Army of Liberty: a Fantasy Revolutionary Warfare Quest

Resting isn't allowed if you were attacked last turn and takes 3 AP. It's not possible for the 1st Hobs.
Fair enough, forgot about that clause.

Although due to losing their CO that unit now permanently only has 2 AP. Thus that mean that they cannot Rest at all? That would be very bad for us.

Actually, from a rules perspective, losing the CO should hurt but it making the Unit unable to Rest feels a bit harsh?
 
Fair enough, forgot about that clause.

Although due to losing their CO that unit now permanently only has 2 AP. Thus that mean that they cannot Rest at all? That would be very bad for us.

Actually, from a rules perspective, losing the CO should hurt but it making the Unit unable to Rest feels a bit harsh?
Huh, you're right that the action doesn't specify a time limit. That does seem a bit unbalanced for a middling roll on the critical hit table. So, perhaps should allow resting with reduced AP? You can spend less than the maximum actions on stress clearing, but only clears half of the stress at 2 AP and a quarter of the stress at 1AP. Dwarves and critically hit units being eternally unable to regroup seems like a bad outcome of the system.

Regardless, I will still defend moving them back. This does prevent the enemy from damaging them in any way, meaning we can avoid loosing momentum from that unit being routed.
 
Just checking: the meaning of the 'Ready Charge Nymphs/52nd' orders is that the charges only happen if the nymphs move one way or the other, right? That's how it reads to me: if the nymphs stay put, stay put.

Asking because that'd be my preference. The nymphs probably aren't going to stay put, or at least not both of them, because their other infantry will all be pinned on the frontline and they need something to fill the gap in the east, but if they do they're basically off the board as long as we don't put a unit in that one tile to get blended.
 
Just checking: the meaning of the 'Ready Charge Nymphs/52nd' orders is that the charges only happen if the nymphs move one way or the other, right? That's how it reads to me: if the nymphs stay put, stay put.

Asking because that'd be my preference. The nymphs probably aren't going to stay put, or at least not both of them, because their other infantry will all be pinned on the frontline and they need something to fill the gap in the east, but if they do they're basically off the board as long as we don't put a unit in that one tile to get blended.
That was not how this was originally meant, but I altered the order for the infantry to conform to that. I still want to charge the 52nd if they stay to damage the 52nd and prevent them from attempting a countercharge.
 
That was not how this was originally meant, but I altered the order for the infantry to conform to that. I still want to charge the 52nd if they stay to damage the 52nd and prevent them from attempting a countercharge.
If that is the case, why not charge the 52nd on our turn with the 3rd Hob? That way we can engage the 52nd on our turn, preventing them from using all their attacks on the 10th Elv that will be adjacent to them.
 
If that is the case, why not charge the 52nd on our turn with the 3rd Hob? That way we can engage the 52nd on our turn, preventing them from using all their attacks on the 10th Elv that will be adjacent to them.
To be honest, I place a higher value on potentially charging them in the back. Given the way momentum is applied (calculated at the end of your turn), getting more checks with low momentum would give us a better chance of routing the humans just from the bad momentum, which would be the death knell from their army. Also, somewhat higher chance of avoiding Nymph shooting at the 2nd Elv. Cavlr. due to the combat order, if I'm not mistaken.
 
To be honest, I place a higher value on potentially charging them in the back. Given the way momentum is applied (calculated at the end of your turn), getting more checks with low momentum would give us a better chance of routing the humans just from the bad momentum, which would be the death knell from their army. Also, somewhat higher chance of avoiding Nymph shooting at the 2nd Elv. Cavlr. due to the combat order, if I'm not mistaken.

To clarify, what casualties would you expect, on average, from the coming turn of attacks/taking attacks/etc?

To our side, that is.
 
To clarify, what casualties would you expect, on average, from the coming turn of attacks/taking attacks/etc?

To our side, that is.
Based on the attacks I would expect: At it's most basic, 4 infantry units are likely to shoot and 2 counterattack from the brace during our turn. The damage we take depends on if they shoot with medium or short range. Assuming the shots are done with short range for flexibility:

4d100 -5 (rounded) = 4*27 = 108, dispersed
Brace counterattack: 2d100+10 = 2*37 = 74

The following turn is more complicated, due to not knowing what units will remain unrouted. Assuming it all goes to plan and the nymphs stay in their position, we have 6 attacks on one of our units.

6d100+10 =222

This totals about 404 casulties, which is high. But it would also allow us to eliminate most of the enemy units in one stroke, thus accumulating a 8 or so momentum advantage, protecting our cavalry and eliminating the enemy artillery. Due to high momentum, I expect us to almost certainly pass any morale checks on the enemy turn. If we don't charge, the price is our cavalry getting mauled from the enemy infantry and still having to charge an entrenched enemy. It's a charge against a prepared infantry position, this is necessarily bloody.
 
Combat System Revisions 2.1 New
Alright, here is a revised Mechanics infopost. Keep in mind some of these things may change based on how this test battle goes, and so I'll not replace the original one in the third post just yet.

I hoped to make a clearer infodump than the current one, but I probably did not succeed. Lots of rules here!

I accidentally set Spotting up to work a bit differently in this battle than the 2.0 Revisions post suggested, which has been in effect during this battle. The information below reflects this. In essence, where the previous post suggested that Terrain would cost its Concealment bonus in Spotting to see into (so you'd need 2 Spotting to see into an adjacent Woods Hex), now that's added on top of the normal Spotting cost from distance (so you'd need 3 Spotting, 1 from the 1-Hex distance and 2 from the Woods Terrain). This makes sense as a mechanic, but I may edit the Concealment values from Terrain to balance it out after the battle.

Another change of note: previously only Move and Charge allowed you to change your Facing, but I included Attack there as well. I might revert it to make Facing more cumbersome to shift, we'll see.

Still working on revisions to campaign-side mechanics, which I'll post together with this later. The direction there is towards greater simplicity and less bookkeeping.

  • In Army of Liberty, you control formations of infantry, cavalry and artillery on the battlefield. These are known as Units. During battles, you may see Units tracked in the following style:

    UnitXPStr.APMor. Mod.StressAtt.Mun.Spl.Con.Spt.Mov.Equip.TraitsCO
    1st Hob6/20, Professional1000/10003+52+208/105/5052Musket
    Bayonets
    HobgoblinJacques de Sufficient-Velocité, Inspiring

    This is an Unit's statblock. We can see the following stats:
    • Name: Simply enough, the Unit's name. On the battlefield, we use abbreviated designations (1st Hob) instead of full names (1st Hobgoblin Regiment of Foot) for ease of reading.
    • XP: The Unit's current Experience Rank and accumulated XP. The first number inside the brackets shows the Unit's current XP, while the second is the number that it must exceed in order for the Unit to rank up to the next Experience Rank. As Units fight and participate in winning battles, they gain XP. As Units take on Replacements after taking Casualties, they may lose XP.
    • Strength: The Unit's strength in number of soldiers. 1 point of Strength corresponds to 1 soldier. As Strength falls from Casualties, the Unit takes gradual penalties to Attack and Morale Checks.
    • AP (Action Points): The Unit's total Action Points. Action Points are used to complete Orders on the battlefield.
    • Morale Modifier: The Unit's Morale Modifier is applied to Morale Checks, representing its cohesion, reliability under fire and confidence in victory. It is the sum of the Unit's bonus from Experience Rank, penalties from Casualties, and any effects from the Army of the Unit.
    • Stress: As Units suffer shocks and attacks on the battlefield, they accumulate Stress through Morale Checks. Stress is applied to Morale Checks as a penalty and cleared through the Rest action.
    • Attack: The Attack bonus represents their skill in battle. It is applied to any attacks they make.
    • Munitions: The Unit's current and max carried Munitions. Munitions represent ammo. Munitions are consumed by the Fire action.
    • Supplies: The Unit's current and max carried Supplies. Supplies represent food, drink, first aid materials and other necessities. Supplies are consumed by the Rest action.
    • Concealment: Concealment represents the Unit's ability to go unseen on the battlefield. For most Units, it begins at 0. Concealment makes it more difficult to Spot this Unit.
    • Spotting: Spotting represents the Unit's ability to scout and see over the battlefield. For most Units, it begins at 5. The Spotting value is the distance in Hexes that an Unit can see in every direction, modified by Terrain and enemy Concealment.
    • Movement: Movement is the number of Hexes that an Unit can travel as part of a single Move action.
    • Equipment: Equipment records the weapons and armor used by this Unit. Their statistics and effects are described separately.
    • Traits: Traits records any special Traits of this Unit. All Units have a Racial Trait to begin with, in this case Hobgoblin. This affects how they work on and off the battlefield.
    • CO: CO records the Commanding Officer of this Unit and their CO Trait. The CO Trait has further effects on the Unit.
    In addition, Equipment and Traits may affect the following stats:
    • Wounding: The Unit's ability to inflict harm with their attacks. Depends chiefly on the weapons used, but can be modified by Racial and CO Traits as well.
    • Wound Threshold: The Unit's ability to withstand harm. Depends chiefly on armor or lack of it, but can be modified by Racial and CO Traits as well. Base WT for Units is 3, representing a 30% chance to survive a Hit from an attack and a 70% chance of becoming a Casualty, representing the wounded and the dead.
  • Units gain and lose XP in battles. They have an Experience Rank, which may go up or down as a result of this. This possible change happens after battles, never during them. Experience Rank affects various stats and importance on the battlefield:
    • Green (0/1): -20 to Attack, -2 to Morale Checks.
    • Trained (0/5): No effect.
    • Regular (0/10): +10 to Attack, +1 to Morale Checks.
    • Professional (0/20): +20 to Attack, +2 to Morale Checks.
    • Experienced (0/40): +30 to Attack, +3 to Morale Checks.
    • Veteran (0/80): +40 to Attack, +4 to Morale Checks.
    • Elite (80>): +50 to Attack, +5 to Morale Checks, Elite Trait.
    Units gain XP from combat and from participating in battles. Each turn where the Unit attacked or was attacked increases XP by +1. Each Battle participated in increases XP by +2.

    Elite Traits are special Traits granted to an Unit once they reach Elite Experience Rank. Units can never lose their Elite Trait.
  • Battles in Army of Liberty are currently resolved in a turn-based fashion. A Round consists of the separate Turns of both armies. During your Turn, your Units attempt to complete the Orders you have given them. In some cases, an Unit can also act on the enemy's Turn.

    At the end of each Turn, lines of sight and Spotting is rechecked and effects from Casualties are applied to Units.

    A Round represents something in the neighborhood of 10 minutes, but don't get caught up in the details.
  • Orders are different actions that you can order your Units to take. Each Order has an AP cost and the Unit has to expend AP equal to it to attempt the Order. Certain situations on the battlefield, such as being caught in a melee combat, limit the Orders your Units can receive.

    OrderAP CostDescription
    Move1Unit moves Hexes up to its Movement speed.
    Fire2Unit attacks an enemy Unit or Hex in range with ranged weaponry. This expends 1 Munitions. An Unit already engaged in melee cannot Fire.
    Charge1Unit moves and attacks a non-adjacent enemy Unit or Hex within its movement range in melee. They must move at least 1 Hex towards the target and spend the Movement cost to enter the target Hex as part of this action. The attack has Charge Advantage unless the target Unit has Braced.
    Attack1Unit attacks an adjacent enemy Unit or Hex in melee.
    Brace1Unit prepares 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. An Unit already engaged in melee cannot Brace. An Unit can only Brace once on its turn.
    RestFullUnit rests for a little while in place. Unit clears all Stress and expends 1 Supplies. An Unit that is hit by enemy attacks or disrupted by a Morale Check fails to Rest. If an Unit cannot expend a full 3 AP, they only recover half of Stress (2 AP) or a quarter of it (1 AP).
    Hide1Unit attempts to use stealth. Their Concealment increases by +1 until the start of their next turn.
    Search1Unit attempts to survey the battlefield for unseen enemies. Their Spotting increases by +1 until the start of their next turn.
    Ready ActionFullUnit delays its turn to potentially act on the enemy turn. For Ready Action, specify a trigger and a set of Orders, using up to the Unit's full available AP. If this trigger is fulfilled during the enemy's turn, the Unit acts then simultaneously with the enemy. A trigger must be specific and only one set of Orders can be Readied with this action.
    Set Up1Artillery Unit unlimbers its cannons and prepares to fire. While Set Up, Artillery Units must spend additional 1 AP to change their Facing.
    SupplyFullUnit resupplies from a stockpile or exchanges Supplies or Munitions with a friendly adjacent Unit.

    Your Orders for an Unit can use up to their full AP available, typically 3. You can undertake any combination of Orders, but some Orders are best used at the end of the Unit's Turn.
  • Advantage allows the Unit to roll an additional time and choose the higher of the two results, which Disadvantage does the opposite. Multiple sources of Advantage or Disadvantage can stack. Advantage and Disadvantage cancel eachother out on a 1:1 basis if both are present. Advantage usually affects attacks and Morale Checks, but can be applied in other places as well.
  • Attacking allows Units to inflict Casualties and trigger Morale Checks on the battlefield. An attack requires either the Fire, Attack or Charge Order, or may be made as a counter-attack by an Unit that has been given the Brace Order.

    For ranged attacks, the used weaponry's Range is a key modifier. Muskets are extremely inaccurate and only effective at short ranges. Basic musket types in the Quest have a Close Range of 100m, a Medium Range of 200m, and a Long Range of 400m. Beyond that, any attack is totally ineffective. Firing at Medium Range inflicts a -20 penalty to the Hits check, while Long Range inflicts a large -50 penalty. Specialist rifles and artillery have greater range.

    The anatomy of an attack is as follows:
    1. Attacking Unit makes its attack.
    2. Target Unit may have to make Morale Checks. This can potentially Rout the defender before any Casualties are even applied.
      1. If the Attacker attacks while Hidden, this attack counts as an Ambush. Ambush attacks receive 1 Advantage and trigger an immediate Morale Check in the target.
      2. If they are attacking a target from a Flank, they trigger an immediate Morale Check in the target.
      3. If they are Charging, they trigger an immediate Morale Check in the target. If the target is not Braced or the Charge is into a Flank, the attack receives 1 Advantage as well.
    3. Attacking Unit rolls for Hits. This is a d100 roll that determines the maximum possible Casualties from this attack. Hits are affected by:
      1. Unit's current Attack modifier.
      2. Terrain modifier of defending Unit's Hex.
      3. Range modifier for Fire attacks.
      4. Advantage or Disadvantage.
    4. Defending Unit tests for Casualties from Hits. Typically, a Hit has a 70% of inflicting a Casualty. This can be modified by the attacker's Wounding and the defender's Wound Threshold. Casualties are reduced from the target Unit's Strength.
      1. If the total of Casualties is a number with two matching digits (ie, 11, 33, 55, 77, 99), it is additionally a Critical Hit. Critical Hits inflict an additional Morale Check and a random Critical Effect.
    5. If the defending Unit is not Routed and was attacked in Melee while Braced, they now make a counter-attack using the same rules.
    6. If the defending Unit has suffered over 50 Casualties in this turn after the attack, they must make an additional Morale Check. Any further 50 Casualties triggers an additional Morale Check at increased Disadvantage.
    Units can make as many attacks on their turn as they have spent AP for.
  • Morale Checks are a dynamic way of testing the resolve and cohesion of a fighting formation. They are primarily triggered by falling prey to hostile maneuvers or suffering a great many Casualties at once.

    Morale Checks incur Stress for the Unit if failed and may cause it to Rout. Each point of Stress penalizes subsequent Morale Checks by -1.
    • The following trigger a Morale Check in an Unit:
      • Being Charged.
      • Being attacked in a Flank.
      • Being Ambushed.
      • Suffering a Critical Hit.
      • Adjacent allies Routing.
      • Suffering >50 Casualties in one turn.
    • The following trigger a Morale Check with Disadvantage:
      • Being Charged by Cavalry.
      • Adjacent allies being Destroyed.
      • Suffering >100 Casualties in one turn. Every additional 50 Casualties adds another level of Disadvantage.
      • Certain Critical Hit results.
    Anatomy of a Morale Check
    The Morale Check is a d20 roll. The total determines the level of morale impact the Unit suffers and is affected by the following:
    • Unit's XP Rank: +1 per Rank above Trained (+1 to +5).
    • Army Morale Check modifier.
    • Momentum.
    • Stress: -1 per 1 Stress.
    • Casualties: -1 per 100 Casualties.
    • Certain CO Traits.
    Morale Checks are rolled on the following table:
    • 0: Rout.
    • 1: Take 9 Stress.
    • 2: Take 9 Stress.
    • 3: Take 8 Stress.
    • 4: Take 8 Stress.
    • 5: Take 7 Stress.
    • 6: Take 7 Stress.
    • 7: Take 6 Stress.
    • 8: Take 6 Stress.
    • 9: Take 5 Stress.
    • 10: Take 5 Stress.
    • 11: Take 4 Stress.
    • 12: Take 4 Stress.
    • 13: Take 3 Stress.
    • 14: Take 3 Stress.
    • 15: Take 2 Stress.
    • 16: Take 2 Stress.
    • 17: Take 1 Stress.
    • 18: Take 1 Stress.
    • 19: No effect.
    • 20: No effect.
    Example of a Morale Check

    Unit A is Charged in the rear. This triggers two separate Morale Checks; one from being Charged and another from being attacked in a Flank. Unit A has a +5 modifier to Morale Checks from its Experience Rank and its Army-wide modifier. The battle is currently in favor of the Unit's side with a positive Momentum of +1. However, the Unit has accumulated 4 Stress earlier and thus suffers a -4 Stress penalty.

    The total modifier is thus 5+1-4=+2. The Unit's lowest possible result is a 3 (1+2=3), for a gain of 8 Stress. The Unit has a 20% chance of taking no Stress at all.

    We'll say the Unit rolls a perfect average of 10 on its first Morale Check; 10+2=12 equals a gain of 4 Stress.

    This Stress is applied immediately, and thus is in play for the second Morale Check. Now the Stress penalty is a -6, for a total modifier of +0, a lowest possible result of 1, for a gain of 9 Stress, and a 10% chance of taking no Stress at all.

    They happen to roll a perfect average 10 again, for a final result of 10 and a gain of 5 Stress.

    If the attack inflicts enough Casualties to push the Unit over a threshold of having suffered 50+ Casualties, the Unit may have to make a third Morale Check. If they are pushed over 100+ Casualties, they must make a Morale Check for both thresholds, with the second being made at Disadvantage. If they were to suffer over 150+, that would trigger three additional Morale Checks, with the third having double Disadvantage.

    We'll say they suffer over 50 Casualties and must make a third Morale Check. Now their Stress penalty is 11, for a total modifier of -5. This is dangerous territory, as any roll between 1-5 will cause them to immediately Rout. They have no chance of taking no Stress and are likely to accumulate it rapidly from this point on.
  • Momentum is a battlefield-wide value that affects the Morale Checks of all Units. It begins at 0 and can shift against you or for you based on how the battle goes. Momentum is gained and lost by Routing and Destroying the enemy's Units. The exact impact depends on the Experience Rank of the Unit:
    • Routed
      • Green, Trained, Regular: +1/-1
      • Professional, Experienced: +2/-2
      • Veteran, Elite: +3/-3
    • Destroyed
      • Green, Trained, Regular: +3/-3
      • Professional, Experienced: +4/-4
      • Veteran, Elite: +5/-5
  • An Unit that suffers a 0 on a Morale Check is Routed. Routed Units cannot be controlled and use all their AP to Move to a safe location behind their own lines and Resting when able. If they cannot find a safe location, they will Move off the map entirely. An Unit that is Routed but cannot escape will instead surrender.

    Once Units Rest, they stop being Routed and clear their accumulated Stress. Routing is thus not a death sentence for an Unit, but does put it out of play for at least two turns. This can be extremely dangerous on its own!

    Units adjacent to allies who Rout must make a Morale Check, possibly leading to chain reactions of mass routs throughout the line.

    Routed Units can move into the space of their allies and vice versa, but if they end their turn in the same space as an ally, that Unit is Disorganized, dropping to 0 AP and being unable to take actions on their next turn. Enemy Units can also move into or through the space of a Routed Unit.

    Two Routed Units will not Disorganize one another, as this would leave them stuck in place forever.
  • Units can Move on the map with the Move or Charge Orders. An Unit can move up to its Movement stat on either of these Orders. Terrain can affect how much Movement it costs to enter a Hex. If the Unit lacks Movement to complete the move, it fails to do so unless the next Order is also a Move action, in which case the partial Movement is carried over.

    Units that are prevented from Moving into a Hex by an enemy Unit occupying it will automatically transition into a Charge/Attack.

    For ease of planning, it is possible to choose the order in which Units resolve their Move actions (in the case of several Units moving through the same space, for example).
  • A battlefield in this day and age is a chaotic mess of gunpowder smoke, noise and moving people. Noticing everything on that field is a difficult prospect even on the best of days. Units have a base Spotting stat, which determines how far and well they can see. Units share any perceived enemies with the entire army.

    Spotting determines the distance in Hexes that an Unit will see to. On even ground and clear weather, an Unit with 5 Spotting will see 5 Hexes away. However, Concealment increases the "cost" of seeing into a Hex. Concealment can be provided by Units or the Terrain of the Hex itself. If an Unit has insufficient Spotting to see into a Hex, they do not. Partial Spotting is ignored.

    Some Terrains block line of sight altogether (Hill, Urban, Fortified, Forest), while others decrease effective Spotting range (Woods, Wetland, Village).

    Units which are not Spotted by any enemy are considered Hidden. Hidden Units are invisible on the battlefield and Ambush when they attack. Units lose their Hidden condition after attacking, or when they end a turn in an enemy's Spotting range or adjacent to an enemy Unit. Units regain the Hidden condition when they break line of sight with enemies.

    Artillery Units only apply the Ambush benefits from being Hidden on the first time they Attack, as their position is loudly given away in the effort. They may reposition to regain the condition.

    Ex.
    • In this scenario, Unit A1, A2 and A3 have 5 Spotting. Units B1 and B2 have 7 Spotting. Let's see what they can see!
      • Unit A1 can see B1. The Woods Hex costs them 3 Spotting to see and the Plains Hex behind it 1, so they spend 4 out of their 5 Spotting to see B1.
      • Unit A1 can see B2, though only just. The Plains Hex costs them 1 Spotting to see and the Forest Hex behind it 4, so they spend their full 5 Spotting to see B2.
      • Unit A2 can see B1. The two Plains Hexes cost them 2 Spotting out of their total of 5.
      • Unit A2 cannot see B2. The Forest Hex costs them 4 Spotting, leaving only 1 remaining. Furthermore, Forest Hexes block line of sight, meaning that while you can see into them, you cannot see through them.
      • Unit A3 cannot see B1 or B2. Their line of sight is entirely blocked by Forest.
      • As they have higher Spotting, Units B1 and B2 can see through the same distances as well and better than A1-A3. However, they are equally affected by Forest, which blocks B2's line of sight to A3 completely.
  • When one side of a battle chooses to retreat or has all of their Units Rout, the battle enters a Retreat phase. During this phase, the following rules apply:

    The enemy is in Retreat. Routing Units will continue running until they reach the edge of the map. Other Units act as normal. Units that Move out of the map escape the battle. Units can only Move out of the map if there are no non-Routed enemy Units adjacent. You can force enemy Units to Surrender if:
    • The enemy Unit ends the Round with one of your Units in the same Hex, AND
    • The enemy Unit has no friendly non-Routed Units in an adjacent Hex
    Units can Move out of the battlefield as part of their normal Movement, if they have enough Movement to exit an edge Hex. The Retreat phase ends once all retreating Units have Surrendered or left the battlefield.
  • Units now have a Facing, which consists of a Hex that they are directly oriented towards and the two Hexes adjacent to it and the Unit. Units can only Fire or Attack in Hexes covered by their Facing.
    • Ex. An Unit oriented to the West would have a Facing that covers W, NW and SW.
    • The sides of the Unit opposite to those covered by the Facing are its vulnerable Flanks.
      • Ex. An Unit oriented to the West would have Flanks of E, NE and SE.
      • Facing can be changed as part of a Move, Charge or Attack action.
      • Artillery Units, while Set-Up, must spend 1 additional AP to change their orientation by Moving.
    Ex.

    In this picture, 2nd Elv Cuir are Facing NE. Their Facing covers the Hexes directly NE as well as NW and E. Their Flanks are the Hexes to their W, SW and SE. 7th Elv is Facing E. Their Facing thus covers E, NE and SE, while their Flanks are W, SW and NW.
  • Melee Engagement represents an Unit committed to a close-quarters fight. Being Engaged in Melee limits an Unit's options and Orders.

    Units are considered to be Engaged in Melee if:
    • They attack a non-Routed enemy from the direction that the enemy is Facing;
    • They attack a non-Routed enemy in a Flank and end their turn adjacent;
    • They are attacked by an enemy in melee, as above.
    • Units which attack a Flank side in melee and then Move away, ending their turn non-adjacent, are not Engaged in Melee.
    When Engaged in Melee, Units may only Move, Charge or Attack. Ending Melee Engagement requires an Unit to Move to a non-adjacent Hex. They may take other Orders as normal once Engagement is broken.

    Routing on either side also cancels Melee Engagement.

    Moving while Engaged in Melee costs 2 additional Movement. While Facing can be changed as part of the Move action as normal, this may expose a Flank to an enemy you are Engaged with!

    Artillery Units Firing into a Melee Engagement risk hitting friendly Units. Artillery Units roll Hits against any friendly Units Engaged in Melee with their target in addition to the original attack roll.
  • Units have certain Traits, which affect them in and out of combat. The following list is not comprehensive, but contains all Traits you know of presently.

    TraitTypeEffects
    CavalryUnitCavalry Charges trigger Morale Checks at Disadvantage.
    Cavalry suffers additional Movement costs on some Terrains.
    Cavalry suffers doubled attack penalties on Village, Urban, Fortified, Wetland, Woods and Forest Terrain.
    ArtilleryUnitArtillery requires Set-Up before it can Fire or change Facing. Some types of Artillery may destroy terrain and buildings.
    Artillery can fire over Units, though not over Terrain that blocks line of sight.
    Artillery Firing on other Artillery receives a -50 penalty.
    ElvenRacialSpotting increased by +2.
    Regain additional Casualties after battles.
    XP rank costs doubled.
    HobgoblinRacialRetain Charge Advantage even against Braced Units.
    Melee Wounding increased by +1.
    Supply consumption doubled.
    HumanRacialXP rank costs halved.
    Army Morale effect on Morale Modifier doubled.
    Disadvantage on Morale Checks loss from seeing adjacent allied Units Rout.
    HalflingRacialConcealment increased by +2.
    Ranged Attacks against this Unit have Disadvantage.
    Wound Threshold
    decreased by -1 in melee.
    DwarvenRacialWound Threshold increased by +1.
    Army Drill effect on Morale Modifier doubled.
    Lose -1 AP until end of battle when Routed.
    DevilRacialCannot lose XP rank.
    Morale Modifier bonus from XP rank doubled.
    Finding Recruits and Replacements is more difficult.
    NymphRacial
    Adjacent Units recover 2 Stress when Unit Rests.
    Advantage
    and no additional Movement Cost in Woods, Forest and Wetland.
    Disadvantage for Morale Checks and cannot Rest in Village, Urban, Bridge and Fortified.
    Loup-GarouRacialMorale Checks triggered by this Unit suffer 1 additional Disadvantage.
    Movement
    increased by +1 as Infantry.
    Concealment reduced by -1 and ranged attacks against this Unit have Advantage.
  • Unit Commanding Officers roll for a random Trait, which is revealed when they first enter combat. This roll is made with a d20, with lower results generally worse than higher ones.

    CO TraitEffects
    1IncompetentAll attacks are made with Disadvantage. All enemy attacks on the Unit have Advantage.
    2DemoralizingUnit recovers only half of Stress from Rest.
    3UnsteadyUnit has Disadvantage on Morale Checks.
    4CarelessUnit can carry -2 Supplies and Munitions.
    5DistractedUnit's Spotting is reduced by -1.
    6LoudUnit's Concealment is reduced by -1.
    7ButcherBoth this Unit's and its enemies' Wound Threshold is reduced by -1 in melee.
    8MaverickUnit may sometimes disobey Orders and act on its own.
    9FearedUnit inflicts Disadvantage on enemy Morale Checks triggered by it, but recovers only half of Stress from Rest.
    10OptimistUnit's Rest AP Cost reduced by -1.
    11WatchfulUnit's Spotting is increased by +2.
    12SneakyUnit's Concealment is increased by +2.
    13LogisticianUnit can carry +2 Supplies and Munitions.
    14TeacherUnit halves XP loss from taking on Replacements.
    15InspiringUnit has Advantage on Morale Checks.
    16LuckyUnit ignores Critical Effects.
    17RapidUnit gains +2 Movement.
    18Defensive GeniusAttacks against this Unit are made with Disadvantage.
    19Offensive GeniusUnit makes all attacks with Advantage.
    20BrilliantUnit counts as 2 XP ranks above its actual rank.
  • f the total of Casualties from an attack is a number with two matching digits (ie, 11, 33, 55, 77, 99), it is additionally a Critical Hit. Critical Hits inflict an additional Morale Check and a random Critical Effect.
    Critical HitEffects
    1SlowedUnit's Movement is reduced by -1 until the end of their next turn.
    2Ruined MunitionsUnit loses 1 Munitions.
    3Ruined SuppliesUnit loses 1 Supplies.
    4DistractedUnit loses -1 AP until the end of their next turn.
    5ShakenUnit makes the Morale Check from this Critical Hit at a Disadvantage.
    6CO WoundedUnit loses any effects from their CO, loses -1 AP, and makes an immediate additional Morale Check.
    7DisruptedUnit loses -2 AP until the end of their next turn.
    8Standard LostUnit has Disadvantage on all subsequent Morale Checks.
    9CO KilledUnit loses any effects from their CO, loses -1 AP, and makes an immediate additional Morale Check at Disadvantage.
    10DisorganizedUnit loses -3 AP until end of their next turn.
 
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@Photomajig , are you accepting submissions for the Correspondence Corner already?

I would be interested in writing a letter from some journalist working on an article on the highly controversial yet effective General Durand to Raka's father. I'd imagine they would be asking about her father's perspective on Raka's childhood, personality and military career.

Certainly! Raka's father is dead, but that shouldn't stop a hard-working journalist. The answer won't be a canonical, in-universe letter, but you'll get one.

Resting isn't allowed if you were attacked last turn and takes 3 AP. It's not possible for the 1st Hobs.
Fair enough, forgot about that clause.

Although due to losing their CO that unit now permanently only has 2 AP. Thus that mean that they cannot Rest at all? That would be very bad for us.

Actually, from a rules perspective, losing the CO should hurt but it making the Unit unable to Rest feels a bit harsh?
Huh, you're right that the action doesn't specify a time limit. That does seem a bit unbalanced for a middling roll on the critical hit table. So, perhaps should allow resting with reduced AP? You can spend less than the maximum actions on stress clearing, but only clears half of the stress at 2 AP and a quarter of the stress at 1AP. Dwarves and critically hit units being eternally unable to regroup seems like a bad outcome of the system.

Regardless, I will still defend moving them back. This does prevent the enemy from damaging them in any way, meaning we can avoid loosing momentum from that unit being routed.

Having less than 3 AP lowers the recovery from Stress (2 AP is currently set to only half, stacking with other such effects). But the Hobs indeed cannot Rest due to the "not if hurt this or last turn" clause.
 
I'm not quite sure here. It specifies one set of orders, but switches to a specific target on a condition being met, otherwise targeting a default unit. It depends if you consider an IF ELSE statement to be one specific trigger. I guess switching it to a standard charge would also be fine, the 2nd can avoid medium range of the nymphs.
 
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Hmm, given the "one set of orders"-clause, is this order in the current plan illegal?
I'm not quite sure here. It specifies one set of orders, but switches to a specific target on a condition being met, otherwise targeting a default unit. It depends if you consider an IF ELSE statement to be one specific trigger. I guess switching it to a standard charge would also be fine, the 2nd can avoid medium range of the nymphs.

Hmh, well. I'd say that's fine. The Orders cannot change, but I feel like allowing you to conditionalize the target slightly should be okay.
 
[X] Plan: Methodical Artillery Destruction

Only question I have is what's our overall approach going to be to those Halflings. They're led by an incompetent, but they could still be a pain. I'm personally wondering if they might try and steadily sneak around to kill our siege artillery. But in that case, I suppose the 1st Hobgoblin would be in a position to respond given that they're pulling back.
 
Only question I have is what's our overall approach going to be to those Halflings. They're led by an incompetent, but they could still be a pain. I'm personally wondering if they might try and steadily sneak around to kill our siege artillery. But in that case, I suppose the 1st Hobgoblin would be in a position to respond given that they're pulling back
If I were them, I'd have the halflings shoot our Wolf Guard in the back next turn. That will hurt, but I do not see how we can prevent that.
 
If I were them, I'd have the halflings shoot our Wolf Guard in the back next turn. That will hurt, but I do not see how we can prevent that.
Doing the clacs, a point blank attack only has a 21% chance to do 50 or more casualties. The Silvium Plate and the Incompetent trait really help in reducing casualties. At medium range there is only a 1% chance to do 50 or more casualties. At long range, the best damage they can do is 35 casualties at a 1% chance. Checking the calcs at short range, without incompetent, it is 69.19% chance to do 50 or more casualties and 2.31% for 100 or more. At short range, without the armour and incompetent, it is 87.25% to do 50 or more, and a 30.81% to do 100 or more.

Charging the Wolf Guard in the rear is a bit better, with a charge and 2 attacks having only a 96.78% chance to do 50 or more casualties and a 30.60% for 100 or more. Without incompetent, there is a 99.81% chance to do 50 or more casualties, 71.44% for 100 or more, and 6.42% to do 150 or more. Without armour and incompetent, a charge and 2 attacks have a 96.12% chance to do 100 damage, 60.50% to do 150 or more, 32.31% to do 175 or more, and 11.26% to do 200 or more.

[X] Plan: Methodical Artillery Destruction
 
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[X] Plan: Methodical Artillery Destruction

If our units do manage to reach the artillery, we'll have effectively cut off the Ivernians from the bulk of the town and severely impacted their firepower. If my artillery gets touched like that, I can't imagine doing anything other than immediately surrendering.

I wonder if the readied actions for the Ivernian infantry line will interfere with the cavalry movement. Worst case is the cavalry gets bogged down before reaching the arty. Might be worth sacrificing infantry to pin down their infantry line first before sending in the cavalry
 
Vote closed New
Scheduled vote count started by Photomajig on Jan 11, 2025 at 3:21 PM, finished with 29 posts and 9 votes.

  • [X] Plan: Methodical Artillery Destruction
    -[X] Visualization
    -[X] Roy. Elv. Sie. Art.: Fire 17th Elv Har
    -[X] 1st Elv. Cuir.: Move 5E, 4NE, Charge 6th Elv Art
    -[X] 4th Elv. Cuir.: Charge 30th Elv Artillery from NW [29% to destroy]
    -[X] Wolf Guard: Charge Attack 17th Elv Hart from E and then melee 24th Elv Ar [95.59% to destroy Arty]
    -[X] 2nd Hob Musk.: Charge 24th Hum, Attack 24th Hum
    -[X] 4th Hob. Musk. Charge 24th Hum, Attack 24th Hum
    -[X] 10th Elv. Musk.: Charge 88th Elv
    -[X] 1st Hob Musk.: Move SE, Brace (planning to rest the unit next turn)
    -[X] 3rd Hob Musk.: Ready Action: 3*Charge IF Nymphs move out of woods into range
    -[X] 7th Elv. Musk.: Ready Action: 3*Charge IF Nymphs move out of woods into range
    -[X] 2nd Elv. Cuir. Charge, Melee [E, 4*SE, E, 2*NE]
 
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