My point is that part of placing units in the permanent position as ammo-carrier was also due to bad organization, considering we only needed to supply the 5th H. Art. with new ammo every 3-4 turns AND you can still hold a line while being low on munitions, which means you participate in the battle, even if just by blocking. We need some ammo resupplying to them, but not to the extent of doing this every turn.
I'm also in favour of reserves, but the main issue is the deficiency of infantry in the 6th. Reserves are good, but they are less important than having some ability to counterattack. So I think we could use the less trained infantry from the 6th army there, since filler or reserve is a good fill for infantry that is "good enough".
I hope it's a feigned retreat, or rather... I am terrified of some sort of double-bluff second-guess thing or... something? But I guess we also DID pay the influence to know what his army was made of, and so this could just be the reward for having that knowledge??
I did also think about it, but I can't for the life of me figure out what the double-bluff could be done What could you conceivably do by moving infantry forwards and backwards while engaging the enemy cavalry arm? You could move the artillery, but the terrain is pretty bad, plus the line of fire is limited and you could see hill tops. I don't see an option that gives a concrete advantage while requiring stealth, especially when compared to attacking our forces now before the reinforcing army arrives. So the simplest conclusion is that this is a fairly bad bluff.
Well, in this situation (as I understand it), any main Norn attack with have to go through a defile about three regiments wide. Between that and our purely defensive setup, we can definitely keep the cavalry and maybe a few infantry regiments in reserve. If we buy enough time for Guillory's entire VI. army to show, then their infantry can also join the reserves.
In the future, yes, RR is right. We need to better consider positioning and not just default to a uniform line. We also need to start including reserve units. Eventually, there will be enemy breakthroughs and we need to plug the gaps fast and hard.
Well, in this situation (as I understand it), any main Norn attack with have to go through a defile about three regiments wide. Between that and our purely defensive setup, we can definitely keep the cavalry and maybe a few infantry regiments in reserve. If we buy enough time for Guillory's entire VI. army to show, then their infantry can also join the reserves.
The divisions I'm proposing are somewhat napkin planning since I haven't seen the battlefield, though with tougher terrain I'm somewhat confident 3 would suffice to take a hill range. I would also note that there isn't a rule that reserves have to bebehind our lines, they can also be at the sides if they can repositioned before the charge. Also, our own units are surprisingly tough (14-15 cohesion by default), surviving about 2-3 turns of continuous melee if they remain in cover. Which would be enough to start routing the enemy, especially if we get to use our cavalry to flank from the sides.
In the future, yes, RR is right. We need to better consider positioning and not just default to a uniform line. We also need to start including reserve units. Eventually, there will be enemy breakthroughs and we need to plug the gaps fast and hard.
Also that. The division system would allow us to plan army expansion better, with the ability to account for what we need instead of forming a long line out of all of them. Just by looking at the division system it becomes immediately apparent that we're need more holding division and have an overabundance of skirmishers, which the line wouldn't necessarily show. Ideally I'm striving for around 1 more Stalwart Divison (2 Hum, 1 Elv Infantry) in the near future to have a defensive lines that isn't reliant on skirmishers.
Well, in practice RR's Assault group would act as the reserve much of the time. Held back in defensive battles to counter the enemy's main thrust, thrown against the enemy's most important position once the other infantry have cleared the way on attack.
Though I agree that we've got a little less infantry than I'd like. Hopefully we'll be able to raise a couple more regiments in the next campaign.
I disagree with the proposed division system. Not only does it not fit our needs, with holding infantry divisions way more important than assault or skirmish ones, but binding regiments together gives up flexibility for no gain in effectivness.
Also, my lesson from brutet is the opposite. Our problem wasn't that we didn't capture the hill, it was that we didn't give the hill and forest enough of a distance where wachenheim capturing them would have been useless.
Tbh I entirely disagree about the purpose of the line? It's not about preventung the enemy from marching past it, it's about bringing the most firepower to bear. If your line is longer you are putting out more damage at the enemy and will crush it from the sides.
Reserves are still important, but because they fill the line to ensure no reduction in damage output.
Wachneheim amassing forces in the south was another case of a bad enemy being worse. It was a fools errand that wasted some of his most valuable troops and only get anything done because we positioned our own troops too far forwards
So rather than assuming a uniform assault across the entire battlefield, I think we should closely consider positioning, with infantry units being concentrated among the main axis of approach rather than spread out.
I really don't think brutet is a data point in favour of this. Wachenheim didn't attack in the north because he wanted to, he attacked because thats where the road was. Without the road a broader attack would have been better
We've gotten this only half-right in Brutet, and as a result half of our stationary artillery was limited in use. Had we put a unit on the southern hills, the enemy could have been forced into attacking the position with ongoing artillery fire against them.
I'm not sure if I understand this. If we had a unit on the hill it would be extremely exposed to the enemy without giving us better firing lines, because we were already open to fire at the north where the battle would be decided
I don't think these reserves could have been useful somewhere else, disregarding an ambitious flank in the south either through the forest or fully south of the mountains
Oh, I thought the voting period was deliberate and you needed a 2 week break. Anyways, that changes some things.
@Photomajig : Second question: You wanted to implement sidestory bonuses. I suggested they could be used to give a +1 to an officer roll, which you were receptive to. How would we declare that mechanically? What I currently have in mind would be:
-[] Mentor CO: Veka Bonheur (Omake Bonus)
You could also include a line where the bonus is assigned to new units before a battle, something like:
- Found 1st Test Regiment
- 1st Test Regiment: Omake Bons
Handling this during our march plan vote seems fine to me.
Sure, that's fine. You currently have 2 Omake Bonuses to spend. I think we could also have the Omake Bonus just straight up provide Advantage on that roll.
We can brainstorm other uses for Omake Bonuses, too, preferably to be used in the March phase and not during battle.
In all fairness, the dice were committed to making them watchful. We should honour their decisions. Plus, having a recon assault infantry isn't all bad, it saves us the need to integrate elves into the formation.
Also, my lesson from brutet is the opposite. Our problem wasn't that we didn't capture the hill, it was that we didn't give the hill and forest enough of a distance where wachenheim capturing them would have been useless.
Tbh I entirely disagree about the purpose of the line? It's not about preventung the enemy from marching past it, it's about bringing the most firepower to bear. If your line is longer you are putting out more damage at the enemy and will crush it from the sides.
To relitigate the specific point about the hill: Withdrawing was also a legitimate option, but one with the cost of contesting one only part of the battlefield, the north. In the case where we successfully seized the hill (one infantry on top of it), the enemy line would have faced consistent ranged attacks near the road, doing more damage. Contesting the hill would have the added cost of moving infantry close to it, with the NE tile being in direct artillery range. Long term, we could have positioned units on the hill and in the forest, endangering the enemy while providing little opportunity to use artillery against them. This would have been immensely useful during the pursuit phase, plus likely caught the enemy Jäger in melee (undesireable to them).
And to the point of raw firepower: I would say Brutet showed clearly that raw firepower doesn't win battles, positioning does. We did a lot more damage, but only after the charge did the enemy commit to a true retreat. Positioning has a very clear impact on if the enemy infantry comes into range, since infantry run into artillery range for a reason. Firepower doesn't mean much if the enemy stays out of range or contests the part of the front where you can't reach them. Lines can't output fire if the enemy is in range, which again comes down to being in a position where the enemy wants to be or can't allow you to be in.
I disagree with the proposed division system. Not only does it not fit our needs, with holding infantry divisions way more important than assault or skirmish ones, but binding regiments together gives up flexibility for no gain in effectivness.
Grouping units into brackets allows us easier planning than making decisions for every infantry unit individually (plan discussion: Should we attack with the assault division or keep them in reserve?). It gives us standardized building blocks, with people needing to slot 3-5 elements into the map to discuss planning rather than 16 ones individually. This greatly reduces the cognitive load, improving decision making and army building.
Also, regarding the holding divisions being way more important: One of the most apparent weaknesses of Brutet was our inability to counterattack once the enemy was weakened. You can't always rely on the enemy attacking, we won't always go against an enemy with inferior firepower and no mobile firing position. Grouping assault elements together to achieve a breaktrough via charge is also necessary. I would agree that our holding regiments are insufficient, though that isn't a point against the division system.
Wachneheim amassing forces in the south was another case of a bad enemy being worse. It was a fools errand that wasted some of his most valuable troops and only get anything done because we positioned our own troops too far forwards
Not necessarily. Our effort not to contest the south robbed us of cover, allowed an ambush on one of our infantry units and cost us a good forward position during the pursuit case. It would have also made a charge much harder, but that was never our plan. The point is that reading what area the enemy is interested in rather and contesting points of interest allows you to tie units down, thus bringing more firepower against them.
I'm not sure if I understand this. If we had a unit on the hill it would be extremely exposed to the enemy without giving us better firing lines, because we were already open to fire at the north where the battle would be decided
That unit would have been virtually immune to artillery fire (-40 combined modifers [63% for 2 or less dmg], especially if we put one of the pathfinders there and fired on the enemy. Something we didn't recognize because we assumed a commitment of all forces towards the north.
And to the point of raw firepower: I would say Brutet showed clearly that raw firepower doesn't win battles, positioning does. We did a lot more damage, but only after the charge did the enemy commit to a true retreat. Positioning has a very clear impact on if the enemy infantry comes into range, since infantry run into artillery range for a reason. Firepower doesn't mean much if the enemy stays out of range or contests the part of the front where you can't reach them. Lines can't output fire if the enemy is in range, which again comes down to being in a position where the enemy wants to be or can't allow you to be in.
Well, I think in terms of casualties, they were more or less equal percentage-wise and only a couple hundred in our favor before the big enemy collapse. The rout was I think the big casualty-inflictor where we could have everyone attack fleeing enemies without fear of counterattack.
I'd agree that positioning is pretty important given the benefits that good cover can give, but I'm less convinced about the hill at Brutet. Given its location, any units we put up there would've been exposed, and I'm not sure how well we could have secured it given how it was noticeably further east than the Lazaret, especially when the mud is factored in.
Like, maybe if we'd had a unit of Dragoons that could fight as infantry to hold it while other infantry units made the march it might have been feasible, but at that point we're talking about units that aren't even on the roster as of yet.
(Speaking of which, I still do hope Dragoons or Carabiniers become an option sooner or later. Though Carabiniers would probably be more accurate, since a look on the wiki says that by this time period Dragoons were increasingly just regular cavalry rather than mounted infantry.)
Well, I think in terms of casualties, they were more or less equal percentage-wise and only a couple hundred in our favor before the big enemy collapse. The rout was when we ended up inflicting a ton of casualties.
Yes, the total number of casualties was in our favour, though far less than they should have been due to being the defender. That's my point, inflicting more attrition doesn't win battles since a committed enemy can choose to fight on. You can take more casulties than the other side and still win do to positioning.
I'd agree that positioning is pretty important given the benefits that good cover can give, but I'm less convinced about the hill at Brutet. Given its location, any units we put up there would've been exposed, and I'm not sure how well we could have secured it given how it was noticeably further east than the Lazaret, especially when the mud is factored in.
I've crunched the numbers there due the choice of shooting the dwarves and it's incredibly inefficient. Again, experienced artillery has a 41% of not inflicting any damage and 63% of 2 or less. Even a very, very lucky shot does only 3 damage. In terms of using artillery, this is incredibly wasteful against normal units. It's even worse against halflings (34% of 1 damage); the better choice is just not to shot and ready fire instead. Due to how much damage is lost, I would have expected enemy artillery to simply ignore the unit, firing on others or ready firing instead.
Regarding exposure: Enemies would have to grind the unit down in melee, taking multiple shots on the way there and attacking with a -20 against an enemy that hits for full damage. This is not a good fight for them and the hills are functionally impossible to charge for infantry.
(Speaking of which, I still do hope Dragoons or Carabiniers become an option sooner or later. Though Carabiniers would probably be more accurate, since a look on the wiki says that by this time period Dragoons were increasingly just regular cavalry rather than mounted infantry.)
By the time of the Napoleonic Wars mounted infantry were generally kind of extinct in Europe, yeah. Both Dragoon and Carabinier regiments were usually just heavy cavalry with a funny name. There's various reasons for that, some applicable to our situation and some not. Dragoons were much less firepower (carbines aren't great and something like 1/4th of the regiment has to stay off the firing line to hold the horses) than a line infantry regiment for much more expense - even cheap horses are still more expensive than boots. And well-drilled light infantry doesn't move that much slower than cavalry, especially in bad terrain.