One Artillery is missing here,

I would definitely try to disrupt the building formations, because that will be quite easy. If the eastern artillery moves through the Rotholz to go to where they are I would charge and destroy the western detachment with all our cavalry and as much infantry as we need, because the majority of his army is unable to support it. If he moves the artillery through the center to the east, I would destroy them in transit, by first destroying the cavalry by feinting, so charging his artillery, triggering his cavalry ready charge and moving back, drawing his cavalry into our artillery fire. Once his cavalry has been exhausted this way he has no way to prevent us from just charging the artillery, cause infantry cannot screen.

If we have no way of intercepting his artillery moving this deep into our zone of control and we just get this formation dropped into our lap, I would have the 10th shoot the western artillery that is not in cover, doing an average of 25 damage per turn and destroying it in two turns.

here are some ways in which we could destroy his formation with cavalry:

Have the 10th, 84th and 5th ready fire NW, NE, 500.

Have the 55th be in that nook at the edge and have it Move W, NW. If the enemy cavalry charges, Move back SE, E and charge the enemy cavalry if its still alive. the charging cavalry will trigger 3 medium range artillery shots, two of them with +30, one with advantage. If that doesnt rout them immedeatly, the charge from the 55th finishes the job.

repeat this until the enemy runs out of cavalry.

If the cavalry doesnt charge out, the 55th just charges and kills the artillery.



Have the lancers be on this hill, where artillery hits them with -70 because its long range and charge the enemy cavalry over the hills, where the lancers are covered by hill cover but the enemy cavalry isnt.



Have the 19th rapid move on the hill and shoot the enemy artillery.

They have rifles, so they shoot at close range and infantry only has a -10 malus.

Rapid move back into cover next turn before the enemy can catch you.

But of course first do a run where the 19th moves normally NE and directly rapidly moves back SW, to see if the cavalry gets triggered. if they do get triggered, shoot them with ready fires and multiple triggers. If they dont get triggered, do the shooting manouvre.





We could also concentrate our 5 cavalry on one side of the battlefield and overwhelm the enemy cavalry screen while they are still setting up, though thats a multi turn process and not a snappy, two turn max manouvre.


There are of course other strategies too to deal with this, but we wont really be facing a built up formation like this while doing most of them because its easier to raid unscreened artillery while they are not yet set up
You might very well be correct, and playing all this out would be much more fun than just a static defense. However, I do want to point out that you are describing a cavalry-heavy maneuvering battle. I am not convinced we are surely victorious in such a battle, since he has arguably better cavalry than us, and plenty of artillery that will fire on our cavalry as soon as they show themselves. He also has enough artillery that he can afford to lose one or two batteries, while us losing even one unit of cavalry could be dangerous.

In essence, the type of battle you describe here gives him a fighting chance, and a victory condition which does not require actually assaulting our dug in infantry. All plans have their weaknesses, yours included.
 
Fortress Rotholz:

The plan fortifies the Rotholz Turm tile, making it nearly unassailable in melee and nearly invincible to ranged attacks from the Northwest.

Additionally, 3 artilleries, including both experienced ones are able to shoot at anything approaching from the Northwest.

This means that we output like 25 cohesion damage per turn against an melee assault, while the enemy cannot deal more than 3 per turn.

This means that the human regiments can easily outlast the entire enemy infantry charging the position, with the 10 enemy infantry regiments routing before our defending human regiment does if there are no crits from them.

The plan is that Von Trotha Sees that he can assault us with infantry and artillery and does do this frontal assault, where we chew him up and kill 5 soldiers for every 1 soldier we lose, likely causing the enemy around 1000 casualties+ stragglers shot during their retreat.

There are two alternatives Von Trotha could take:

He could assault from the east instead, where there are no fortifications and cover and only the 5th can reliably do fire support, with the 31st doing some chip damage(around 1 per turn)

If Von Trotha actually puts his entire artillery corps into the east he could likely dislodge us from Rotholz that way, though it would take a lot of time for him to get that artillery there.

If he doesn't, there will be a brutal melee in the forest, where the 200th and 19th fight the 10 enemy regiments with +0 shots from the 5th shooting at the enemy.

I haven't calculated what the effects of that is, I would expect that we lose maybe 400 of a bit more elite infantry for 1000 of theirs? This really depends on how much artillery Von Trotha Brings to the fight.

There is also the option for Von Trotha to bypass the Rotholz Fortress entirely, moving through the Räuberwald. This would win him the battle, but is generally seen as something he would need to be a genius to notice.

Plan Fortress Kinzberg/Valley Outpost

These two plans are "sibling plans" that are very similar to each other, so I will describe their many communalities first and explain their differences then.

The plans center the defenses around Hochschloss Kinzberg, fortifying it and turning it invincible to melee attack(the rival plan maker confirms that it is impossible to melee assault) and nearly invincible to ranged attack.

Hallfing skirmishers and guillorys hussars are placed in the west, where they have the task of skirmishing with the enemy / moving behind them/ being a threat against assaults against the center fort.

In the east, the 5th, some screens and our cavalry set up to contest anything moving into the eastern valley, either fighting the enemy there or being able to move into center if needed, depending on the tactical situation.


The plan is that Von Trotha attacks us because he is on a timer, with the 6th army coming in a day. He has various ways to do that approach, I have covered all of them I can see in my plan post and the goal is to use our incredible strong defensive position to react to whatever he is doing and prevent it. That usually involves the fact that our artillery line cannot really be cracked, with all important unit in very strong ranged cover, which allows us to win artillery exchanges while we are superior in the other two branches.

Plan Fortress Kinzberg has a bit more aggressive initial cavalry placement and puts a line of 5 breastwork into the center fortress, Plan Valley Outpost has a bit less aggressive initial cavalry placement and 4 breastworks in the center fortress instead, with one wolf hole being placed in the east to make it harder for the enemy to do cavalry operations there.


Not sure if something else is unclear ?
 
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You might very well be correct, and playing all this out would be much more fun than just a static defense. However, I do want to point out that you are describing a cavalry-heavy maneuvering battle. I am not convinced we are surely victorious in such a battle, since he has arguably better cavalry than us, and plenty of artillery that will fire on our cavalry as soon as they show themselves. He also has enough artillery that he can afford to lose one or two batteries, while us losing even one unit of cavalry could be dangerous.

In essence, the type of battle you describe here gives him a fighting chance, and a victory condition which does not require actually assaulting our dug in infantry. All plans have their weaknesses, yours included.

I am not sure how you get cavalry heavy manoeuvre battle where his artillery can hit ours from what I described? I made sure to prevent exactly that, with our artillery never staying in range of enemy artillery and enemy cavalry immediately being blasted whenever it tries to interfere with our own artillery.

It's like the opposite of manoeuvre nearly? With the enemy cavalry being unable to move and our own cavalry being super constrained in its movement.

Keep in mind, if his artillery does ready fire to try catching our cavalry, that means that they aren't firing on our position, which is time the 10th can use to destroy more of his artillery batteries
 
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Plan Fortress Kinzberg/Valley Outpost

These two plans are "sibling plans" that are very similar to each other, so I will describe their many communalities first and explain their differences then.

The plans center the defenses around Hochschloss Kinzberg, fortifying it and turning it invincible to melee attack(the rival plan maker confirms that it is impossible to melee assault) and nearly invincible to ranged attack.

Hallfing skirmishers and guillorys hussars are placed in the west, where they have the task of skirmishing with the enemy / moving behind them/ being a threat against assaults against the center fort.

In the east, the 5th, some screens and our cavalry set up to contest anything moving into the eastern valley, either fighting the enemy there or being able to move into center if needed, depending on the tactical situation.


The plan is that Von Trotha attacks us because he is on a timer, with the 6th army coming in a day. He has various ways to do that approach, I have covered all of them I can see in my plan post and the goal is to use our incredible strong defensive position to react to whatever he is doing and prevent it. That usually involves the fact that our artillery line cannot really be cracked, with all important unit in very strong ranged cover, which allows us to win artillery exchanges while we are superior in the other two branches.

Plan Fortress Kinzberg has a bit more aggressive initial cavalry placement and puts a line of 5 breastwork into the center fortress, Plan Valley Outpost has a bit less aggressive initial cavalry placement and 4 breastworks in the center fortress instead, with one of them being placed in the east to make it harder for the enemy to do cavalry operations there.
Only observation, and I'm sure it's a typo, is that Valley Outpost puts Wolf Holes in the hill gap in the east to create more rough terrain, not breastworks.
 
I am not sure how you get cavalry heavy manoeuvre battle where his artillery can hit ours from what I described? I made sure to prevent exactly that, with our artillery never staying in range of enemy artillery and enemy cavalry immediately being blasted whenever it tries to interfere with our own artillery.
Your plan did involve baiting out his cavalry using our cavalry, right? I fail to see how this is possible without risking our cavalry? Seems like it could become a game of chicken, where both sides try to lure out, catch and destroy the other sides' cavalry. If we don't use our cavalry, we can't threaten his artillery while they set up.
Would it be possible for the plan makers to make a short list summarizing their thoughts, it kinda getting hard to keep track of all the arguments.
My plan (Plan Valley Fortress) is based on the following observations:
- Von Trotha has a terrifying amount of high quality artillery, which can really hamper our ability to maneuver if allowed to setup
- Von Trotha has arguably better cavalry than us, but is expected to mostly use it to screen his cannons. This prevents us from easily going after his artillery with our cavalry.
- We have better quality infantry than Von Trotha, so any infantry-infantry engament without artillery support is likely to go our way.

Due to these facts, I propose setting up most of our troops in the Eastern valley. The position has:
- cover from artillery by the hills around (Rotholz) and the Forest in the North, limiting the usefulness of his artillery.
- a foothold in the Rotholz fortress, from which a Pathfinder unit can control a lot of space
- artillery fire control of both Rotholz forest and the center, allowing us to bloody any enemy attempt to take Rotholz
- two fallback positions, one right behind the fortress, another back in our deployment zone.

The plan is to skirmish/shoot from the forward position in the fortress, then retreat the halflings from there once needed. Hopefully the real clash will happen between infantry in the valley/hills, where our superior infantry can shine and our horse artillery fires at short range.

The only weakness of the plan I can identify is that the reserve position in our deployment zone is only defended by two units of infantry. Thus, if he goes all in, bypasses Rotholz and rushes that position, we could be in trouble. However, such a bold move is not in character for him, and would not come without warning, we would see it coming and could maneuver to meet him. If he does not contest Rotholz, he also risks us taking the Center and counter-attacking in the East.
 
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Your plan did involve baiting out his cavalry using our cavalry, right? I fail to see how this is possible without risking our cavalry? Seems like it could become a game of chicken, where both sides try to lure out, catch and destroy the other sides' cavalry. If we don't use our cavalry, we can't threaten his artillery while they set up.

Treathening his artillery while he sets up is different from attacking it once set up. While it is setting up we would amass all of our cavalry in a deathstack and gank whatever is most vulnerable, with 5 cavalry overwhelming their 2 cavalry cover and then destroying their artillery.

After they are set up, we do lure out his cavalry without using cavalry, but we rely on the fact that his bombardement of Kinzstein is super slow even at medium range, where we can vary up our attacks. This means that von Trotha either means to permanently have his artillery on ready fire, which prevents us from raiding him but also prevents him from shooting us and we are slowly destroying his artillery with the 10th, so thats a losing strategy, or he does not put up ready fire, at which point we can bait out his cavalry and usually plan to walk in a way where the enemy cavalry gets multiple shots in the face and routs before actually reaching our baiting cavalry.

But yeah, its a game of chicken, except we win automatically if nobody blinks because we are destroying his artillery with the 10th one by one and he cant do anything against that.

Though yeah, if we mismanage cavalry threat or trigger the infantry charge before he is weakened enough we will get unneeded casualties which can hurt quite a bit.

If any cavalry ends its turn exposed in the center it will just die, both for us and for the enemy.
 
Treathening his artillery while he sets up is different from attacking it once set up. While it is setting up we would amass all of our cavalry in a deathstack and gank whatever is most vulnerable, with 5 cavalry overwhelming their 2 cavalry cover and then destroying their artillery.
I get the idea, I really do. Although I do want to point out that if he is competent, he moves his artillery up gradually, so that each cannon that is moving into position or setting up is covered by two cannons that are setup further away, outside our range.
 
I get the idea, I really do. Although I do want to point out that if he is competent, he moves his artillery up gradually, so that each cannon that is moving into position or setting up is covered by two cannons that are setup further away, outside our range.

That makes his movement even slower tho. It also means that he needs through the open middle, because in the sides his artillery cannot cover in the rough terrain, and if he is slow in the middle we do grind him down with -20 shots from the 10th and 5th
 
To make sure I understand it right, when we see an artillery set up we see it in the combat log, like we would see when they ready fire or even just fire?

Yes.

To be fair I don't think we can rely on it? Like, actually, fuck, @Photomajig , what time is it? God, if the exact hour of the day becomes relevant and he has to invent Night Fighting rules or something that'd admittedly be fucking hilarious.

Like, 10 in the morning? Night battles are not that complicated, anyway - visibility is just shit.

@Photomajig, is it ok to vote only by a image? Feels easier for all parties, honestly. Or is there a potential issue with the image being changed/lost after the fact?

The goal of this plan is a formation like this:

That's fine, but I'd prefer at least a general description in text of where everyone's going ("these guys on this flank near this place") to go along with it, exactly for image loss reasons.
 
Vote closed
Scheduled vote count started by Photomajig on May 1, 2024 at 11:18 AM, finished with 360 posts and 18 votes.

  • [X] Plan Valley Outpost
    -[X] Hotlinked Deployment Map
    -[X] 16th Half Pfd: Northeasternmost Sohnsholz Forest
    -[X] 19th Half Pfd: Forest 1W of 16th Half Pfd
    -[X] Guillory's Hsr 1: Forest 1SW of 19th Half Pfd
    -[X] Guillory's Hsr 2: Forest 1W of Guillory's Hsr 1
    -[X] 200th Hob: Woods 1W of the road
    -[X] 251st Hob: Woods on the road 1E of 200th Hob
    -[X] 72nd Hum: Farm 1E of the road
    -[X] 148th Hum: Farm 1E of 72nd Hum
    -[X] 45th Elv: 1NE of 148th Hum
    -[X] 108th Elv Hsr: 1E of 45th Elv
    -[X] 5th Hob HArt: 1E of 108th Elv Hsr
    -[X] 42nd Elv: 1E of 5th Hob HArt
    -[X] 84th Elv Art: Eastern tile of Hochschloss Kinzberg
    -[X] 10th Hum Art: Western tile of Hochschloss Kinzberg
    -[X] 31st Elv Art: Woods on the road 1W of 10th Hum Art
    -[X] 28th Half Pfd: 1W of 31st Elv Art
    -[X] 13th Hob Lan: Woods on the road 1 SE of 28th Half Pfd
    -[X] 55th Elv Hsr: 1SE of 84th Elv Art
    -[X] HQ: 1SW of 84th Elv Art
    -[X] Breastworks: on 200th Hob
    -[X] Breastworks: on 251st Hob
    -[X] Breastworks: on 72nd Hum
    -[X] Breastworks: on 148th Hum
    -[X] Wolf Holes: in the 1 Space Gap in the easternmost hills range
    -[X] Plan Fortress Rotholz:
    -[X] Defenses: Rampart E Of Sarnscheid [blocks substantial parts of the enemy firing line, with everything south of Sarnscheid being unable to shoot at the cavalry]
    -[X] Defenses: Breastwork W of Rotholz Turm
    -[X] Defenses: Breastwork: NW of Rotholz Turm
    -[X] Deployment: Image attached
    -[X] Midgame Positions
    -[X] 108th Elv: NE & NW of Kinzberg "north-middle"
    -[X] 13th Hob Lanc.: NW of Kinzberg, W of 108th
    -[X] 55th Elv Hsr: adjacent to 108th Elv. Hsr & 13th Hob Lanc
    -[X] 5th Horse Art: adjacent to 5th 55th Elv, 13th Hob Lanc
    -[X] 200th Hob: E of 5th Hob. H. Art
    -[X] 148th Inf: SE of 5th Hob. H. Art.
    -[X] 72nd Inf: W of 148th Inf
    -[X] 19th Half Pfd: adjacent to 200th, 72nd
    -[X] 251st Hob: Sw of 72nd
    -[X] 42nd Elv: adjacent to 148th, 251st
    -[X] 10th Hum Art: adjacent to 55th Elv Hsr, 108th Elv. Hsr
    -[X] HQ: W of 10th Hum Art.
    -[X] 84th Elv. Art: W of HQ
    -[X] 16th Half Pfd: W of 84th
    -[X] 45th Elv: W of 16th
    -[X] 28th Half Pfd: adjacent to 84th, 16th Half
    -[X] 31st Art: E of 19th Half. Pfd
    -[X] Allied Cavalry: Deploy at the eastern edge of the map
    [X] Plan Valley Fortress
 
Also, someone kindly collected various rulings and revisions after Brutet that I've made but haven't yet put into the mechanics post. I cannot seem to find it anymore. Please help me find that post so I can make a better Info post.
 
Huh? I didn't mean to suggest this. Moving off-map can totally be part of your standard Move action, if you have enough Movement left and nothing is blocking you. The Unit doesn't need to stop at the edge of the map and only retreat next Round. So a cavalry Unit with 9 Movement could start several Hexes away and dash out in one Round. You could keep them from doing so by having your cavalry directly behind them for the whole time, as they'd reach the edge of the map while adjacent and thus block them.

Routed Units do not Disorganize each other. As said, this would leave them stuck in place forever.

So one of our units that is adjecent to the fleeing unit prevents them from fleeing, our unit doesnt need to be adjacent to the border itself? Yes

The charging Unit would not get an attack in if it couldn't reach the retreating Unit in time. So if the enemy Unit is adjacent at the start of the movement phase, they will immediately move off-map with their Movement. Unless your attacking Unit is already adjacent, they're not going to reach them in time. Yeah, its arbitrary, but game mechanics sometimes have to take precedence. Also keep in mind that Units cannot retreat off-map if they have a hostile non-Routed Unit adjacent, so you can prevent them from leaving if you get there before them.

Humm. Rules as written, the Unit cannot act on its next turn. So I would say they cannot Move and are stuck in a panicked standstill.

It takes 1 Movement.
To move off map boundary

If an infantry unit is halfway into a hex and then a cavalry unit tries to enter it with more movement, will the infantry unit that already expended some effort or the faster cavalry win the contest? and if the infantry loses, what happens to it?
Humm. In the last case, I'd compare the total expended Movement of the two Units to see who gets in the Hex. The loser's Movement is not wasted, they just transition to an Attack and may still take the Hex if they Rout the winner.

So let's say that Infantry Unit X has spent a total of 6 Movement across this Round and the previous one to get into a Hex from an adjacent one (3 + 3). Cavalry Unit Y rides in, using 5 Movement to enter the Hex from the adjacent Hex. It starts moving from a few more Hexes to get there, let's say 2 Movement spent. Its now used 7 Mov out of its total of 9 Movement, leaving it with 2 "spare". For seeing who gets to enter the Hex, their value is 5 (Mov expended for moving into the Hex) + 2 (spare remaining Movement, additionally spent to try and beat out the other Unit) = 7. As the Infantry Unit's expended only 6 Movement, the Cavalry takes it. But if the Cavalry had come from a bit further away and had no spare Movement left, the infantry would take it (6 vs 5).


What would happen if we told a cavalry unit to charge away, but a neighbouring infantry unit is told to attack them in melee.This would not cancel the charge. It would not even count as melee engagement, as in practice that is applied to Units that have been in melee combat with an adjacent enemy on the previous Round.

Having a friendly Routing Unit in your non-Routed Unit fucks the non-Routed Unit up. The 14th Half Jäg is Routed and has thus fucked up the other, non-Routed Unit that is also in that Hex. The 14th Half Jäg will continue its Rout and Move on next Round, but the other Unit will lose its turn next Round and only recover for the Round after that. If both Units got Disorganized, they'd be stuck forever!

proposal: charging through a unit could potentially slow down their ability to Rest or stop at that location or something like that? Or it could disrupt the Rest process? Not sure. That's definitely fair, yeah. I'll have it stop an Unit from Resting.

Yeah, by preventing them from moving towards safety. If they cannot Move closer to friendly lines during their turn, they are likely to surrender.

Yeah, I see why the delayed rapid movement causes issues. If firing conflicts that much with the turn orders, could I switch them to "Rapid Move E, THEN Ready Fire [Medium Range, E]"? As I understand it, ready fire can be resolved during any point part of the movement turn. This is a bit funny rules-wise, but technically it works. I'll go with that!

No, it requires an attack to hit. It's a battlefield - soldiers have no choice but to get used to resting even when guns are firing their way. As long as its falling way off target, it's bearable. That said, even just 1 Hit is enough for interruption. Not totally sure what you mean by threatening range. Units generally only Rest behind friendly lines, so Units will never Rest adjacent to enemies anyway. If an enemy slips past and comes adjacent, the Rest is not interrupted, as the resting and the moving are happening more or less simultaneously in-universe and the Resters.

Ah. If the Ready Fire and Ready Charge are triggered simultaneously, they are also resolved simultaneously. The Charge will be carried out if the Routing enemy can be reached. It doesn't matter, rules-wise, that the enemy is now Routing. It moved into the triggering Hex, it is getting Charged. From the perspective of the cavalry commander, the enemy is not yet Routed or even hit when they start moving for the Charge, and they do not have access to the exact numbers of Cohesion and whatnot that you supreme commanders do, so they'll damn well finish it.

Could we do a conditional charge, where a unit moves and does a charge attack at a adjecent hex if there is a unit in that hex?
No. It's either Charge or Move, so you can Charge a specific enemy Unit or a specific Hex you suspect to be occupied, but you cannot change the end target of that Charge mid-turn.

So a cavalry unit has its Ready Charge triggered and Charges, but immediately enters hostile Ready Fire range and gets Routed? They'll Rout and run away instead of continuing the Charge, yeah.

They didn't have enough Supplies for the whole Rest, so they only got half of the effect. Hobs consume 2 Supplies per Rest and they had only 1 left.

if we ready fire, it doesnt trigger and a search action reveals hidden enemies later, will they still shoot or is it too late?
Ready Fire is intended to trigger off an enemy's movement rules as written, but things like this should probably count as well (an enemy "entering" the set range by being spotted). So I'll say yes, sure.

Is it possible for a unit to use the supply action to fill their munition/ supply from a neighbour rather than to their neighbour? We have so far only used to opposite interaction, but my reading of the rule seems to imply the opposite is also possible. Yes, that is perfectly valid.

how would you handle a rapid unit moving and blocking the line of fire against a unit behind them? The firing order just being cancelled seems off to me. Maybe the rapid unit could take a firing attack if they move in the way of another unit, since they are basically jumping in front of enemy guns? Yes. The order would not be cancelled. The Firing would hit the Rapid Unit moving into the way instead, yeah.

You can delay the free move to a later point, so yes, I guess?

But for future reference I think it makes sense that Ready Fire/Charge triggers on enemies being revealed within its set distance too. I'll edit the order's definition with that in mind.

They do, yes. You can Charge a Hex you suspect to be occupied. Do note that the enemy will get Ambush Advantage on any Ready Fire or Brace counterattack. That's a Plains Hex, apologies for the confusing placement of the terrain there.

A) Nymphs are in Forest. They Fire at an enemy from that Forest. They have Advantage.
B) Nymphs are in Forest. An enemy Charges them. The enemy does not have Disadvantage, but the Nymphs will have Advantage on their counter-attack if Braced.
C) Enemy is in Forest. Nymphs Charge them. This counts as fighting in the defender's Hex, so they have Advantage.
D) Enemy is on Plains and Nymphs are in an adjacent Forest. Nymphs Attack the enemy in melee. This counts as fighting in the defender's Hex of Plains, so the Nymphs do not have Advantage.


What happens if 2 friendly units try to move trough the same tile during one turn? If one simply waits for the other to leave the tile before executing their move, could I specify who gets to cross the tile first? Sure, you can.

does moving onto a road from a non-road hex only consume 1 movment too
Yes. This was ruled so in the last battle.

Below is Before Combat System Revisions 1.1

What was thereba -3 on the CO event roll? The reduction in army drill is very unfortunate, but we did at least get a free dismissal for a pretty bad CO out of ut
The CO's Trait can give a modifier to the roll. Unsteady has a hefty minus, as the troops don't love a leader they can't count on. Incompetent is the worst, Brilliant the best - effectively this means that COs with bad Traits can't get the best possible results and COs with good Traits will never get the worst possible results like this.

Mind you, as only one CO Event is rolled per March and which CO it affects is random, even bad COs have a fairly low chance of causing outcomes like this.



To clarify, the following rules are now in effect:
-During a retreat, Routed enemy Units will surrender if they end the Round with an enemy Unit in the same Hex and no non-Routed friendly Units adjacent
-Units can be told to simply Capture an enemy Unit; this is effectively a Charge Order that has the Unit attempting to end up on top of the target


will they follow the white line until they encounter obstructions or will they try to escape the best way possible walking somewhere else if they consider it better.
The white line is just for general direction of escape. You can give orders in the vein of "MOVE so you block X Unit" in this case if you like, since there are lots of options. The enemy will need to move 1 Hex away off the edge when they get there.


If two Units try to get to the same Hex, the one with higher Movement wins. If there's no difference, it's a coin flip. In this regard, it's just as normal.


I'm not sure I understand the question. Do you mean as in, your Unit A is adjacent to enemy Unit B, but instead of Attacking, they Charge 2 Hexes away from B and then back? That would currently be a valid action, yes.
Re: can HQs fight back? No, but I'll rule that the Terrain they're on does reduce how much of the Supplies/Munitions get destroyed at one time.



You can't control where Routed Units move, but you can certainly move a cohesive Unit into the space of one that is currently Routed. The Routed Unit will try to get away by the shortest route, so unless it gets stuck for some reason, it should leave the Hex anyway to make room for the cohesive one.


Ready Fire can't be set against an enemy Unit, only a direction.


In such a case they would not have the Movement to reroute, so they would Charge the 45th instead.


do we have to handhold exact positioning for uncertain events? As in, if our intent is that the 108th charge the enemy cavalary and then head northwards, will they just unheedingly run straight up hills and through woods if we don't tell them not to? Or can we assume they'll take the most expedient path? They'll take the fastest path unless otherwise specified. You can tell them to take the most covered route, or most distant route from enemy arty, or whatever. I'll default to most expedient if there's no instructions to the contrary.


Cavalry Shock does only apply to non-cavalry enemies. The description of it was misleading in the last battle, I rephrased it at some point but probably forgot to mention it.


A Charge on the HQ would destroy a bunch of Supplies and Munitions and prevent resupplying from it for the rest of the battle. Irrelevant if you're expecting a quick victory, potentially very relevant in a drawn out contest.


You only know when enemy are Routed, otherwise their Cohesion is a mystery. Of course since you know their max Cohesion in this battle, I suppose it's easy enough to track what it should be.


Yes, that works fine. And as for your earlier question on if Bracing negates both Charge Advantages that Lancers get - yes, it does.


Becoming Hidden requires line of sight to break.


If the 200th charges an enemy cav and they charge back, they cavalry will get into the hex between them because they are faster, right?. And woud their charge treat the 200th as being in a forest then? Yes, the cavalry would take the Hex in this case, and yes, they would be Charging into their Woods Hex.


So while I do see an issue and am going to let Ready Charge be set in a wider cone



can the enemy tell that our Halflings have Canard Rifles from this far away?
They cannot, it only gets revealed when they engage in combat.

if we move the 108st nw, ne, nw it will be briefly seen during its movement. Will the enemy know about seeing that movement? and they will rehide either way right It will not be revealed unless an enemy Unit has LoS on its destination Hex. But the enemy will get a "we saw some kind of cavalry movement in this area" warning, which you'll also get in similar circumstances. I'm still playing around a bit with how this works, but that's it for now.


Oh yes. Though killing the enemy commander would be considered extremely rude. This is civilized warfare, sir. HQs generally do not fight back, but you also can't just steal/destroy their whole stockpile in one Round either. Capturing their general is also not guaranteed even if you raid the HQ. Raka/the general can also attach to a different Unit if wished, but this brings its own risks if that Unit gets attacked.


Elite Traits are just special traits Units will get if they reach Elite XP Rank. These can be a variety of things - a Trait allowing you to Fire-then-Charge as an Order, or allowing you to be Braced while you Move, or cross certain terrains without penalty, fight better with no friendlies adjacent, and so forth. I have definitely not made a full list of them yet, since there's no Elites this early in the Quest.

related to that, will special equipment replace normal equipment? so if we equip a unit with rifles do we get muskets back? will influence decay or can we stockpile it?
Yes, it will be replaced, so you'll get back the old equipment.
Influence generally stockpiles, but dramatic changes in the Convention like elections, coups and factional splits can wipe out all or part of your Influence when they happen. The next elections are set for the autumn of this year (it's now spring). The next coup is... Why would there be a coup? Everyone is united in fraternal revolutionary spirit and will be forevermore.



Certainly. Poor Morale will risk events that have to do with mutiny, malingering, poor relations between soldiers, etc. Poor Drill risks events like supply spoilage, waste of munitions, slowdowns on the march and other symptoms of weak discipline and order.

Are the casualties that may be incurred deaths or just people not being able to keep up? And how will they be distributed among the units?
They follow the same rules as battle Casualties, so some will be deaths and some will return post-battle. They'll be distributed across all Units, weighting infantry to take most of it. As a note, attrition from disease and accidents is the biggest killer in war in this period, but having constant Casualties from attrition was unfun bookkeeping, so it only hits in more difficult circumstances like forced marches, outbreaks of disease or crossings of difficult terrain.


There's no weighting. Great units can be brought down by bad COs or vice versa. There may be chances to retrain COs to better Traits, though. Traditionally, all Arnése officers were elven. It's a big deal for the Revolutionary military for each unit to be of one race and led by officers of that race. Promises of this kind of representation were what won a big part of the military rank-and-file over to the Revolution. That means that you'd face a lot of resistance to putting a CO in an unit not of their Kin. Their cohesion and effectiveness would almost certainly suffer. Doesn't mean that this cannot change, but right now it's politically and culturally such a charged topic that it would take a lot of work to accomplish.


SEEING AN ENEMY UNIT ROUT now grants +1 Cohesion to adjacent Units. Intended effect: See how they run! (What are adecent units for this? Adjecent to the routing unit, adjecent to the rout causing unit?) Adjacent to the Routing Unit.

READY CHARGE is now an Order. Like Ready Fire, this allows Units to prepare to Charge if an enemy Unit comes within a set distance. (Will this work like ready fire where we can only specify a range or can we target certain units?) It works like Ready Fire; no specifying certain units.

Will actions of the same type still happen at the same time? So if two units charge at each other both will get the damage even if one of them routs during the exchange? They will still happen at the same time, so both would inflict their attack even if one Routs afterwards.


Generally, though, enemy armies will only surrender if they're strategically in a bad spot or morale is low. These are things largely decided outside the battle itself.


Below is stuff said before Combat System Revisions 1.0


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?
I'll try to start including this, though with big battles it may get a bit tiresome - generally I check spotting at the end of the round only to simplify things.


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.


I guess a relevant question for Photo is whether you can use Rapid while Engaged?
You can use it to move while Engaged, yes.


Units have moved into Hexes that an allied Unit moves away from on that same Round, which is valid.


Rules question on Rapid, Photo: if we order a melee attack against the enemy, but they use their free move to move non-adjacent, does that negate the action or can we convert it into a charge? Either would make sense rules-wise but the former would make Rapid the best trait in the game by an order of magnitude, so I thought I'd ask.
You can convert it into a Charge. I would say Firing would also "follow" them in such a case. Still neat if you have a chance to Rapid away out of line of sight or into better defensive terrain, or such, but it won't let you entirely ninja away. Unless they have no Movement left to follow you or choose not to, naturally.


What does the yellow arrow between the human infantry and the friendly militia mean?
They're currently in an active melee; just a way of showing that on the map.

Question, cohesion can't go into the negative, can it? Are there any bonuses/gains from doing especially heinous cohesion damage, or is it, "If you're doing that much cohesion damage, you're also doing a bunch of casualties, and that's the bonus?"
It cannot. The joy of hearing the lamentations of your foes is your reward from overkilling cohesion-wise.


Cohesion is made up of three things.
One is the Morale of your army as a whole, representing mood, faith in the cause and devotion to you. The second is Drill, representing military discipline, depth of practice and training, and so forth. What the human trait does is double the Morale stat when calculating their Cohesion, so for them Morale is currently essentially 6. The last factor is XP Rank of the Unit. Every level after Trained grants an additional +1 to Cohesion.

Your army's Morale is currently 3 and Drill is 2, for a total base Cohesion of 5. For the humans, the Morale is essentially 6. In the future, you'll be able to affect these in various ways as general of your own force. Running down Routed Units typically keeps them Routed and may force them to surrender if they can't escape you. No bonus other than that.



The default Wound Threshold is 3. To determine Casualties, as many d10s are rolled as there are Hits from the attack. Any roll above 3 is a Casualty with the default Threshold, meaning that most Hits (70%) result in Casualties, but there's a large element of luck involved. With a Wound Threshold of 2 (Halflings in melee), any roll above 2 means a Casualty (80% chance), while Dwarves have a base Wound Threshold of 4 (60% chance). If you're fragile, your best bet is not to get hit in the first place.


Units cannot move through Units in normal circumstances.

Can units steal supplies or ammo from a surrendering or routing enemy unit
From a surrendered or destroyed one, yes. From a routing one, no. Later battles may have supply depots and camps to pillage as well.

Question: Is there any kind of penalty, movement or otherwise, for units moving adjacent to enemies. Because if not, our artillery could be very exposed to cavalry attack.
No such penalty. You can order an Unit to Brace if expecting a cavalry charge, or tell them to Ready Fire in a certain direction you expect cavalry to come from. That said, your artillery is currently in a Fortified hex (-20 melee Attack, which is doubled for cavalry). They're not entirely safe, but it's still not ideal for the riders.


Attack penalties and movement costs affect the Units attacking or moving into the Hex. Concealment and Spotting bonuses affect the unit in the Hex.
Edit: One other thing. Does Horse Artillery require a Set Up action like other Artillery?
It does. There may be options to train your horse artillery to set up more quickly (as well-drilled crews could do in real life) to negate the need for this action.
Note: some of them might be overrided by later rulings, and I may have missed some rulings. I'm also going to work to try to make it more easier to read, cut out the redundant parts, and make sure its up to date/accurate.
This post?
 
Daurstein: Round 0
[X] Plan Valley Outpost
-[X] Hotlinked Deployment Map
-[X] 16th Half Pfd: Northeasternmost Sohnsholz Forest
-[X] 19th Half Pfd: Forest 1W of 16th Half Pfd
-[X] Guillory's Hsr 1: Forest 1SW of 19th Half Pfd
-[X] Guillory's Hsr 2: Forest 1W of Guillory's Hsr 1
-[X] 200th Hob: Woods 1W of the road
-[X] 251st Hob: Woods on the road 1E of 200th Hob
-[X] 72nd Hum: Farm 1E of the road
-[X] 148th Hum: Farm 1E of 72nd Hum
-[X] 45th Elv: 1NE of 148th Hum
-[X] 108th Elv Hsr: 1E of 45th Elv
-[X] 5th Hob HArt: 1E of 108th Elv Hsr
-[X] 42nd Elv: 1E of 5th Hob HArt
-[X] 84th Elv Art: Eastern tile of Hochschloss Kinzberg
-[X] 10th Hum Art: Western tile of Hochschloss Kinzberg
-[X] 31st Elv Art: Woods on the road 1W of 10th Hum Art
-[X] 28th Half Pfd: 1W of 31st Elv Art
-[X] 13th Hob Lan: Woods on the road 1 SE of 28th Half Pfd
-[X] 55th Elv Hsr: 1SE of 84th Elv Art
-[X] HQ: 1SW of 84th Elv Art
-[X] Breastworks: on 200th Hob
-[X] Breastworks: on 251st Hob
-[X] Breastworks: on 72nd Hum
-[X] Breastworks: on 148th Hum
-[X] Wolf Holes: in the 1 Space Gap in the easternmost hills range

After the dreadful business of commanding the battle of Brutet from a water-logged tent, you are pleased to be situated, this time, on the commanding heights of the imposing Kinzberg hochschloss. The manor is a stout and extravagantly furnished arrangement, squatting over several hills, with the highest holding the main building of the mansion itself. You leave your tent to share a few bottles of wine with your officers and General Guillory on its grand balcony. The fine marble floor is soon stained with lingering mud from a dozen soldiers' boots.

You've seen a fair number of manors by now, but Kinzberg may just take the cake. It swims in luxury, even if much has evidently been evacuated from the path of your soldiers before you arrived. What a way to live! You will never understand the aristocratic mind. All this space for a handful of souls, when it is evidently big enough to house a regiment of soldiers. The manor's occupants evidently packed up and left when news of von Wachenheim's defeat arrived. The barred and locked doors did not open to your knock, but they did open to your cannon. They can send the bill to the King of Norn, all you care.

The guns of the 10th Human and 84th Elven batteries are dug into the slopes and the terraced gardens below, while raised earthen walls form battlements for your infantry up ahead. The rest of your force is arranged around the manor and on the flanks, ready to receive von Trotha's assault and respond appropriately.

Von Trotha's host is hardly in view. The woods in the distance have swallowed up the bulk of his force, with only some dwarven infantry visible by the road. You doubt they have any better understanding of your position.

"Well, then," you say, hopping onto a lacquered wooden table with your wine glass in hand. The table groans under your weight. "Here we are again. How are you feeling, citizens? Eager for battle? As you should be. Along that road are some twelve thousand angry Nornishmen, come to dislodge us from our rightful spoils. I certainly do not intend to part with a single thaler."

There are a few cheers and a few more chuckles from the assembled officers. A few of them hoist up loot they've ransacked from the rooms of this very manor. You've not partaken, but you're not about to censure anyone for stealing from the rich.

"Listen well," you say, dropping to a more severe tone, "and know that Arné looks to us all. Norn thought that our Nation lay defenseless before them, hobbled and weak courtesy of their puppet king. The price of their arrogance is untold dead drowned in the mud of Brutet, but that is only the beginning. We will bleed them again this day. They sought to conquer us, to subject us to the boot of their crowned tyrant, yet we advance on every front. The Army of the People marches on Nornish soil. If I were their king, I'd be fast losing my appetite. The glutton finds us a bite too tough to swallow, and we will make him choke on it!"

A much louder cheer. You wait for it to subside.

"Now go to your men. You have your orders. You know why you are here. Make sure every soldier fighting under your flag knows the same! For Arné, for the Revolution, for glory!"

It seems to go down well. Some of the nearer artillery crews join in on the cheering, your voice evidently carrying down to them as well. Your officers hurry out and to their units. The time for talk is done. Battle awaits.

***

BATTLE OF DAURSTEIN, ROUND 0
+Primary Objective: Defeat the Army of the Centre.



Enemy 31st Dwa spotted!


Orders

Vote by plan, please!

200th Hobgoblin Fusiliers Regiment:
[]
72nd Human Regiment of Foot:
[]
148th Human Regiment of Foot:
[]
42nd Elven Regiment of Foot:
[]
45th Elven Regiment of Foot:
[]
251st Hobgoblin Fusiliers Regiment:
[]
16th Halfling Pathfinders Regiment:
[]
19th Halfling Pathfinders Regiment:
[]
28th Halfling Pathfinders Regiment:
[]
55th Elven Hussars Regiment:
[]
108th Elven Hussars Regiment:
[]
13th Hobgoblin Lancers Regiment:
[]
84th Elven Artillery Battery:
[]
10th Human Artillery Battery:
[]
31st Elven Artillery Battery:
[]
5th
Hobgoblin Horse Artillery Battery:
[]


Orders for Guillory's Hussars?
[] Write-in.

***​

Our Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
251st Hob.4/5, Trained1000/100014/14+010/105/5333Cabot Musket
Bayonets
HobgoblinVeka Bonheur
Watchful
10th Hum Art.1/20, Experienced50/5026/26+3010/105/5331Field ArtilleryHumanDavid Granger
Offensive Genius
200th Hob.0/20, Professional1000/100016/16+2010/105/5333Cabot Musket
Bayonets
HobgoblinAlho Kléber
Offensive Genius
72nd Hum.5/10, Professional1000/100025/25+2010/105/5333Cabot Musket
Bayonets
HumanGereon Oberlin
Teacher
148th Hum.2/3, Trained1000/100023/23+010/104/5333Cabot Musket
Bayonets
HumanLiberté Chastain
Inspiring
42nd Elv.0/20, Regular1000/100015/15+1010/105/5353Cabot Musket
Bayonets
ElvenM. de Montmorency
Unsteady
45th Elv.2/20, Regular1000/100018/18+1010/104/5353Cabot Musket
Bayonets
ElvenJean de Sangeaux
Maverick
16th Half. Pfd.0/10, Regular1000/100014/14+010/103/5533Falke Rifle
Bayonets
HalflingMaïwen Firmin
Butcher
19th Half. Pfd.3/10, Regular1000/100015/15+1010/103/5533Canard Rifle
Bayonets
HalflingSophie Tasse
Rapid
28th Half. Pfd.3/10, Regular1000/100015/15+1010/104/5533Canard Rifle
Bayonets
HalflingGeorges Villiers
Unsteady
55th Elv. Hsr.4/20, Regular500/50015/15+10-2/5359SabresElvenBerenice de Toucy
Defensive Genius
108th Elv. Hsr.10/40, Professional500/50016/16+20-2/5259SabresElvenAugustin de Goyon
Loud
13th Hob. Lan.1/10, Regular500/50015/15+10-0/5237LancesHobgoblinKaro Bonnaire
Optimist
84th Elv. Art.8/20, Regular50/5015/15+1010/105/5371Field ArtilleryElvenJules de Maistre
Watchful
31st Elv. Art.10/20, Regular50/5015/15+1012/127/7351Field ArtilleryElvenMarie de Lamartine
Logistician
5th Hob. H. Art.24/40, Experienced50/5017/17+308/83/3335Horse ArtilleryHobgoblinArka Faucher
Careless
HQ----165106--1
*Affected by Casualties
Bayonets, Sabres: Wounding +0
Lances: Wounding +1, Concealment -1, Movement -2, additional Charge Advantage
Cabot Musket: Wounding +0, Range 100m/200m/400m
Field Artillery: Wounding 3, Range 200m/700m/1400m
Canard Rifle: Wounding +0, Range 200m/300m/500m
Falke Rifle: Wounding +1, Range 100m/300m/500m
Horse Artillery: Wounding +2, Movement +4, Range 200m/600m/1200m


***​

Enemy Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
HM's 1st Elv HsrProfessional500/500?/?+20?359SabresElven
Cavalry
Demoralizing
1st Roy Elv LanProfessional500/500?/?+20?257LancesElven
Cavalry
Butcher
Son 8th Elv HsrTrained500/500?/?+0?3?5?9SabresElven
Cavalry
?
Son 9th Elv HsrTrained500/500?/?+0?3?5?9SabresElven
Cavalry
?
Mrk Nym RngProfessional910/1000?/?+20??333Falke Rifle
Bayonets
NymphFeared
Ott 4th HumTrained1000/1000?/?+0??3?3?3Erlkönig Musket
Bayonets
Human?
Ott 17th HumTrained1000/1000?/?+0??3?3?3Erlkönig Musket
Bayonets
Human?
Ott 109th HobTrained1000/1000?/?+0??3?3?3Erlkönig Musket
Bayonets
Hobgoblin?
Wür 15th DwaTrained1000/1000?/?+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Wür 31st DwaTrained1000/1000?/?+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Wür 33rd DwaTrained1000/1000?/?+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Neu 20th DwaTrained1000/1000?/?+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Neu 155th ElvTrained1000/1000?/?+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Son 74th ElvTrained1000/1000?/?+0??3?5?3Erlkönig Musket
Bayonets
Elven?
28th Elv ArtExperienced50/50?/?+30??3?5?1Field ArtilleryElven
Artillery
?
60th Elv ArtRegular50/50?/?+10??3?5?1Field ArtilleryElven
Artillery
?
66th Elv ArtRegular50/50?/?+10??3?5?1Field ArtilleryElven
Artillery
?
75th Elv ArtProfessional50/50?/?+20??3?5?1Field ArtilleryElven
Artillery
?
Prov. Elv ArtRegular50/50?/?+10??351Field ArtilleryElven
Artillery
Offensive Genius
Hum Vol ArtTrained50/50?/?+0??3?3?1Field ArtilleryElven
Artillery
?
14th Elv H ArtExperienced50/50?/?+30??3?5?5Horse ArtilleryElven
Artillery
?
Bayonets, Sabres: Wounding +0
Erlkönig Musket: Wounding +0, Range 100m/200m/400m
Falke Rifle: Wounding +1, Range 100m/300m/500m
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
 
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"Listen well," you say, dropping to a more severe tone, "and know that Arné looks to us all. Norn thought that our Nation lay defenseless before them, hobbled and weak courtesy of their puppet king. The price of their arrogance is untold dead drowned in the mud of Brutet, but that is only the beginning. We will bleed them again this day. They sought to conquer us, to subject us to the boot of their crowned tyrant, yet we advance on every front. The Army of the People marches on Nornish soil. If I were their king, I'd be fast losing my appetite. The glutton finds us a bite too tough to swallow, and we will make him choke on it!"
Gods but I love our girl.
 
Added more mechanics to the mechanics post (though it could be even more comprehensive) and a bit to the lore post too about fantastical beasts and how to inflict megafauna extinction on them.
 
Gods but I love our girl.
Yeah I really like how her personality is shaping up to be.

As for the battle, looking at it with a fresh set of eyes, I don't dislike the setup we ended up choosing. Our center is so strong that I doubt he will do a frontal assault, instead I expect him to pressure our flanks. Without control of our flanks, he cannot move his artillery close enough for an effective bombardment of our strong center. Thus I think we should focus on securing our flanks, most of the fighting will likely happen there.
 
Can he even see our flanks? All our units are fair well hidden- though I suppose the manor is The Obvious Command Post, and the breastworks are probably more visible than the kin within them. Which would make von trothas only options to either go to the flanks or Cold Harbor himself
 
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@Photomajig

is it correct that the 84th cannot see anyhing except the 31st dwarves with it 8 spotting? So the eastern Elchshain is empty cause the enemy doesnt have anything with 6 concealment or he has a hidden halfling spec ops with + concealment?
 
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Units on hills can't look trough units before them, as established before.

Oh yeah!

We should do a quick swap to out one of the elven units into the trenches then to make sure we have a guarantees 5 spotting on the center no matter what we do with the hussars I think.

To make sure units on the hills are always seen by us even if we have to hide the cavalry
 
Oh yeah!

We should do a quick swap to out one of the elven units into the trenches then to make sure we have a guarantees 5 spotting on the center no matter what we do with the hussars I think.

To make sure units on the hills are always seen by us even if we have to hide the cavalry
The 251st Hobs have 5 spotting, same as the elves. Also, it's not like there is cover or hiding would mean anything in the centre, this plan literally just revolves staying in position and hoping the enemy comes towards us.

Edit: Actually, their stats haven't been adjusted in the list. @Photomajig : Could you correct the 251st spotting to 5 (3 +2 watchful)? This could cause an error if frontline spotting becomes relevant.
 
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The 251st Hobs have 5 spotting, same as the elves. Also, it's not like there is cover or hiding would mean anything in the centre, this plan literally just revolves staying in position and hoping the enemy comes towards us.

Edit: Actually, their stats haven't been adjusted in the list. @Photomajig : Could you correct the 251st spotting to 5 (3 +2 watchful)? This could cause an error if frontline spotting becomes relevant.

Oh yeah, I didnt think about the 251st.

Though having that spotting is absolutely important, It gives us vision on a lot of the hills surrounding the road.

Thats not that important at the start of the battle, where we can just move the units in the trenchworks out of the way to give the 84h full vision, but once the trenches need to be filled we want that spotter if the enemy puts artillery on hills like he may do
 
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