Army of Liberty: a Fantasy Revolutionary Warfare Quest

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Is there any reason we are hitting the 155th with more melee attacks than the 74th? The 155th has more stress than the 74th, so should it not be the other way around?

I'll edit my plan to hit the 74th harder unless someone gives me a good reason not to?
I think the numbers are that the morale checks from "in melee" and "adjacent friendly routing" were said to guarantee a rout (though I'm not familiar enough with the new morale mechanics to confirm.)

If that is the case though, then might as well pile most of the attacks onto the 155th, since their CO has the Butcher trait which means their Wound Threshold in melee is lower.
 
I think the numbers are that the morale checks from "in melee" and "adjacent friendly routing" were said to guarantee a rout (though I'm not familiar enough with the new morale mechanics to confirm.)

If that is the case though, then might as well pile most of the attacks onto the 155th, since their CO has the Butcher trait which means their Wound Threshold in melee is lower.
Calcs, Even assuming the highest roll, the next morale check has only a 90% chance to rout. If we get a 4 or less, then we always rout, and that has a 96% chance of occur. I think we can actually bump those numbers up by having the first action be a single melee attack on the 74th, and then we switch to attacking the 155th depending when melee morale check triggers.
 
Oh very cool, additional lore. I've been curious about Vechia for a while now. And sure enough-

Vechia said:
Vechia was at the height of its power in the 1400s and 1500s, when it was widely admired as "the Glorious Commonwealth".
I feel like I've seen this story before...

Vechia said:
After 1703, the question with the Elven-Kingdom of Vechia was no longer if the Realm would fall to its enemies, but when. Defeated in the Nornish-Vechian War (1660-1667), the Great Eastern War (1701-1733), and abandoned by its traditional ally Arné after the War of the Grand Alliance (1717-1732) Vechia proved time and time again its inability to defend its borders. Humiliating peace treaties saw Vechia lose the entirety of its coastline, much of its agricultural heartland, and the natural defensive barriers of the Havasok Mountains to the south-west and the great Vesach River in the east. These cessions, later referred to as the Partitions, left Vechia a dysfunctional rump state, weaker than most of the regional Silver Realms.
Yes, it's you! I recognize you!


But yeah, as some might've already guessed, Vechia is quite similar to our Polish-Lithuanian Commonwealth and its aftermath. A once-proud nation very, very recently erased from the map, with its large number of ex-subjects harboring resistance to the partitioning powers and possibly providing a great opportunity for the Revolution. The monarchy's continued "existence" and our very, very recent abandonment of them...complicates that a little bit, but the Vechian people are probably still some of our most natural allies on the Continent. It'll take a while but I'm sure we'll see an uprising or two, and a bunch of emigre officers with funny Vechian accents landing in Arné, before too long.

As for the other nation, I think we can all guess what this is gonna be. The final final boss (Perfidious Ivernia excluded). The high water mark. The Great Engine of Reaction.

Boiarsko said:
The youngest of the Realms, it had nevertheless grown vastly in the 1600s by settling the "Wild East" of the Oghoria, a vast expanse of tundra, taiga and desolate steppe stretching from the Arcadian south-eastern steppe (the so-called Near Oghor) to the easternmost point of Pania.

Boiarsko's distance from Arné meant that it at first took no active stance on the Arnése revolution. The chaos in Arné was even met with some glee, as Arné had been the traditional ally of Boiarskan enemy Vechia. However, as the Revolution increasingly radicalized, Boiarskan King Pavel II would become instrumental in marshalling the forces of reactionary Arcadia against it.


Yep, that's our Russia.



The way Boiarsko's society is described is really fascinating. Their handling of Kin is sort of a perfect foil to our Revolution, just like Russian serf society was sort of a perfect foil to France.

Boiarsko said:
On the eve of the Revolution, it had become one of the strongest of the Realms, though one looked down upon by the western Realms as a "half-savage" place due to its small elven population. Boiarsko was a legally segregated kingdom, with its various component Kins bound to live in separate regions. Many of these regions were granted considerable autonomy in return, leaving Boiarsko a patchwork of noble fiefdoms, tribal assemblies and cossack hosts all united in service of the Supreme Autocrat of the King.

Both are moves away from the norm of elven dominance, but where we're the example of abolished kin distinctions, they're the example of tightened ones. Without enough elves to administrate the whole realm, they delegate to local (perhaps even, gasp, non-elven!?!?) elites. And this produces some interesting effects. Probably one of the most relevant ones for our interests is that it would seem to naturally lend itself to the Russian style of conscription.

Both France and Russia had conscription, but the French conscript was a citizen-soldier. His term was only 5 years and then he could return to civilian life just as he'd left it. But that isn't at all compatible with serfdom - no landowner would accept a system that puts ex-soldiers who've seen the outside world back on his estate. Probably a similar story for Kin segregation: people who've fought both with and against other Kin would bring all sorts of dangerous thoughts into the village.

So the Russian conscript's term of service was 25 years. He's freed from serfdom and enters into this parallel society where he will probably spend the rest of his life. The permanency of all this meant that there was a real communal closeness among Russian enlisted men. Your unit was your new village. You were stuck with them - forever.

The practical meaning of all of this is that the Russian enlisted soldier was very, very good at soldiering. He didn't have French elan or the perfect mechanical discipline of the Prussians at their peak, but he was tenacious and tough as nails. Very strong morale and total dedication, not to mention plenty of battlefield experience. If the canonical French infantry moment is charging up the hill and sweeping the enemy away, the canonical Russian infantry moment is sitting under artillery bombardment for hours at Borodino without any complaint. Pretty scary.
 
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So the Russian conscript's term of service was 25 years. He's freed from serfdom and enters into this parallel society where he will probably spend the rest of his life. The permanency of all this meant that there was a real communal closeness among Russian enlisted men. Your unit was your new village. You were stuck with them - forever.
Have a few Russian friends who said that during this era it was customary to have a funeral for anyone who was conscripted, because you sure weren't ever seeing each other again.

Calcs, Even assuming the highest roll, the next morale check has only a 90% chance to rout. If we get a 4 or less, then we always rout, and that has a 96% chance of occur. I think we can actually bump those numbers up by having the first action be a single melee attack on the 74th, and then we switch to attacking the 155th depending when melee morale check triggers.
Hmm. Is there any significant cost to just having 3x attacks on each of the enemy Elven regiments in terms of changes to morale checks?
 
[X] Plan: Counter Attack
-[X] Visualization (outdated, I'll try to get one up soon)
-[X] Infantry
-[X] 72nd Hum: Move after Guillory Hussars have acted: Fire at 33rd Dwa, Move E Facing NE, Brace
-[X] 148th Hum: 3*Move SE
-[X] 42nd Elv: Act 2nd 3*Melee 155th Elv
-[X] 45th Elv: Act 1st 3 melee 74th
-[X] 251st Hob: Act after 72nd have moved: 3*Move [E, 3 NE] Face West
-[X] 200th Hob: Move W, 2*ReadyFire NE 400m
-[X] 19th Half Pfd: Brace, Ready Fire (Close Range NE), Ready Melee Adjacent Unit, priotize hitting NE unit
-[X] 16th Half Pfd: Melee attack Nymph Rangers, 2*Move [SW,SE] [Face W]
-[X] 28th Half Pfd: Fire at 20th Dwa [ambush, token damage but stress buildup], 2* move [SE, SW]
-[X] Cavalry
-[X] G. H: After the our infantry units East of the Rotholz fortress have acted (45th/42nd), charge the 9th Elv Hsr
-[X] 13th Hob Lance: Move W, Ready Charge Rear of Unit that moves onto plains within 400m and is west of Schloss, and not South of Kirschenholz.
-[X] 55th Elv Hsr: Act after 72nd have moved: Move [E,NE, Ne], Ready Charge + Ready Move (Trigger: any unit that approaches beyond the Rotholz line, move towards orginal position after charge)
-[X] Artillery
-[X] Horse Artillery: Act after 72nd/10th have acted: Move 2W, Fire at 20th Dwa
-[X] 31st Elv Art: Act after 72nd/10th have acted: Set Up, Fire at 20th Dwa
-[X] 10th Hum Art: Act after Guillory Hussars have acted: Fire at 33rd Dwa, Move E, Face NE
-[X] 84th Elv Art: Act after 72nd/10th have acted: Fire at 20th Dwa, Move E, Face NE
-[X] HQ: resupply 10th Hum Art after firing
Calcs for Halflings in my plan, rout of Nymphs is less likely. The 16th is moved back after one attack on the Nymphs.
Hmm. Is there any significant cost to just having 3x attacks on each of the enemy Elven regiments in terms of changes to morale checks?
Probably not, but calcing for the damage, 3 attacks on each is actually not really that worse in terms of casualties dealt. So, I think we're better off being safe and do 3 attacks on each.

-[X] 16th Half Pfd: Melee attack Nymph Rangers, 2*Move [SW,SE]
-[X] 19th Half Pfd: Move [SW, SE], 2x Ready Fire medium range.
You have to specify direction of ready fire for infantry, and it would be good to specify facing for the 16th a well. In addition, the 16th Half Pfd is very exposed, calcs. There's a decent chance the nymphs move SW, and just bypass the 19th Ready Fire.

Two fires from the nymph against the 16th has 95.19% chance do 50+ casualties, 47.63% chance to do 100+. A charge+plus attack has a 83.56% to do 50+ casualties. Two fire Morale Check has about a 35% chance to rout on the second check.

In this case, I think the best defence here is an offense. We know that location of all of Trotha's units except a infantry unit and 2 cavalry unit, and because of our spotting we know that infantry unit is not actually in the center. It's location is probably far enough from anywhere important to be of little concern for now. So if we route a bunch of unit on his right he would only have 3 cav and a infantry unit to defend against 5 infantry and 3 cav. That mean we outnumber them there 2 to 1 (assuming he zooms all his cavalry in west to the east immediately, maybe a bit less if the single unknown infantry is close enough). In this case, he kinda has to pull back from west he if doesn't want his artillery destroyed and if he stays in the West, they put themselves pretty far from where to retreat.
(Visualization: X marks units who are or will likely be routed, lines represent where we can spot).

View: https://imgur.com/a/Pg1eYp7
 
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-[X] G. H: After the our infantry units East of the Rotholz fortress have acted (45th/42nd), charge the 9th Elv Hsr
What calcs are there for retaliation for this by the H.M. 1st Hussars on their turn? This is the main part of the plan that I'm leery on. You've made the case that we can rout the 9th Sonneck Hussars, but I'm less convinced that it will be worth while if the emigre Hussars retaliate, especially since I could see von Trotha viewing the 108th routing on our left flank meaning he can send a cavalry unit from that flank of the battle to help drive off Guillory.

And it's probably important that we don't be seen as expending Guillory's hussars too liberally given that he's an allied general that while custom dictates that he takes cues from us, currently there's no actual formal authority IIRC.
 
What calcs are there for retaliation for this by the H.M. 1st Hussars on their turn? This is the main part of the plan that I'm leery on. You've made the case that we can rout the 9th Sonneck Hussars, but I'm less convinced that it will be worth while if the emigre Hussars retaliate, especially since I could see von Trotha viewing the 108th routing on our left flank meaning he can send a cavalry unit from that flank of the battle to help drive off Guillory.

And it's probably important that we don't be seen as expending Guillory's hussars too liberally given that he's an allied general that while custom dictates that he takes cues from us, currently there's no actual formal authority IIRC.
Probably around 130 casualties, 95.35% to have 100+ casualties, 23.13% to do 150+ casualties.

As for Trotha sending cavalry unit from the left to the right, there are still a couple reason I'm skeptical of him doing that. One is that we still have a lancer unit and a rapid halfling in the west, they're not as fast a hussars but they can make it pretty close to his artillery.

Second, attacking Guillory doesn't protect his center. If he sends 3 cavalry against Guillory, then he has 1, maybe 2 infantry regiments protecting his artillery. It is probably likely that Trotha uses at least some of his cavalry to screen the front of his artillery.

And it is also not clear if Trotha could actually sent all of his cavalry against Guillory. There a decent chance that one of his cavalry unit can't really respond to Guillory. Below are some example position of where Trotha's unknown units could be.

Rapid Response: Where Trotha's unknown units are really close to respond.
--Picture Ex. Both of his cav can respond to Guillory, his infantry either has to dash through the central plains or go around the artillery. The later takes too long, and the former we can respond with our horse artillery once that infantry is on the other side.
Cavalry Position: Where only Trotha's unknown cav is close enough to respond.
--Picture Ex. Both Cavalry can respond, but his unknown infantry is too far
Left Guard: Where Trotha position his units somewhere far-ish West
--Picture Ex. Depending on position, his cavalry can barely make it to Guillory or not at all.
Balanced Guard: Where Trotha spreads his cavalry and infantry.
--Picture Ex. Probably only a single cavalry can respond to Guillory in a turn.
 
Maybe, but Durand hasn't really used her lancers yet either, so von Trotha might be fine leaving one unit (probably his own lancers) in the pocket for them while his other Hussars go reinforce. And while he knows we have a Rapid Halfing unit, he could in turn be counting on the Nymph Rangers to either flush them out or at least force them back, which given our own plans, isn't a bad assumption.

And while our Pathfinders and Lancers on the left and infantry in the center are a potential danger to his artillery, 2 units of Hussars circling around to his right flank is a very clear, direct, and immediate threat to his artillery that I think he's going to feel the need to directly respond to the moment they take that action. And if he does so, we can't really get reinforcements in to back Guillory's cavalry up before they get the tar beaten out of them.

I really feel like it would be best to hold off on Guillory's cavalry charge for another turn to push our own infantry through most of the forest beforehand. That way they're in a position to add pressure and assist the cavalry if things start going south.
 
Hmm. Since the Nymphs are braced, would ordering the 16th to Attack them prompt a counter-attack? If so, not sure it's worth it. We'd take more casualties and more Stress than they would.
 
Wait, what if we split off Guillory Cavalry to attack both cavalry on the right. Guillory Calcs

Assuming mean results, we have a 100% chance to rout the 9th and 75% chance to rout the 1st on the final moral check with only +2 momentum. We can do this because once we rout the 155th we can move the 341st through them to reach the 1st and also swap them through the 42nd.
 
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[X] Plan: Counter Attack
-[X] Visualization (outdated, I'll try to get one up soon)
-[X] Infantry
-[X] 72nd Hum: Act after 42nd Elv have acted: Fire at 33rd Dwa, Move E Facing NE, Brace
-[X] 148th Hum: 3*Move SE
-[X] 42nd Elv: Act 2nd 2*Fire 155th Elv, Ready Action Move SW to swap with 341st, and afterwards move NE
-[X] 45th Elv: Act 1st 1 Melee 155th, 2 melee 74th
-[X] 251st Hob: Act after 72nd have moved: 3*Move [E, 3 NE] Face West
-[X] 200th Hob: Move W, 2*ReadyFire NW 400m
-[X] 19th Half Pfd: Brace, Ready Fire (Close Range NE), Ready Melee Adjacent Unit, priotize hitting NE unit
-[X] 16th Half Pfd: Melee attack Nymph Rangers, 2*Move [SW,SE] [Face W]
-[X] 28th Half Pfd: Fire at 20th Dwa [ambush, token damage but stress buildup], 2* move [SE, SW]
-[X] Cavalry
-[X] G. H: After the 84th Elv Art has acted, send the 350th our first to attack the 9th Elv in the flank, and if possible face NE to face possible enemy cavalry, then once the 350th have entered in the Rotholz forrest, send forth the 341st to charge the HM's 1st from the east, a more direct path will be open up by swapping with the 42nd on the 341st approach, and if the HM's 1st is routed move E into the Forest and face W.
-[X] 13th Hob Lance: Move W, Ready Charge Rear of Unit that moves onto plains within 400m and is west of Schloss, and not South of Kirschenholz.
-[X] 55th Elv Hsr: Act after 45th Elv have acted: Move [E,E,NE,NW], Ready Charge + Ready Move (Trigger: any unit that approaches beyond the Rotholz line, move towards orginal position after charge)
-[X] Artillery
-[X] Horse Artillery: Act after 10th Hum Art have acted: Move 2W, Fire at 20th Dwa
-[X] 31st Elv Art: Act after 10th Hum Art have acted: Set Up, Fire at 20th Dwa
-[X] 10th Hum Art: Act after 42nd Elv have acted: Fire at 33rd Dwa, Move E, Face NE
-[X] 84th Elv Art: Act after 10th Hum Art have acted: Fire at 20th Dwa, Move E, Face NE
-[X] HQ: resupply 10th Hum Art after firing
-[X] For order: Act after 42nd Elv have acted means act after the 42nd commits to doing a ready action (not when the ready action triggers)

Alright, this time the order of movement will be that 45th Elv/42nd will act, then the 72nd Human/10th artillery, then the units that fire at the 20th Dwa, and then Guillory. This maximizes that amount of momentum Guillory could have, even if it is slightly worse odds for the 20th Dwa to route. Honestly considering just charging the 13th Lancers up to rout the 109th and get extra momentum for Guillory.
 
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Wait, what if we split off Guillory Cavalry to attack both cavalry on the right. Guillory Calcs

Assuming mean results, we have a 100% chance to rout the 9th and 75% chance to rout the 1st on the final moral check with only +2 momentum. We can do this because once we rout the 155th we can move the 341st through them to reach the 1st and also swap them through the 42nd.
That calc is done assuming mean rolls. But what if we subtract 2 stress from the mean roll every time we lose stress (not factoring that for final roll to calc final moral check rout odds)(and with 1 momentum gain from the 9th routing).

For the 9th that is a 70% chance to rout on the final roll, 40% on the second to final roll (third roll). For the 1st, that's a 40% chance to rout and a 20% chance to rout on the second to final roll (third roll). So even poor rolls and assuming only 2 units have routed before, we still have a pretty good chance.

Plus if we rout the 1st, then the 341st has enough movement to go onto a forest tile.
 
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well. In addition, the 16th Half Pfd is very exposed, calcs. There's a decent chance the nymphs move SW, and just bypass the 19th Ready Fire.

Two fires from the nymph against the 16th has 95.19% chance do 50+ casualties, 47.63% chance to do 100+. A charge+plus attack has a 83.56% to do 50+ casualties. Two fire Morale Check has about a 35% chance to rout on the second check.
The 16th will take damage no matter what we do, if the Nymphs chase them. However, in my plan they are kind of used like bait: if the nymphs attack them as you describe here, we can damage them in turn on our next turn.

The Nymphs firing on the 16th would mean they expose themself at the Forest's edge, allowing us to Fire at them with all three of our pathfinders next turn. If they charge the 16th, they must leave the forest and go out on the plains, which is suicide since this means they get charged by the 13th and shot by our artillery.

Probably around 130 casualties, 95.35% to have 100+ casualties, 23.13% to do 150+ casualties
Just to confirm, this will absolutely rout them, right? Your plan involves trading one unit of Guillory's hussars fpr potentially both his cavalry?
G. H: After the 84th Elv Art has acted, send the 350th our first to attack the 9th Elv in the flank, and if possible face NE to face possible enemy cavalry, then once the 350th have entered in the Rotholz forrest, send forth the 341st to charge the HM's 1st from the east, a more direct path will be open up by swapping with the 42nd on the 341st approach, and if the HM's 1st is routed move E into the Forest and face W.
Some thoughts: First of all, I am unsure that we can actually give Guillory commands this precise and complicated. A visualization would also help immensely here, since it is hard to track which route you intend Guillory to take. Generally, I am worried that this plan will be ruined by the 1sts Ready Action: it may not be where you expect it to be if it moves as well.
 
Assuming mean results, we have a 100% chance to rout the 9th and 75% chance to rout the 1st on the final moral check with only +2 momentum. We can do this because once we rout the 155th we can move the 341st through them to reach the 1st and also swap them through the 42nd.
Wait a second. @Photomajig , really important question: is the change to Momentum applied at the end of the current round or immediately as a unit routs? In other words, will we spend our entire next turn at -1 Momentum or will Momentum increase in our favor immediately as enemy units are routed?

The combat summary at Basly implies the former, Momentum calcs were only mentioned at the end. This also makes more sense to me, since the entire round is supposed to happen pretty much simultaneously.
 
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Wait a second. @Photomajig , really important question: is the change to Momentum applied at the end of the current round or immediately as a unit routs? In other words, will we spend our entire next turn at -1 Momentum or will Momentum increase in our favor immediately as enemy units are routed?

The combat summary at Basly implies the former, Momentum calcs were only mentioned at the end. This also makes more sense to me, since the entire round is supposed to happen pretty much simultaneously.

End of both your turn and the enemy turn. Technically, a Round is when both sides have acted out their turns, so Momentum can change twice a Round - but yeah, it's not applied immediately at the Routing, but as the last thing before the turn changes.
 
End of both your turn and the enemy turn. Technically, a Round is when both sides have acted out their turns, so Momentum can change twice a Round - but yeah, it's not applied immediately at the Routing, but as the last thing before the turn changes.
Ok, thank you. It would be good to spell this out a bit more clearly in the info-post under the Momentum-tab. I think in this case there was a misunderstanding of this that does affect planmaking, which is of course very understandable since it is a new rule.
Assuming mean results, we have a 100% chance to rout the 9th and 75% chance to rout the 1st on the final moral check with only +2 momentum.
@EagerListener does not this mean many of your calcs are made with a faulty Momentum value? Based on the discussion, it seemed to me you were assuming Momentum changes are applied immediately when we rout enemy troops? Since all enemy Morale Checks this turn will be done with -1 Momentum (so in their favor), it seems to me that your calcs may be overestimating the odds of enemy units Routing significantly? Or am I the one who has misunderstood your assumptions?
 
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I'm confused about the discussion about timelines.

It seems pretty obvious that we will be charging the enemy artillery next turn and the battle will be over in 2 turns.

Also Von Trothas artillery can't defend against a charge from the east, they are set up against the south
 
I'm confused about the discussion about timelines.

It seems pretty obvious that we will be charging the enemy artillery next turn and the battle will be over in 2 turns.

Also Von Trothas artillery can't defend against a charge from the east, they are set up against the south
Can you show on the map how this charge would work? Because I do not see how we can get there in 2 turns without taking massive risks?

Passing through the forest is slow, and going through the center means his artillery is set up in the correct direction.
 
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Can you show on the map how this charge would work? Because I do not see how we can get there in 2 turns without taking massive risks?

Passing through the forest is slow, and going through the center means his artillery is set up in the correct direction.

The 72nd can charge at the 28th, whichever of guillorys hussars survives kills 2-3 artillery with charges.

If the enemy artillery don't rout from all the adjecent morale rolls they did the next turn
 
The 72nd can charge at the 28th, whichever of guillorys hussars survives kills 2-3 artillery with charges.

If the enemy artillery don't rout from all the adjecent morale rolls they did the next turn
This requires the enemy 28th, 30th and 31st to have routed, otherwise they can intercept the 72nd. Artillery ready fire can also rout the 72nd during their charge, and if they do survive they also have to survive the enemy turn. Guillory's Hussars having free reign to go after the enemy artillery requires us to rout both the enemy 9th and 1st, and for the two missing enemy cavalry to interfere. There are a lots of assumptions made in our favor here.

Also, note that until @EagerListener confirms otherwise, I suspect pretty much all the calcs done for the past few pages have been made with the wrong Momentum modifiers. The difference between a Momentum of -1 (confirmed by the QM) and +2 or higher (what I think was used here) is huge on a d20 roll.
 
This requires the enemy 28th, 30th and 31st to have routed, otherwise they can intercept the 72nd. Artillery ready fire can also rout the 72nd during their charge, and if they do survive they also have to survive the enemy turn. Guillory's Hussars having free reign to go after the enemy artillery requires us to rout both the enemy 9th and 1st, and for the two missing enemy cavalry to interfere. There are a lots of assumptions made in our favor here.

Also, note that until @EagerListener confirms otherwise, I suspect pretty much all the calcs done for the past few pages have been made with the wrong Momentum modifiers. The difference between a Momentum of -1 (confirmed by the QM) and +2 or higher (what I think was used here) is huge on a d20 roll.

The two missing cavalry are in the west trying to flank aren't they, I don't think they are fast enough to get back into the centre.

Tbh I have not looked at any calcs.

Artillery isn't set up to ready fire at the 72nd, the path is NE, NE, NW, NW and the 72nd is a human unit, they are incredibly hard to rout especially as they will be in forest the entire time.


Guillory can just ignore whatever cavalry is there and hit the artillery. I am assuming that von T routs one of guillorys hussars with charges, which means that they can't have done a ready action


If they don't charge, we just get a free cavalry rout and bind Von Trothas cavalry corps, giving free reign for our infantry to finish the artillery with a 1 turn delay.


E: wait wtf plan counter attack makes no sense, the human infantry is retreating instead of supporting guillorys push???

The entire reason we can punch across the entire battlefield is that we have infantry in Rotholz who can work with with guillory, why are they running away?
 
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All of this is kind of making me want to reopen the "is cavalry too fast?" question. It's pretty wild that the hussars can move 3 tiles towards the forest, move through 3 tiles of forest and still have enough movement left to land a charge on the other end.

And their freedom of movement in the open is even wilder of course. They can attack from and withdraw to outside of the spotting range of most units. And you don't really have to worry about assigning them to the wrong flank because they can reposition so rapidly.

I like the amount of movement that lancers have right now. It imposes some real limitations without making them useless. They can charge anything that gets close and cross artillery range in a single turn - without being able to reposition, engage, disengage entirely at will.

This would be a huge change so I don't expect it to happen but like, as a hypothetical: doesn't something like "4 Move for heavy cavalry, 5 Move for hussars" sound like it could be workable? That's still much faster than (non-rapid) infantry and allows cavalry to cross artillery range with ease. It does mean little in the way of hit-and-run tactics but I think we're seeing in this battle that the threat of cavalry intercept already prevents much hit-and-running from occurring. And since we're aiming for short, decisive battles it makes sense to me that cavalry charges would be decisive, high-commitment things.

It feels like the current level of cavalry movement is creating a lot of uncertainty and hidden cavalry mindgames. Lowering it wouldn't remove cavalry's role (they can still hit infantry with a nasty charge and then step back a few tiles, they can still run through gaps to hit artillery) but it'd reduce that uncertainty.

(Also, "no charge morale check" should maybe be added to the big list of penalties for cavalry charging into forest IMO - being able to break a unit in forest through damageless cavalry charges like we did to the Rotholz elves doesn't feel right. I suppose it's still pretty good cover against cavalry even with that but I feel like units in forest should be totally untouchable to cavalry charges. You just can't charge into dense tree cover, cannot be done.)
 
Ok, another thing with respect to calculations with the new Morale Check system. It seems like most of the calculations people do with this new system appear to be assuming average result for the d20 Morale checks. But how reliable is that, given that initial Morale checks affect subsequent ones directly by adding stress? Because of this, the first roll has a dispropriate impact: a very bad initial roll can cause a Unit to break much faster than average results would indicate, while a good roll means the Morale Check had no impact.

To check this, I decided to simulate it. I wrote a quick Python script that runs Morale Checks for a Unit until it routs, which allows us to estimate the probabilities at which the unit Routs after a certain number of checks. The Unit was assumed to have +0 to Morale Checks, with Momentum at +0. I run this test 100000 times, which should give us good statistical results. Thus I obtain the "real" distribution for routing after a certain number of checks, which I can compare to what I would obtain if I had used average results for each d20 roll.

However, here is already a problem: the average of a single d20 is 10.5, so do you round up or down? Rounding this number introduces a large error, due to the stacking nature of the Morale Check system. In particular, rounding down to 10 means we are overestimating how easily units Rout by a lot, about 40% of the time, units are harder to Rout than expected based on this math. Using these numbers would thus have devastating consequences if we fail to break units we expected to Rout. Rounding up to 11 introduces the opposite error: most of the time, units Rout faster than expected. This is a more conservative estimate and less bad if used for enemy units, but it also means we are often "wasting" Morale Checks on Units that would have routed anyway.

Note also that these limitations affect both sides: with an average value of 10, both sides are more resilient than expected. With 11, both sides are squishier than indicated by the calculations.

There is also another complication: Disadvantage. I have not gone too deep into those calcs, but some preliminary results show that an initial disadvantage on the first Morale Check makes these errors larger, especially with the "more conservative" d20 average of 11. This is because the first Roll matters the most, so getting lucky (beating the average) on the first roll with disadvantage means the subsequent rolls are much easier than expected based on average rolls. This would mean about 30% of the time, the unit does not Rout even we expected it to do so, which again can be very dangerous for us since that means said unit can hit us back!

As for some conclusions, I am honestly doubtful of how reliable calculations based on Average Morale Rolls are. An average Roll is rare, after all, and the Morale Check system is sensitive to outliers since one bad or good initial affects all subsequent rolls.

The key point is that even though a calculation is correct 70% of the time, that means the unexpected outcome will happen 30% of the time. Thus, we should take this risk-analysis in account during planmaking and make sure we are not making plans where the unexpected outcome completely screws us over. This is why I am hesitant about all these attacking plans: based on calculations I do not fully understand, they seem to assume we can break all enemy key units at the correct time and that our units will not be hit by some unlucky Morale Checks or Critical Hits.

Simulation results:

View: https://imgur.com/a/GSvDA96

EDIT: and yes, I'll publish the code here later today. Can text files be uploaded to SV?
 
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