Army of Liberty: a Fantasy Revolutionary Warfare Quest

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You know, ive been talking about making sure we capture as many enemies as we can and making sure our plan does that, but which units are actually looking at for that? Heres a list of enemy units and their capture status. I assuming that von Trotha realises that he needs to flee this turn just like we did and does his best to run away from the battle. any unit that doesnt run can be put into the pretty much guaranteed to capture tier

Cant be captured:
1st Royal Elven Lancers - run off this turn
8th Hussars - run off this turn
9th hussar - run off this turn
4th Human - past the valley this turn
33rd Dwarves - shattered, but already running away so should be past the valley next turn
Prov Elv art - past the valley this turn
109th - unless they mess up pathing they should get our eventhrought the Räuberholz
Nymphs - They just run through the Räuberholz at the far west and we cant afford to give up the delicious stuff in the center

depends:
15th Dwarves - if we charge them this turn to slow them down, we can probably capture them cause theyll not be past the valley, unless we have too many high value targets we want to capture instead
74th+155th Elves - Guillory could capture them but they likely have better targets, so theyll probably escape over Ottenburg. They are slow tho, thats a lot of forest and hills to go over, if we capture fast we can get them
60th Elv art - can probably be captured in two turns, theyll not be off the map and well have more cavalry that can do stuff
75th Elv art - can probably be captured in two turns, theyll not be off the map and well have more cavalry that can do stuff
66th - probably cant be captured, just cause there are is too much stuff clogging up our cavalry
Hum Vol Artillery - needs to go through forest to get our, so he takes 3 turns
14th Elv H Art - runs off this turn, so would need to get charged this turn
1st elv hussar - they are the wild card of the battlefield, if they do something stupid fortheir king or whatever they die, if they run away like the dogs they are they live
17th human - we have no idea what they are doing

Pretty much guaranteed to capture:
31st dwarves - shattered dwarves who are foward, they are too slow to run, delicious brilliant CO capture!
20th dwarves - lol lmao, shattered+wrong half of the map+half of our army can only chase them, they die to the last dwarf before escaping
28th artillery - way too far forward


Hmm, @Photomajig is this a forest tile?


And does a routed unit still pay the movement cost of disengaging?
 
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That's an oversight. You don't pay the added Movement if you are Charging towards the Bracer, only when trying to move past them. It needs to be the direct next step after you enter adjacent, mind, you can't move along their front for free and only then Charge.
@Photomajig, Does it have to be a charge in order to not pay the extra movement? Could we move toward the enemy and not pay the extra movement.

And can the 72nd fire at the 28th arty?
 
Hmm, @Photomajig is this a forest tile?


And does a routed unit still pay the movement cost of disengaging?

That's Plains. Routed Units are no longer Engaged in Melee, so they move as normal.

@Photomajig, Does it have to be a charge in order to not pay the extra movement? Could we move toward the enemy and not pay the extra movement.

And can the 72nd fire at the 28th arty?

Er, give an example of that kind of movement, please. I'm not sure I get what you mean. Most likely no, the ruling's meant to represent charges that close in with the enemy, so melee contact is required.

They can fire at the 28th. Oof.
 
[] Plan The Charge
-[X] Infantry
-[X] 200th Hob: 3*Melee 20th Dwa [84% for 100+ casualties, 1 check melee, 1 disadv. casulties, 1 rout?; 70% for routing, guarantueed with the 16th Hal shotf]
-[X] 251st Hob: Charge 8th Elv Hsr, 2*Melee [2 morale checks from charge + melee, adj rout, routing is virtually guarantueed]
-[X] 16th Half: 2*Fire at Nym Rng [routing guarantueed due to 19 stress], Fire at 20th Dwa
-[X] 72nd Hum: Charge W, NW, NE, NW(charges 28th Artillery)
-[X] 148th Hum: Charge W, W, NW, NW, NE (charges 31st Dwarves)
-[X] 42nd Elv: 3*Move NW

-[X] 45th Elv: 3*Charge 15th Dwa [ambush, charge -> 2 morale checks; pins unit down and benefits from momentum next turn]
-[X] Cavalry
-[X] Guillory's Hussars: Charge 9th Elv Hsr position direclty out of the Rotholz or east of the hill range and run them down
-[X] 55th Elv Hsr: Charge HMs 1st Elv Hussars, Melee Attack 1st Elv Hussars, Melee Attack 1st Elv Hussars

-[X] Artillery
-[X] 31st Elv Art: Fire at 8th Elv Hsr, Brace
-[X] 84th Elv Art: Fire at 31st Dwa, Brace
-[X] 10th Hum Art: Fire at 31st Dwa, Brace
-[X] 5th Hob H Art: Move 2*NE, Move E, Fire at HM 1st Elv Hsr
-[X] HQ: 3* Move, 2 SE

I think this is what my ideal plan looks like, with changes from RRs plan bolded.

The rationale for the big change is pretty simple - There is only one artillery of von Trotha that can afford to fire this turn and that is the 28th, cause it will get captured either way. The 72nd solves that problem by charging them. (unless the 1st hussars intercept which is even better, we deal more damage and they cant hit cause of friendly fire.

That means that any enemy artillery that fires this turn is a free extra capture for us, so im putting in the 148th and 72nd as bait - if von Trotha shoots at them we celebrate and if he doesnt hit them then this movement means we did more damage during this turn than we would have done otherwise.

Maybe the one thing im not sure about is if the 55th order is valid - the problem is that we have no way to anticipate the 1st hussars movement, so they would just need to find the best way to charge at them they can.

The 42nd moves double NW, cause ideally i would love to get them attacked there, but really its just so they can charge, flank, flank the 15th next turn or hit cavalry if they stay near the forest



It may be callous of me to just accept casualties just to capture more of the enemy artillery, but the calculation is pretty easy. Any artillery that runs away from here doesnt dissapar into the ether, it will get added to whatever nornish army is coming to this front. And during an entire battle that artillery will deal a lot more damage than the one medium shot they can do here(also while he was very bad at the beginning and messes up in choosing to execute an actual good strategy, von Trotha did some good moves, so i respect him enough that i think he will recognise the trap so we just get the two free charges and nothing more)



@Red Rationalist your Horse artillery movement is missing a move east
 
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Pretty much guaranteed to capture:
Nymphs - 3 turns to run off with no interruptions and needs to go through central valley for that
They don't pay extra movement cost in forests, so they can be in the Räuberholz after one turn of routing and run the whole way back under forest cover. I think they're pretty much guaranteed to escape during a retreat. Agree with most of the rest though I think. Field artillery's move speed is really an absolute nightmare for retreating.
 
They don't pay extra movement cost in forests, so they can be in the Räuberholz after one turn of routing and run the whole way back under forest cover. I think they're pretty much guaranteed to escape during a retreat. Agree with most of the rest though I think. Field artillery's move speed is really an absolute nightmare for retreating.

Huh, they do, so catching them is pretty hard, though it may be possible, but probably not worth spending an entire cavalry catching one unit.

Damn, Nymphs are so strong, Its interesting, the devil negative trait is that finding recruits is harder, but really thats just part of being one of the small races. Their small race bonus is just that they have no negative trait lol.

Or.... the 16th moves E twice, shoots the 20dwarves and then melee attacks the nymphs to slow down their escape, as theyll not get routed so get slowed by 2 movement... wait no that doesnt work cause of the melee morale roll, theyll roll at the end anyway.

@Photomajig does the braced movement slowdown work on routed units
and to make sure, it works on artillery and cavalry can cause it too right
 
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Er, give an example of that kind of movement, please. I'm not sure I get what you mean. Most likely no, the ruling's meant to represent charges that close in with the enemy, so melee contact is required.

They can fire at the 28th. Oof.
Something like the 45th moves NW, would that be 5 movement or 3 movement. So if I'm understanding things correctly, then the 45th NW movement would cost 5?
 
dont you pay the extra movement when trying to get away from the braced unit? so the 45th pays 3 and then needs to pay 2 extra for any added movement.

@Photomajig if we end the turn moving between two hexes, will we get spotted like we are at our current, the target or both hexes?
 
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-[X] 55th Elv Hsr: Charge towards 8th Elv Hsr, Move W of 148th Hum, Ready Charge [any moving target in 500m, block cavalry charging towards the battery first] [deliberate move to distract and weaken the HM Hsr, allowing us to take out the 9th Elv Hsr while still playing against any follow-up charge]
For the 55th, I'm sure going to the ready action of the 1st and 31st is going to be worth it. The charge/attack damage from both of these units do 100+ casualties 91.45% of the time, and 150+ casualties 35.56% of the time. If the 75th arty ready fire triggers then it is a 69.44% to do 150+ casualties, and 19.94% to do 200+ casualties. Calcs
 
For the 55th, I'm sure going to the ready action of the 1st and 31st is going to be worth it. The charge/attack damage from both of these units do 100+ casualties 91.45% of the time, and 150+ casualties 35.56% of the time. If the 75th arty ready fire triggers then it is a 69.44% to do 150+ casualties, and 19.94% to do 200+ casualties. Calcs

what 75th ready fire?

the 31st has 1 ready action cause its shattered dwarves
 
@Photomajig if we end the turn moving between two hexes, will we get spotted like we are at our current, the target or both hexes?

You'd count as being in the current Hex. Please avoid partial movement where you can, though. It's a headache.

@Photomajig does the braced movement slowdown work on routed units
and to make sure, it works on artillery and cavalry can cause it too right

Routed Units ignore Melee Engagement, like said, so they are not affected by the Melee Engagement triggered by moving past Braced Units. It does work normally on artillery. I suppose cavalry Bracing also has the same effect, yeah, though that does seem a bit funny.

@Photomajig, does firing into a flank of a unit cause a morale check?

Yeah.
 
Something like the 45th moves NW, would that be 5 movement or 3 movement. So if I'm understanding things correctly, then the 45th NW movement would cost 5?
so melee contact is required
@Photomajig, and just to confirm, the 45th NW movement would cost 5 since it's not a charge into the 15th since it's not entering into melee combat? Maybe as a point for clarification, melee combat vs. melee engagement could be used as separate terms? And I don't think you changed the brace orders to be more clear yet for the mechanics post 2.1. Though, to make things more clear, wouldn't it be better to just say the thread "mechanic" has the most up to date info since I'm not sure if you update both threads?
 
Sure they didn't route them, but they did do damage against a few other units, building up stress on them. And our arty routed the 109th and 33rd this turn. I wouldn't call them useless.

@Photomajig, does firing into a flank of a unit cause a morale check?

artillery costs 3 to 5 times as much as cavalry and 15 times more than infantry. If 4 pieces of artillery rout 2 infantry and cause some stress they are useless. Like if we have 4 cavalry instead of artillery we would have already won

@Photomajig, and just to confirm, the 45th NW movement would cost 5 since it's not a charge into the 15th since it's not entering into melee combat? Maybe as a point for clarification, melee combat vs. melee engagement could be used as separate terms? And I don't think you changed the brace orders to be more clear yet for the mechanics post 2.1. Though, to make things more clear, wouldn't it be better to just say the thread "mechanic" has the most up to date info since I'm not sure if you update both threads?

does that mean that moving out of a braced zone of control doesnt cost movement? Or does moving through brace cost 4 movement in total?
 
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@Photomajig, and just to confirm, the 45th NW movement would cost 5 since it's not a charge into the 15th since it's not entering into melee combat? Maybe as a point for clarification, melee combat vs. melee engagement could be used as separate terms? And I don't think you changed the brace orders to be more clear yet for the mechanics post 2.1. Though, to make things more clear, wouldn't it be better to just say the thread "mechanic" has the most up to date info since I'm not sure if you update both threads?

Ah, now I get it. That is a direct movement towards the Braced enemy, so it has no extra movement cost. The extra movement cost would kick in if you moved NW, then tried to move any direction except NW again into the 15th. The important bit is whether you are advancing towards them or trying to go around them. I'll try to clarify this for the mechanics post.

The Mechanics threadmark should have the up-to-date rules, but I'm sure it's missing a bunch of things. I am not updating any other mechanics posts.
 
The nymph didnt always have free movement in forest right?

cause i remember discussing how nympth artillery would be nice if they could actually get into their forest, but now that they can do it humans suddenly have a rival for best artillerist.

Also imo we got the new best cavalry race in nymphs now.

You know, some doctrines are outdated, but all the nymph elite infantry regiments are maybe the worst travesty in the world

Its like Loup Garou cavalry

...you know, loup garou artillery would be fire, permanent feared as base
 
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I feel like those effects might be (maybe should be if they're not) infantry-only. It'd make sense. Would Nymphs attuning with the forest be enough to clear all the roots out of the way of hundreds of horses?

And balance-wise cavalry that moves freely through forest feels like something that would be just impossible to counter. Free ambushes every turn -like, even if you have a whole army to do it, imagine how much of a nightmare it would be to corner a bunch of Nymph Hussars in that scenario.
 
yeah cavalry nymphs are certainly too op as they are currently implemented.

Artillery nymphs are powerful, im not 100% if they are too powerful.

Nymphs could drop the movement cost to infantry level for infantry/artillery maybe if they are cav or artillery. That would probably be fine for artillery, not sure about cavalry
 
Hmm, Idea on planning.

Have the 55th charge the horse artillery and our artillery ready fires at medium range. They wont catch the enemey hussars in their interception, but they will stop the hussars from moving back into the center

! Actually! 148th moves W, NW, Braces NW, when the 1st hussars charge out they get slowed by 4 cause they run through two braced hexes.

That means they cant intercept the 55th on the move and if they have a command to get back to their initial position they run out of movement somewhere in the middle of the map
 
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Honestly it's probably social. Their life-cycle and culture probably do mean they don't usually get picked to do artillery.
I feel like those effects might be (maybe should be if they're not) infantry-only. It'd make sense. Would Nymphs attuning with the forest be enough to clear all the roots out of the way of hundreds of horses?
Yeah until confirmed otherwise I am just going to assume Nymph cavalry just does not exist. Nymphs seem to have a mystical connection to the forest and to the ground, not sure they actually can or would agree to ride horses. It's not unlikely that being on a horse may give them similar debuffs to being in a Village or Urban tile.

For the same reason, I am sceptical of Nymph artillery. I am not sure working with cold steel and gunpowder is in character for Nymphs.
 
Nymphs already work with cold steel and gunpowder, infantry are still a primarily gun based unit, especially rangers like the nymphs here are
 
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