Army of Liberty: a Fantasy Revolutionary Warfare Quest

We can probably anker our line on the lakes in the east and the village in the west.
that seems like it would extend our lines by a lot. Generally i would favor keeping reserves in order to shore up openings or to exploit them int he enemy lines
That said, i believe using the tower at the Monastère for our HQ would a a good choice giving us good sight all around
 
So if I were the enemy, I'd place one of my Artillery on the windmill, and another right outside the Chateau, either moving it forward one or keeping it there, depending. The difficulty is that we're told about artillery barrages, and this definitely would split the enemy artillery into two separate units. But it's probably what they're going to do, because it allows them the widest field of fire.

that seems like it would extend our lines by a lot. Generally i would favor keeping reserves in order to shore up openings or to exploit them int he enemy lines
That said, i believe using the tower at the Monastère for our HQ would a a good choice giving us good sight all around

It woiuld take two turns for us to do that, we only deploy in the blue regions. But that's doable, I think?
 
We are superior to them in the artillery department, they cannot afford a drawn out duel at range.

So they will have to charge us and try to take us out with their superior cavalry and keeping our ranks tight means that we can defend ourselves better. If we spread out we walk into the danger of leaving open holes in our lines
 
To highlight an important piece of information here:
Your primary goal is to defeat the Volunteer Army in the field and prevent it from approaching the King's residence in the Maisons du Roi. Your secondary objective in this battle is to capture the enemy HQ and any sensitive royal correspondence it might hold...
And
Their commander, Antoine-Vincent de Choisy, Marquis de Guerrand, is a familiar figure to you. He led the I. Army in the War of the Grand Alliance (against his present Nornish allies, ironically). The man's known to favor intense artillery barrages followed by massed cavalry to breach enemy lines.
The enemy is primarily interested in breaking trough our lines and will attempt to do this using a (probably) concentrated artillery bombardment followed by cavalry charge. So we need to first manage our defence against the charge, followed by by a counterattack. Not to sure how well this will work given that we are fairly evenly matched in both artillery and cavalry, but positioning our cavalry units to intercept the charge and exploit weakness is going to be crucial.
In regard to enemy strategy, the enemy relies on cavalry and there aren't many positions to use the cavalry effectively. Cavalry require 5 movement points to go trough wetlands (my bad, I misread the field tiles), 3 movement points to go trough forests, and are incapable of spotting units behind forest tiles, which makes the hit and run movement cavalry relies on really difficult in those areas. The only real place to charge us is from the north trough the field tiles into Bercux, probably in combination with infantry pressuring near the monastery. So I would guess the main thrust would come from the middle-west, with a smaller infantry pincer coming either from the east or west.
 
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They can also come east of the lake. It's a narrow area, admittedly, but if we leave it entirely unprotected they could just charge down our throats there and drive us to ruin.
 
To highlight an important piece of information here:

And

The enemy is primarily interested in breaking trough our lines and will attempt to do this using a (probably) concentrated artillery bombardment followed by cavalry charge. So we need to first manage our defence against the charge, followed by by a counterattack. Not to sure how well this will work given that we are fairly evenly matched in both artillery and cavalry, but positioning our cavalry units to intercept the charge and exploit weakness is going to be crucial.
In regard to enemy strategy, the enemy relies on cavalry and there aren't many positions to use the cavalry effectively. Cavalry require 5 movement points to go trough wetlands, 3 movement points to go trough forests, and are incapable of spotting units behind forest tiles, which makes the hit and run movement cavalry relies on really difficult in those areas. The only real place to charge us is from the north trough the field tiles into Bercux, probably in combination with infantry pressuring us on the wetlands near the monastery. So I would guess the main thrust would come from the middle-west, with a smaller infantry pincer coming either from the east or west.
true that, however if we use our artillery to supress their artillery they are very likely to focus on coutnerbattery fire. Artillerymen generally dont shoot at infantry far away regardless of orders even if the general commands it if they are under fire themselves
 
Okay, I think Horse Artillery, one of the Halflings, and 1-2 Infantry to help defend all of that should be around the Monastary.

One of our Elven Hussars and one Infantry should be over closer to the lake side in case of that.

And then the rest held either in reserve (I think the Hob Cav might be best held in reserve until the enemy cav reveals itself) or focused on the west?
 
If the spotting of the hiding unit and concealment of the searching one is the same number, will the hiding unit get revealed?

We definitely want to put at least one elven infantry on the hills above the monestary, where they will be able to spot every unit thats not in wood tiles or has the sneaky trait.

Do we want to put our infantry lines forward to have the petit-mitaine as part of the line or do we want to position ourselves inside the woods terrain?
 
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I don't think there are wetlands on this map, they should be fields right?

Indeed not, possibly the lakes were meant?

If the spotting of the hiding unit and concealment of the searching one is the same number, will the hiding unit get revealed?

Yes.

The two Hexes north of the tower are not Hills, by the way - my choice of symbol is a bit misleading. They're low burial mounds and count as Village.
 
I don't think there are wetlands on this map, they should be fields right?
Huh, you're right. My bad. This does open the area for the charge somewhat, but the pushing the centre is still optimal for the enemy cavalry.
true that, however if we use our artillery to supress their artillery they are very likely to focus on coutnerbattery fire. Artillerymen generally dont shoot at infantry far away regardless of orders even if the general commands it if they are under fire themselves
It depends on what the artillery is in range off. The artillery is probably going to be kept out of each others ranges, since we will be positioning the infantry a couple tiles before them to prevent our precious artillery to be killed by a cavalry charge. We can only somewhat reliably hit the medium range of 6-7 tiles, so I don't really see the enemy artillery getting close enough to be bombarded.
They can also come east of the lake. It's a narrow area, admittedly, but if we leave it entirely unprotected they could just charge down our throats there and drive us to ruin.
Yeah, I agree. There is a decent risk of the enemy trying to flank us with a smaller push there, so I think keeping a smaller number of units to guard the flank will be necessary. But the area is to small for the main charge, so I would be wary of keeping too many units at the eastern flank of the map.
 
Huh, you're right. My bad. This does open the area for the charge somewhat, but the pushing the centre is still optimal for the enemy cavalry.

It depends on what the artillery is in range off. The artillery is probably going to be kept out of each others ranges, since we will be positioning the infantry a couple tiles before them to prevent our precious artillery to be killed by a cavalry charge. We can only somewhat reliably hit the medium range of 6-7 tiles, so I don't really see the enemy artillery getting close enough to be bombarded.

Yeah, I agree. There is a decent risk of the enemy trying to flank us with a smaller push there, so I think keeping a smaller number of units to guard the flank will be necessary. But the area is to small for the main charge, so I would be wary of keeping too many units at the eastern flank of the map.

My thought is, one infantry that's held in a position where it can be a reserve either to plug a gap east of the lake, and then one of our Elven Hussars, whose first job will be to ride north on a scouting mission to see just what the enemy has cooked up, and then ride back. We can do deployment stuff if it seems clear that they're going to do something more than the occasional attack there.
 


This is the most obvious deployment to me, a defensive ball taking advantage of our artillery superiority.

That doesn't mean that it has to be strictly superior tho.

@Photomajig do we decide where our commanding position/supply depot is?


E: this terrain is incredible open, we have LOS on pretty much everything relevant to the battle already!
 
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It really does feel like conceding the entire western half of the map is a very good way to have something surprise us. Like we have hills that we could place our artillery on over there, there's a forest for a sneaky Halfling ambush of any of the enemy's advancing forces... and we're just going to hunker down and wait for them to choose their own battle.
 
It really does feel like conceding the entire western half of the map is a very good way to have something surprise us. Like we have hills that we could place our artillery on over there, there's a forest for a sneaky Halfling ambush of any of the enemy's advancing forces... and we're just going to hunker down and wait for them to choose their own battle.

I forgot about the woods, so my exact deployment idea doesn't work, but the entire strong point of the enemy is cavalry. The more we spread out the more we risk opening up lines for them to attack and I doubt they will be as merciful as the tutorial battle
 
I forgot about the woods, so my exact deployment idea doesn't work, but the entire strong point of the enemy is cavalry. The more we spread out the more we risk opening up lines for them to attack and I doubt they will be as merciful as the tutorial battle

But giving up hilly area with a good range of fire against the enemy cavalry seems really, really foolish. Like, of the three good places we have to deploy artillery, two of them are in the west. One's the Monastery, of course. If we put two Art in that direction and anchor our main force there, with some forces to prevent them coming in the east, we can fuck them righteously, I believe.
 
But giving up hilly area with a good range of fire against the enemy cavalry seems really, really foolish. Like, of the three good places we have to deploy artillery, two of them are in the west. One's the Monastery, of course. If we put two Art in that direction and anchor our main force there, with some forces to prevent them coming in the east, we can fuck them righteously, I believe.

You want to put our artillery on the hills to the west in our deployment zone?

I am very weary of being defeated in detail if we spread out. If our artillery is spread out between two sides of the map then they will be unable to help each other
 
This is the most obvious deployment to me, a defensive ball taking advantage of our artillery superiority.

That doesn't mean that it has to be strictly superior tho.
So there are a few issues with this formation: 1) The rule about non-routed units not being able to move trough each other. As it stands, our cavalry would have to move around the ball to be of use, which is suboptimal. 2) This hedgehog formation makes it so our artillery is only one routing unit away from being killed in melee. An issue when the opponent has lancers.

So I think we need a more conventional line formation, with some of the cavalry being close to the flanks.
 
You want to put our artillery on the hills to the west in our deployment zone?

I am very weary of being defeated in detail if we spread out. If our artillery is spread out between two sides of the map then they will be unable to help each other

I do. This gives them a good field of fire, and because they're Elven they'll be able to spot and shoot anyone coming in from the west.

The Horse Artillery can, on the other hand, rapidly enter the Monastery and set up there, defended by the terrain and their slight range penalty more than made up for by how rough the terrain is for cavalry.
 
I do. This gives them a good field of fire, and because they're Elven they'll be able to spot and shoot anyone coming in from the west.

The Horse Artillery can, on the other hand, rapidly enter the Monastery and set up there, defended by the terrain and their slight range penalty more than made up for by how rough the terrain is for cavalry.

Spotting is not a concern this battle, just so you know. There is no range penalty, a single elven unit that's not in a corner behind woods can spot the entire battlefield
 
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I still think it'd be legitimately really, really foolish to not place at least some of our artillery in a position to counter the major western push we're likely to face. Like, a smaller number of units can hold off an eastern push thanks to the terrain. We can put one Elven Hussar in the East, East of the Lakes, to scout out and make sure we're not assuming wrong, and one in the West, and have our Hob Lancers in reserve. That I think is the most sensible cavalry strategy.

And if we are putting our Horse Artillery in the Monastery, and we really should, then we'll need a few units to defend them... and then the rest should gather in the west, IMO.
 
I'm not sure how we want to prevent that - we would need to put our infantry 2 ranks deep if we want to stop a rout from opening up our lines
I think you need to think slightly differently about preventing cavalry charges against the artillery. We can't make it literally impossible to charge those with our current troop count. But the enemy also needs to keep the cav alive as well, so any attack launched with them needs to end with them returning to a position where they aren't slaughtered by infantry charges/fire on our turn. So cavalry will attack from 3 -4 tiles away (depending on if they are lancers/sabre units) in order to not go on a suicide attack or be vulnerable to infantry. So we can use an infantry line to indirectly screen an area against cav pushes and make any push deep into our formation suicidal. Cavalry are squishy, they can't go toe to toe against organized infantry lines in fire and charge range.
 
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Spotting is not a concern this battle, just so you know. There is no range penalty, a single elven unit that's not in a corner behind woods can spot the entire battlefield

Do keep in mind that most Terrains increase Units' Concealment. Units can also take the Hide action, though this is mostly for lying in ambush stationary.
 
Yeah, like for instance, using this map.



Let's imagine that, for instance, we have Horse Artillery in the Monastary. We don't have to surround them on all sides with Infantry for them to be safe, because Ready Fire and the cav rules changes exists. As long as there are several units that can fire in any direction against a likely cavalry attack, it'd be suicidal to try it, especially against a Fortified space.

So for instance one might have a Halfling unit in the woods, one unit in the village, and one unit on the road in front of the monastery to the west. Any cleverdick attempt to go the long way around is something that, if we had adequate spotting, we'd see far enough in advance to be able to act.
 
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