Army of Liberty: a Fantasy Revolutionary Warfare Quest

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For yellow, I noticed that and a couple other small errors, and I'm going to fix them once I'm done with the rest of the stuff. I know that you can only fire over light of sight blocking terrain when artillery is on a hill.

I mention it because red position fires through an unbroken ark of three hills and a forest to hit the woods beyond. It looks like there's lots of space to draw line of sight through but the hexes are all line of sight blockers I think.
 
In summary, attacking artillery over open ground is terrible and painful and using his full force slows him down, making it more painful. In history I think it was much easier to get the guns up into range of guns which had already been set up I think. (Or you used good old offensive light artillery which matched the speed of light infantry like good old Adolphus)
I've been thinking about this a bit, yeah. A huge part of artillery being so dominant on the defensive is the weakness of that very same artillery on the attack. That weakness is mostly due to the inability of Field Artillery to support an attack, which has two causes: the snails pace that FA moves at and how quickly infantry can be routed.

Obviously attacking with Field Artillery would be much easier if they had the same 3 Move as infantry. Batteries could follow the infantry into Medium Range and be firing by the time the charge lands, or even follow them all the way into Close Range and be firing within two turns of the charge. The defending artillery would still have a multi-round headstart, but it'd be much less significant. As it is, FA is super static and moving batteries up in support is basically unthinkable. The battle will be long decided by the time they've moved a single range band closer.

And that leads to the other thing too. A Napoleonic commander could feel confident moving his artillery right up to the front because even intense fighting might drag on for ages. In the end the time batteries spent repositioning might be quite small compared to the total length of the battle, they might not lose a significant amount of firing time. That can't really be the case here. Since we can't play out 400 round battles, every round spent repositioning is a large chunk of the overall battle and every extra round of fire for the defenders is worth a lot.

I don't know if any changes are really needed (especially since it'd be kinda cowardly to try to get attacking buffed before we ever have to attack ourselves :V) but it's interesting to think about. If artillery dominance does shut down infantry attacks entirely, you could work to change that by nerfing artillery - others have mentioned options like making it harder to concentrate artillery fire on one unit for example - but you could also try to go about it by buffing artillery.
 
I mention it because red position fires through an unbroken ark of three hills and a forest to hit the woods beyond. It looks like there's lots of space to draw line of sight through but the hexes are all line of sight blockers I think.
This? Not a hill, though I forgot about the forests and red/blue not being on a hill. Still, the yellow positon covers a good chunk of the forests, the black position covers all of it, which is my main point. I'll go and fix the up the images.
 
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Obviously attacking with Field Artillery would be much easier if they had the same 3 Move as infantry
I don't know if any changes are really needed (especially since it'd be kinda cowardly to try to get attacking buffed before we ever have to attack ourselves :V) but it's interesting to think about. If artillery dominance does shut down infantry attacks entirely, you could work to change that by nerfing artillery - others have mentioned options like making it harder to concentrate artillery fire on one unit for example - but you could also try to go about it by buffing artillery.
This way of solving this problem with defensive artillery being too dominant would actually be kind of cool, since it would not necessarily require changes to rules, only to unit stats. Thus these changes could in-story be presented as an actual in-universe development in military tactics and technology, rather than a rule change or retcon. Maybe we just are in a WWI-type situation, where offensive tactics have not yet adapted to modern artillery being very accurate and effective? Perhaps military thinkers in both Arne and Norn are discussing the same issues we are, and as a consequence lighter artillery better able to support infantry offensives are already being developed?
 
Alright, should be fixed now. Changed black to purple. Link; Proof, Proof.

View: https://imgur.com/a/wCbIcyj
For reference, blue is going to the position of the horse artillery in my plan, green for Nerdorama's, red for Red Rationalist's. Yellow and purple are hypothetical positions that we could take after turn 1 of my plan. Yellow, but not purple also works for Red Rationalist's plan.

Also just a notice for everyone who voted for Plan: Shuffle and Move Alternate. There was an error in the order that didn't match the picture of my plan, so I changed it. The 45th Elven Regiment orders went from: NW, NW, NW to NW, NW. If people want it back to NW, NW, NW, then I can order them to move last just for Plan: Shuffle and Move Alternate.
 
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I mean. Foot artillery wasn't slow, its artillery was still pulled by horses and a trained crew could limber in one minute and unlimber in three. The reason why horse artillery was faster was because its crew was mounted, where foot artillery crews had to walk on foot, hence the name.

Amusingly a horse artillery battery would actually take longer to set up then a foot artillery company, precisely because of all the extra horses that needed to be taken care of. They also had less guns (and smaller callibers) and proved to be bigger targets for enemy artillery. In the latter case again, because all the horses proved to be a big juicy target that could really disrupt operations if they were hit or scared.

If there's anything funny about cannons as they are presented in this game is that they're mostly positioned on hills, when in actuallity that was a sub-optimal choice. Gun depression tended to be bad, so the higher you are the less stuff you can actually shoot and the harder it is to aim the guns. Skilled crews also liked to fire ricocheting round shot to increase the range of their shots, or fire rolling shots specifically aimed at ankles and legs of men and horses or wheels of wagons. This is also harder if you position guns high on hills. Optimal height was between one and three meters of elevation.
 
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For people worried about any potential attack through Rotholz valley, then wouldn't it help to have a unit on Rotholz Turm that would be able to spot any units entering into the valley? On turn 1 an elven cavalry unit (108th) is placed on a hill in Rotholz Turm in my plan. It would be able to spot any units that are going into the Rotholz forest.

Line of Sight, yellow shows the 108th line of sight on turn 1. Occupying Rotholz Turm will forewarn us of any attack through the Rotholz valley.

View: https://imgur.com/a/PPQg4Op
After doing a few very basic scouting moves, where do you propose von trotha would think that we placed our artillery if not in Kinzberg?

Especially as we should assume that he is competent and assumes that we are competent, so doesnt just think that we would place artillery in a blind position
One thing that your picture ignores is line of sight being blocked by our units. Trotha could easily think our artillery could be behind our other units.
 
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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.

I'll correct that, thank you!

@Photomajig Minor thing, but the 31st is missing here. And the information for the Falke Rifles is missing, (Wounding +1, Range 100m/300m/500m). And is the tile to the E of the 148th Hum a plains tile?

And that. East of the 148th is a Village tile.

Say, come to think of it, @Photomajig from this, if the 350th has a Hobgoblin Colonel, shouldn't the unit itself be Hobgoblin instead of Elven?

Err... I'm not sure what I was thinking there. Bit of a brain fart. We'll say Guillory is trying something new, nothing like turning a mistake into a plot point!

Photomajig has confirmed that experienced enemy armies may have Commander traits already with them being revealed but i guess we will confirm this

@Photomajig could there be hidden modifiers on CO trait rolls?

and could the enemy know their CO traits without us knowing?

The enemy commander can know the CO traits of Units that have seen battle under them before. Von Trotha is mostly commanding untested provincials.

Hidden modifiers to represent good officer training is an interesting idea, but currently there are none, no.

@Photomajig do our own wolfholes slow us down?

Yes.

@Photomajig Is the tile northeast of the 42nd Elv a plains or hill tile. Also aren't the breastworks suppose to be protected on the sides?

Hills. Apologies, the terrain is positioned unclearly there.

The breastworks are, yes.

I mean. Foot artillery wasn't slow, its artillery was still pulled by horses and a trained crew could limber in one minute and unlimber in three. The reason why horse artillery was faster was because its crew was mounted, where foot artillery crews had to walk on foot, hence the name.

Amusingly a horse artillery battery would actually take longer to set up then a foot artillery company, precisely because of all the extra horses that needed to be taken care of. They also had less guns (and smaller callibers) and proved to be bigger targets for enemy artillery. In the latter case again, because all the horses proved to be a big juicy target that could really disrupt operations if they were hit or scared.

If there's anything funny about cannons as they are presented in this game is that they're mostly positioned on hills, when in actuallity that was a sub-optimal choice. Gun depression tended to be bad, so the higher you are the less stuff you can actually shoot and the harder it is to aim the guns. Skilled crews also liked to fire ricocheting round shot to increase the range of their shots, or fire rolling shots specifically aimed at ankles and legs of men and horses or wheels of wagons. This is also harder if you position guns high on hills. Optimal height was between one and three meters of elevation.

Good points, though rather than revising the artillery rules, I think you'll just get chances to fund artillery innovations down the road. That said, in some things mechanics have to take precedence over realism/authenticity.
 
Looking at the Monsters and Magic section, I wonder how dragons will work as a unit. I speculate that any incredibly ancient dragon might have hides that are strong enough to at least resist medium to long range cannon attacks, and they may occupy multiple spaces. Short range cannon attacks might deal a lot of damage. Dragons could also have a ranged fire breath attack, fire balls they can spit, claws, tail attack, or they could simply ram troops. Any attack they have probably will have high wounding/maybe some additional advantage. Some attacks like breathing fire, may inflict more morale damage or deal damage in multiple tiles. Maybe dragons can do two types of actions in turn, attack with their claws in addition to their tail in one turn. Dragons may also try to set forests, woods, villages, and urban tiles on fire.
@Photomajig, can dragons fly?
 
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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.
Err... I'm not sure what I was thinking there. Bit of a brain fart. We'll say Guillory is trying something new, nothing like turning a mistake into a plot point!
Wait, @Photomajig, how does Guillory trying something new work with the first quote here? Will the 350th face any penalties? I would prefer the 350th to keep their Hobgoblin CO (without any penalties), as I think it could add something interesting to Guillory as a character, and as you note it could be a nice plot point. Though I would also like some mention of this somewhere, maybe sometime during the battle we could see the perspective of the 350th/their CO, and also have Durand/Guillory make some comments on the whole situation.
 
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Wait, @Photomajig, how does Guillory trying something new work up with the first quote here? Will the 350th face any penalties? I would prefer the 350th to keep their Hobgoblin CO (without any penalties), as I think it could add something interesting to Guillory as a character, and as you note it could be a nice plot point. Though I would also like some mention of this somewhere, maybe sometime during the battle we could see the perspective of the 350th/their CO, and also have Durand/Guillory make some comments on the whole situation.

You'll find out what's going on there when we get a relevant POV during the battle, yesss.
 
Just so long as there's not any penalties.

But man, I was really looking forward to a unit of Hobgoblin Hussars. While Lancers are even better, any sort of cavalry is where the Hobgoblins shine with their retaining Charge advantage against braced and extra melee wounding. Having it just be another unit of Elves is kinda a letdown.
 
But man, I was really looking forward to a unit of Hobgoblin Hussars. While Lancers are even better, any sort of cavalry is where the Hobgoblins shine with their retaining Charge advantage against braced and extra melee wounding. Having it just be another unit of Elves is kinda a letdown.
I don't think having a hobgoblin CO will give us the charge advantage even when the enemy brace affect hobgoblins have, because I think hobgoblins still have that even if their CO is killed. It's their racial trait. Also, let's hope their CO doesn't have a bad trait.
 
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I don't think having a hobgoblin CO will give us the charge advantage even when the enemy brace affect hobgoblins have, because I think hobgoblins still have that even if their CO is killed. It's their racial trait. Also, let's hope their CO doesn't have a bad trait.
Yeah, that's my point. I was expecting us to have a full unit of Hobgoblin Hussars, not just yet another unit of Elven Hussars with a Hobgoblin CO stitched on.
-[x] 341st Elv Hsr: Move NW, NW, NW, NW
-[x] 350th Elv Hsr: Move NW, NW, NE
By the way, doesn't Flank Scouting need to correct this issue where we're giving specific orders to two units of Allied Troops that we're not allowed to give specific orders to?
 
Oh, I misread your post. I agree that having a Hobgoblin hussar instead of another eleven hussar would have been nice.
@Photomajig, for the Hobgoblin racial trait, does the braced unit still get the first attack?

You mean the counter-attack? Yes, they do. It's not really a first attack since both happen simultaneously.

@Photomajig Also, just to confirm what NSchwerte said, does artillery that doesn't move from where it's place at deployment, don't need to set up?

That is correct.
 
Unit is told to prepare to receive an enemy charge. Charging Units do not benefit from Charge Advantage against this Unit and the Unit makes an immediate melee Attack on the first enemy to enter into melee with it.
You mean the counter-attack? Yes, they do. It's not really a first attack since both happen simultaneously.
Ok, then isn't the mechanic post specifically saying that the unit makes an immediate melee attack redundant? Maybe I'm missing something here?
 
Vote closed
Scheduled vote count started by Photomajig on May 4, 2024 at 6:41 AM, finished with 161 posts and 17 votes.

  • [X] Plan: Shuffle and Move Alternate
    -[X] Image of Plan (Blue/Black: this turn's order) (Yellow/Orange: Possible future turn orders)
    -[X] 200th Hobgoblin Fusiliers Regiment: Hide
    -[X] 72nd Human Regiment of Foot: Hide
    -[X] 148th Human Regiment of Foot: Hide
    -[X] 42nd Elven Regiment of Foot: W, NW, NW
    -[X] 45th Elven Regiment of Foot: NW, NW
    -[X] 251st Hobgoblin Fusiliers Regiment: Hide
    -[X] 16th Halfling Pathfinders Regiment: NE, NE, NE
    -[X] 19th Halfling Pathfinders Regiment: NE, NE, NE, NW
    -[X] 28th Halfling Pathfinders Regiment: Hide
    -[X] 55th Elven Hussars Regiment: E, NE, NE, NW, NW, NW, NW, W, NW
    -[X] 108th Elven Hussars Regiment: NW, NW, NW, NW, NW, NE
    -[X] 13th Hobgoblin Lancers Regiment: Hide
    -[X] 84th Elven Artillery Battery: Hide
    -[X] 10th Human Artillery Battery: Hide
    -[X] 31st Eleven Artillery Battery: Hide
    -[X] 5th Hobgoblin Horse Artillery Battery: NW, NW, W, NW, NW
    -[X] Orders for Guillory's Hussars: Conceal and hide yourself, and wait for further orders as to when to charge.
    [x] Plan: Flank Scouting
    -[x] Visualization
    -[x] 200th Hob: Hide
    -[x] 251st Hob: Hide
    -[x] 72nd Hum: Move E, E
    -[x] 148th Hum: Move E, E
    -[x] 28th Half Pfd: Hide
    -[x] 31st Elv Art: READY FIRE NW, NE 1400m
    -[x] 10th Hum Art: READY FIRE NW, NE 1400m
    -[x] 84th Elv Art: READY FIRE NW, NE 1400m
    -[x] 13th Hob Lan: Hide
    -[x] 55th Elv Hsr: MOVE NE
    -[X] 16th Half. Pfd: Move NW
    -[x] 19th Half Pfd: MOVE NW, Rapid MOVE NW
    -[x] 341st Elv Hsr: Move NW, NW, NW, NW
    -[x] 350th Elv Hsr: Move NW, NW, NE
    -[x] 45th Elv: Move NE, NE
    -[x] 108th Elv Hsr: Move NW, NE, NE, NW
    -[x] 5th Hob HArt: Move NW, NE, E
    -[X] 42nd Elv: Move NE, NE [see point 1, a simple scout to withdraw when threatened]
    -[x] HQ: Hide
    -[X] Plan High Mobility Skirmish
    -[X] Image of Turn 1
    -[X] Guillory's Hussars: Occupy the eastern hills and search until you find enemy forces on your flank. Await new order if you find those or the enemy is as close as Schloss Sarnscheid.
    -[X] 19th Half. Pfd: Rapid Move NW, Move E
    -[X] 16th Half. Pfd: Move NW
    -[X] 28th Half. Pfd.: Move E, E, E
    -[X] 200th Hobs: Move E,E,E [see point 2]
    -[X] 251st Hobs: Move E,E,SE [see point 2]
    -[X] 72nd Hum: Move E
    -[X] 148th Hum: Move E
    -[X] 45th Elv: Move SE
    -[X] 42nd Elv: Move NE, NE [see point 1, a simple scout to withdraw when threatened]
    -[X] 13th Hob Lanc: Move NW,NE [maintains stealth bonus, I will put an infantry unit there when it's actually needed. It also allows punishment for early cavalry aggression]
    -[X] 55th Elv Hsr: Move 2*NE, NW, 2* NE, NW[horse artillery escort]
    -[X] 108th Elv Hsr: Move 3*NW,W [horse artillery escort]
    -[X] 5th Horse Hob Artillery: Move 2*NW,3*W
    -[X] 10th Hum Art: Ready Fire [NE,NW; Medium Range] until further notice
    -[X] 31st Elv Art: Ready Fire [NE,NW; Medium Range] until further notice
    -[X] 84th Elv Art: Ready Fire [NE,NW; Medium Range] until further notice
    [X] Plan: Shuffle and Move
    -[X] Image of Plan (Blue/Black: this turn's order) (Yellow/Orange: Possible future turn orders)
    -[X] 200th Hobgoblin Fusiliers Regiment: NE, NE, NE
    -[X] 72nd Human Regiment of Foot: Hide
    -[X] 148th Human Regiment of Foot: Hide
    -[X] 42nd Elven Regiment of Foot: W, W, W
    -[X] 45th Elven Regiment of Foot: NW, NW
    -[X] 251st Hobgoblin Fusiliers Regiment: Hide
    -[X] 16th Halfling Pathfinders Regiment: NE, NE, NE
    -[X] 19th Halfling Pathfinders Regiment: NE, NE, NE, NW
    -[X] 28th Halfling Pathfinders Regiment: NE
    -[X] 55th Elven Hussars Regiment: E, NE, NE, NW, NW, NW, NW, W, NW
    -[X] 108th Elven Hussars Regiment: NW, NW, NW, NW, NW, NE
    -[X] 13th Hobgoblin Lancers Regiment: Hide
    -[X] 84th Elven Artillery Battery: Hide
    -[X] 10th Human Artillery Battery: Hide
    -[X] 31st Eleven Artillery Battery: Hide
    -[X] 5th Hobgoblin Horse Artillery Battery: NW, NW, W, NW, NW
    -[X] Orders for Guillory's Hussars: Conceal and hide yourself, and wait for further orders as to when to charge.
    [x] Plan: Flank Scouting
    -[X] Plan High Mobility Skirmish
    [x] Plan: Flank Scouting, Conceal artillery version
    -[x] Visualization
    -[x] 200th Hob: Hide
    -[x] 251st Hob: Hide
    -[x] 72nd Hum: Move E, E
    -[x] 148th Hum: Move E, E
    -[x] 28th Half Pfd: Hide
    -[x] 31st Elv Art: Hide
    -[x] 10th Hum Art: READY FIRE NW, NE 1400m
    -[x] 84th Elv Art: Hide
    -[x] 13th Hob Lan: Hide
    -[x] 55th Elv Hsr: MOVE NE
    -[X] 16th Half. Pfd: Move NW
    -[x] 19th Half Pfd: MOVE NW, Rapid MOVE NW
    -[x] 45th Elv: Move NE, NE
    -[x] 108th Elv Hsr: Move NW, NE, NE, NW
    -[x] 5th Hob HArt: Move NW, NE, E
    -[X] 42nd Elv: Move NE, NE [see point 1, a simple scout to withdraw when threatened]
    -[x] HQ: Hide
    -[x] Guillory's Hussars: Move to the Hills to the North, scouting for enemies.
 
Ok, then isn't the mechanic post specifically saying that the unit makes an immediate melee attack redundant? Maybe I'm missing something here?

I'm not sure what you mean. They are being attacked, so they make an immediate attack back simultaneously. This is how it has worked from the start. I guess that phrasing is unclear?

And for the first time during the quest (?), we have a tie. Hooray! :p

I believe Flank Scouting has an additional vote lower down the list.
 
Well, relatively speaking. They are much more useful providing flanking fire from a forest (rifle + advantage), provide a recovery point AND are to precious to take much attrition. Trotha is competent, I don't think he'll send them to storm the trenches

Indeed. So if they are even more useful doing flanking fire than doing assault and he doesn't want them taking attention, why would it be a bad thing for us to inflict attrition on them? Especially when they are only 10 casualties away from a decrease in damage output.


They are also quite fragile and less expendable, taking double casualties adjusted to total strength compared to infantry. Their ability degrades much more quickly when under fire and they have to move over open terrain for maximum effect. Brutet didn't do much to convince that a cavalry charge on entrenched infantry is viable and Trotha isn't exactly known for making cavalry the star of his operations.

Cavalry does not actually degrade faster than infantry, both of them degrade at 100 lost troops. And cavalry is always faster than normal infantry, even over rough terrain.

I agree that they are unlikely to assault, but just like the nymphs that's because they are too valuable to throw away for that - which makes m quite happy to hit them, especially when degrading their cavalry brings us ever closer to being able to do our envelopment.


Hmm, I feel like you might mean something different with the term "future scenarios" than I do. Personally, I think many different scenarios have been discussed, and those discussions have had a fruitful impact on our planning.

The example that come to my mind are Räuberwald, where once it became clear that the scenario is a danger to us it was disregarded immediately and the scenario where the enemy gets his artillery to medium range, where after I illustrated how I would counter them the debate immediately swung around to how it feels difficult, ignoring the actual scenario i laid out.


Which means I've narrowed down the ideal unit for poking your head out and seeing if anyone's got cannons aimed in your general direction. It's the good old horse artillery, if these guys (bah elvish gender norms) turn up, then those ready fires were truly wasted.

Keep in mind, whatever unit triggers our ready fires triggers all of them. If the horse artillery triggers the elves, it also triggers the 10th, which has a 50% chance to
For people worried about any potential attack through Rotholz valley, then wouldn't it help to have a unit on Rotholz Turm that would be able to spot any units entering into the valley? On turn 1 an elven cavalry unit (108th) is placed on a hill in Rotholz Turm in my plan. It would be able to spot any units that are going into the Rotholz forest.

Line of Sight, yellow shows the 108th line of sight on turn 1. Occupying Rotholz Turm will forewarn us of any attack through the Rotholz valley.

View: https://imgur.com/a/PPQg4Op

One thing that your picture ignores is line of sight being blocked by our units. Trotha could easily think our artillery could be behind our other units.


But we don't actually place units in front of the potential artillery positions at the flanks.
 
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