Army of Liberty: a Fantasy Revolutionary Warfare Quest

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Okay, we got more information now. Trotha is slightly more cautious in his set-up than I would have expect, I would have certainly though he would put troops south of the Sarnscheid line. Further good news: Hiding the hobs actually works, he doesn't know our main position yet. All he would be seeing is our cavalry, which makes the situation for him more ambiguous.
Point of note: We haven't seen the nymphs yet, which is somewhat concerning. We have seen the 155th Elv move into the Rotholz, the nymphs should have been spotted as they approach Rotholz proper (all possible combinations have them end their turn just one tile before the forest. I think they either be west of Sarnscheid or closing in on the Kirschenholz. I'm guessing the former, just based on Trotha's style.

Alright, basic things we want to do:
  • Switch the G. Hussars out for Humans, something which will just take a turn.
  • Get the halflings ready for a proper skirmish
  • Ready fire with our main artillery battery. There is a chance he doesn't realize where they are due to hiding, which means we can genuinely devaste him.
  • Skirmish with our horse artillery. By moving them just a single tile, we can keep pressure up on the 31st and erode Trotha's hardest troops. Cavalry can screen them and any attempted skirmish run on them would be shot to pieces.
 
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So, time for the actual morale modifier check. We got one attack very early, so this is great. So, base modifier is +3, which would equate to 7 drill (2*2) -and 4 morale -(1). So we can operate off the previous values calculated in this post, with the advantage being we even got a good deal of the way towards shattering the 31st Dwa. Further progress via horse artillery ambush: 1d20 -> -5; 73% for further shock check; 25% of rout but 7! more stress.
Trotha's morale checks
This means we can force Trotha to make more rapid moves, or have him gradually deplete his best units. The opening position is generally better, especially with his dwarves presenting a good target.

(@Photomajig The table for the 31st isn't updated yet for stress.)
Wür 31st DwaTrained^976/10003+3 (+5)^0
 
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Yeah, they are Rangers, I would consider commando actions pretty likely from such a Unit. The problem is that fighting them in the forest is going to be painful.
Well, on the brightside: Melee is much less deadly (30% of hits turned into casulties) and our morale is much better. As crazy as it might be, I would suggest using Guillory hussars to actually charge them. Not a lot of damage, but the charge alone is able to break them once they are stuck in a melee position. This would have been much worse under the 2.0 rules.
 
Alright: what do we see and what don't we, what do we know and what don't we know?

We've spotted 5 out of 10 infantry, 2 out of 5 cavalry and none of the artillery. We can be pretty sure where most of his field arty is (right behind his central infantry line, he hasn't moved fast enough to outpace it) but it's interesting that we haven't seen his horse arty yet. Not surprising though, we know he isn't the sort to make aggressive moves in front of his army.

As for the infantry we haven't seen, I'd guess it's pretty evenly split between parts of the battlefield. A couple reserve units in the center, maybe another 1 going into the Rotholz on the right, and something watching the left so he doesn't worry about halflings popping up in the forest to shoot his precious cannons. The other cavalry is probably all in reserve somewhere.

So this is probably a semi-waiting turn for us, right? Move the halflings up and Spot to get eyes on the last bit of map we've not seen, get a shot or two in on those Brilliant dwarves, shuffle infantry around on the right and wait to see if he's going for an infantry attack or bombardment or what.
 
So, a still mostly draft that outlines what I want to do with my main position. As the name says, I would like to take a single step forward to hammer Trotha on any movement, something that can be done without exposing our units to artillery fire on his end (just 7 tiles away) or revealing this position. This centres around preserving our ambush advantage, while punishing Trotha for any attempts to step closer.

Draft Plan Stepping Forward
-[] Visualization
-[] Infantry
-[]200th Hobs: Hide, Ready Move NE (If infantry line distance stays the same or is reduced), Ready Brace (If enemies are seen)
-[]251st Hobs: Hide, Ready Move NE (If infantry line distance stays the same or is reduced), Ready Brace (If enemies are seen)
-[] 148th Hum: 2*Move (NW, NE), Brace
-[] 72nd Hum: 2*Move (2*NW), Brace
-[] 45th Elv: 2* Move (NE,NW), Brace
-[] 42nd Elves: 3 Move (2 NW)
-[] 16th Half Pfd: 2*Move (NW), Ready Fire (any infantry moving into medium range)
-[] 19th Half Pfd: Move (NW), 2*Ready Fire (any infantry moving into medium range)
-[] 28th Half Pfd: 3*Move (NE, 2 NW)
-[] Cavalry
-[] Guillory Hussars: Withdraw north of our hills, charge and disengage unprepared enemy infantry emerging on the forest edge
-[] 13th Hob Lanc: Ready Action Charge (IF any non-squared unit moves into 500m range of you), Ready action melee (IF prev trigger was true), Ready action Move towards orginal position (If you are in melee)
-[] 55th Elv Hsr: Ready Action Move NE (IF any unit moves within 500m sightline of 5th H. Hob. Artillery), Ready Action Charge (If any non-squared unit moves into 300m range of you), Ready action move towards last position before charge (IF you are in melee)
-[] 108th Elv Hsr: Ready Action Charge (If any non-squared unit moves into 500m range of you), Ready action melee (IF prev. is true), Ready action Move towards orginal position (If you are in melee)
-[] Artillery
-[] 5th h. Hob. Art.: Move NE, Fire on 31st Dwa (Ambush, 73% for at least 50 casualties, avg. +5 stress and 30% for rout)
-[] 31st Elv Art: Set Up (NE), Ready Fire [E,NW, any enemy moving into medium range]
-[] 10th Hum Art: Ready Fire [E,NW, any non-artillery enemy moving into medium range], Ready Move ((If 200th Hobs steps forward)) NW
-[] 84th Hum Art: Ready Fire [E,NW, any non-artillery enemy moving into medium range], Ready Move NW ((If 200th Hobs steps forward))


Plan file, if you're interested. This one is error free. [double-checked orders, much more easy this time. Will update the picture fairly soon-
 
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Second general comment: Weird, the horse artillery is nowhere to be seen. That is peculiar, you would think they would already been moved to suppress our movement in the central plains.
 
Technically unconditional right now, I could also include one about distance to the enemy main line (If enemy centre line stays at 800 m distance).
Are unconditional ones allowed? I think the rules do specify a trigger is needed. Without a trigger, how could @Photomajig even know when to do the movement on the enemy turn? That kind of defeats the purpose of the turn-based system entirely?
 
One thing I'm curious about is basically, like, are these in-universe small battles, @Photomajig ? Or whatnot.

Since obviously out of universe a lot of French Revolutionary battles START at both sides together numbering seventy or eighty or ninety thousand, but obviously mechanically out of universe it's pretty damn hard to map that sort of battle with the system.
 
Are unconditional ones allowed? I think the rules do specify a trigger is needed. Without a trigger, how could @Photomajig even know when to do the movement on the enemy turn? That defeats the purpose of the turn-based system entirely?
I mean, I could also include something like always or a silly specific one that is always true (as long as you're not routed). I don't really see a way to have a trigger system without finding unconditionally true orders.
 
I mean, I could also include something like always or a silly specific one that is always true (as long as you're not routed). I don't really see a way to have a trigger system without finding unconditionally true orders.
What is the actual reason you want to move on the enemy turn and not our own?

Also, this is collaborative storytelling, not a videogame. We should abide by the intent of the rules, not the letter. It's pretty clear the QM did not intend for unconditional Ready Orders on the opponent's turn to be a thing (correct me if I am wrong, @Photomajig ?)
 
Are unconditional ones allowed? I think the rules do specify a trigger is needed. Without a trigger, how could @Photomajig even know when to do the movement on the enemy turn? That kind of defeats the purpose of the turn-based system entirely?

They are not. Readied Actions need to be triggered by something happening, generally another Unit doing something. If you want an always true trigger, we have that and it's called "just act on your own turn".

One thing I'm curious about is basically, like, are these in-universe small battles, @Photomajig ? Or whatnot.

Since obviously out of universe a lot of French Revolutionary battles START at both sides together numbering seventy or eighty or ninety thousand, but obviously mechanically out of universe it's pretty damn hard to map that sort of battle with the system.

They're small-ish battles. Unfortunately, to model larger battles we'd have to retool all the numbers a bunch. The plan is to have simulated fighting on your flanke by subordinate generals in the future, with you just happening to fight the most critical contest in the middle.

Not ideal, but alas. I should have set this in a smaller-scale period of warfare, like the American Revolution or something!
 
They are not. Readied Actions need to be triggered by something happening, generally another Unit doing something. If you want an always true trigger, we have that and it's called "just act on your own turn".
Fair enough, my apologies. This is a moot point now as the unit is being given a concrete trigger.
What is the actual reason you want to move on the enemy turn and not our own?
Well, couldn't be combined with a ready fire action otherwise. And the line between sensical and non-sensical conditions is extremely hard to actually determine, I could easily construe an order that makes sense (infantry before you steps forward and doesn't rout) while also almost certainly being true.
 
They are not. Readied Actions need to be triggered by something happening, generally another Unit doing something. If you want an always true trigger, we have that and it's called "just act on your own turn".



They're small-ish battles. Unfortunately, to model larger battles we'd have to retool all the numbers a bunch. The plan is to have simulated fighting on your flanke by subordinate generals in the future, with you just happening to fight the most critical contest in the middle.

Not ideal, but alas. I should have set this in a smaller-scale period of warfare, like the American Revolution or something!

Though to be fair, I'm pretty sure with a larger map we might be able to get up to, like, 30k-ish on each side without the system breaking or needing THAT much retooling? Or so on? Which isn't huge, but is sorta getting to something more appreciable.
 
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