ouch that poor elf cav got smacked.
mfw we're completely copying the OG King's plans on accidentIt seems like we've gotten into a worse position, not a better one, honestly.
@Photomajig : 2 questions:
1) The in melee status prevents any action but charging, moving or melee attacks. It's my assumption that melee attacks against units that weren't charged but are adjacent to the melee can be attacked. Is this assumption correct based on the rules?
2) Humans currently don't face any disadvantage from neighboring units being destroyed, only from them being routed. Is this intended or a oversight?
I think there's a pretty decent chance that the enemy halfings will be blocking that spot.Use the wolf guard to charge the remaining 17th Elv. Harq. from the west
No actually. We know they fired on us (2AP) and then moved NW, meaning they are 1 NW+? of the road wood tiles. They will present a bit of potential problem next turn from potentially charging us in the rear, though I want to send the 1st Elv. Cuir. after them with a charge, to then subsequently pivot to further exploiting the gap. They can't block the wolf guard route.I think there's a pretty decent chance that the enemy halfings will be blocking that spot.
Huh, guess I misread the movement direction. It is a bit odd that the enemy would leave their artillery and leftflank so exposed, but it seems like they didn't anticipate us shifting the whole army right.No actually. We know they fired on us (2AP) and then moved NW, meaning they are 1 NW+? of the road wood tiles. They will present a bit of potential problem next turn from potentially charging us in the rear, though I want to send the 1st Elv. Cuir. after them with a charge, to then subsequently pivot to further exploiting the gap. They can't block the wolf guard route.
Morale checks as follows:
1) Fire, 1d20+4 => 1d20+4, 15 => 2 stress
2) Charge, 3* disav => lowest 3d20+2, 12 => 4 stress
3) adj. artillery 1 destroyed => lowest 2d20-3 [stress + casulties]=> 4
4) adj. artillery 2 destroyed => lowest 2d20-7 => 58% of routing
5) shock in case of failure => lowest 2d20 -15 => Routed with 91%
I was just about to type out my own plan, hmm. I will see about the particular quirks in your plan, though we are likely mostly in agreement. Oh, and a friendly tip: I linked my inkscape file via google docs here:Basic idea for this plan is to attack all of the enemy artillery, and hopefully either destroy or rout all of them.
If you want to make your own visualization, that would probably be helpful. A fairly quick way to illustrate things if you just use the pen tool and make a gray variant of the units. I can also upload the updated file for this turn with a bit more time, wasn't quite done yesterday.Link to my inkscape file, if you want to make a modified plan version.
Morale checks are difficult to statistically model, since they are intended to be quite random. Additionally, they are interconnected, making the range of possibility rapidly spiral out (20 different outcomes per check-> 7-10 different stress results, 7-10 new individual rolls, which each start their new chain).@Red Rationalist, how are you getting the odds for the morale checks, I'm not really parsing how you get the numbers from anydice to your conclusions.
@Photomajig , are you accepting submissions for the Correspondence Corner already?Your father, Kono Durand, fought at Basly. He'd just been made a corporal of his section in the 4th King's Own Musketeers, one of the most prestigious units in the Arnése Army of the time. Father had always maintained that Basly could have been won, had it not been for... Well, the culprits varied. A royalist beat in your father's heart had prevented him from accusing the person you suspected was most responsible - the King, Clotaire VII, who had finished his battle trampled under the hooves of enemy cavalry after leading a foolhardy cavalry charge into enclosed terrain.
Otherwise looks good, but why not rest them now? The enemy will be too busy dealing with our charge to concern themselves with this one unit that is resting. Resting them now would allow them to go back to combat 1 turn earlier, which may end up being important since we will take a lot of damage on that charge.-[X] 1st Hob Musk.: Move SE, Brace (planning to rest the unit next turn)
Resting isn't allowed if you were attacked last turn and takes 3 AP. It's not possible for the 1st Hobs.Otherwise looks good, but why not rest them now? The enemy will be too busy dealing with our charge to concern themselves with this one unit that is resting. Resting them now would allow them to go back to combat 1 turn earlier, which may end up being important since we will take a lot of damage on that charge.
- Rest costs 3 AP. It clears the Unit's current Stress. Being attacked or suffering a Morale Check on this or the previous turn prevent Resting.