Army of Liberty: a Fantasy Revolutionary Warfare Quest

Like, right now I'm thinking the split for Cavalry is: Elven Hussars on the right and left, Hob Lancers in the center to serve as the breaking-up force in either direction.

Artillery I think either two to the west or one. If we put two to the west, one should be on a blue hill space so that we can provide covering fire from the start, and one just below a hill space so that by Round 3 it can be set up in a slightly forward but not stupidly daring position. If we put one we'd want to keep the one in position to fire from the start. And then obviously we're putting an artillery on the monastery, with the question being whether it's Horse Artillery (slightly faster to set up) or Elven Artillery (takes an extra round to be ready, but slightly longer range... BUT, considerably less experience, which is why I think Horse Artillery is the choice because it'll be in position to do +30 haymakers by Round 3.)
I like this artillery deployment, I think I'd prefer the cavalry be more massed, but I think thats the ideal Artillery setup
 
I like this artillery deployment, I think I'd prefer the cavalry be more massed, but I think thats the ideal Artillery setup

The thing is, the Elven Hussars first moves honestly should be scouting moves, or checking things out, which is why I put them at the flanks. They can and should move in the future, but the one in the east is especially necessary, because the enemy doing something surprising by swinging around the lake to hit us from the flanks is something we'd need to know about in advance.
 
Im building my theoretical model of the battle and thinking about the position of the enemy and I think i am starting to see the value of putting some troops into the villages, forcing the enemy to be more weary of flanking from the west. I am also growing increasingly weary against delaying the deployment of artillery. I expect the absolute essential turns of this battle to be the first 5, each cohesion of damage we put into the enemy cav is cruical

The thing is, the Elven Hussars first moves honestly should be scouting moves, or checking things out, which is why I put them at the flanks. They can and should move in the future, but the one in the east is especially necessary, because the enemy doing something surprising by swinging around the lake to hit us from the flanks is something we'd need to know about in advance.

What are the hussars scouting for?

Im sorry but i still dont understand what you want them to do in a situation where we can already see everything important
 
Im building my theoretical model of the battle and thinking about the position of the enemy and I think i am starting to see the value of putting some troops into the villages, forcing the enemy to be more weary of flanking from the west. I am also growing increasingly weary against delaying the deployment of artillery. I expect the absolute essential turns of this battle to be the first 5, each cohesion of damage we put into the enemy cav is cruical

Yes, but I don't think you can do that by clustering the artillery to the east. Like the setup plan you proposed would have one unit online in turn 3 (the horse artillery) and two online by Round 4.

My plan, whatever else you can say of it, would have all of the artillery set up and firing by Round 3. Your plan is the slower one, all things considered.
 
It also potentially gives us an eastern force that can charge any enemy trying to go through the lakes. The one to the west has less scouting potential, but if we're going to have a force to the west, it needs a cavalry force to help buck it up. The Hob Lancers make ideal 'reserve' forces, to be honest, so I don't want to overcommit them too early.
 
They let us see non-Halfling units in the Woods and Village tiles, mainly. We at least need one out east of the lakes to see around the woods on our own side, which will block the Elven Inf/Art from spotting.

We can already see non-halfling units in wood and village tiles if they arent blocked by LOS.

Concealment in village: 4
Concealment in Woods: 5

Elven Infantry Spotting: 5



Everything in the yellow area can be seen by any elven unit on the green tile, another elven unit on the east means we have full information about non-halfling movements

One advantage of elven artilery in the monestary is that we will be able to spot halflings in villages too, but are we really worried about the 3 village tiles on the map?
 
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So, what I'm gathering from the evidence you've presented is that it would in fact make sense to have an elven cavalry unit to the east of the lake in the area partially blocked from LOS by the woods.

Also if you're making a western force at all it'd be pretty risky not to give it at least some cavalry to make sure people can't run rings around it.

...at which point, no matter what your plan is unless it ignores the West entirely, my cavalry deployment makes sense, more or less. If you think the West enemy is stronger you might want to keep the Hobgoblin Lancers 'in reserve' but more towards the left side of the map, if not you could just put them exactly in the middle in reserve.
 
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So, what I'm gathering from the evidence you've presented is that it would in fact make sense to have an elven cavalry unit to the east of the lake.

Also if you're making a western force at all it'd be pretty risky not to give it at least some cavalry to make sure people can't run rings around it.

...at which point, no matter what your plan is unless it ignores the West entirely, my cavalry deployment makes sense, more or less. If you think the West is stronger you might want to keep the Hobgoblin Lancers 'in reserve' but more towards the left side of the map, if not you could just put them exactly in the middle.

I have not thought about cavary deployment at all yet, i am still thinking about the artillery because everything needs to be deployed around them, but yeah an elven cavary on the east is good.

I simply dont want the misconception that a forward scout is any use to remain



The more I am looking at it from our enemies side...

Do we even want to move artillery out of our deployment zone when that prevents them from firing?

docs.google.com

Deployment

S Dwa Infa S Dwa Infa 2 Elv Hussar 1 Elv Hussar 1 Elv Lancer 2 Elv Lancer 1 Half Infa 2 Elv Infa 1 Hob Infa 1 Elv Infa 2 Elv Artil 1 Elv Artil HQ 10 Elv Huss 5 Hob Art 28 Hal PF 84 Elv Art 45 Elv Inf 13 Elv Art 148 Hu Inf 13 Hob Lancer 200 Hob Inf 42 elv Inf 55 Elv Hus 19 Half PF 72 Hum Inf 45 Ha...

Im looking at this deployment from the perspective of the enemy atm to clarify why

@Photomajig Do artillery start already set up?
 
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So, some artillery deployment possibilities/times.

If you're putting the Horse Artillery in the Monastery, they'll be up and firing by Round 3. (and also have +30 to attacks) If you try to put an Elven unit, it won't be until Round 4. If you're seeking to place an Elven Artillery Unit impossibly exposed on the road in front of the Monastery, it'll be firing by Round 4. If you want to put an elven artillery in the burial mound village thing, that's "firing by Round 5."

If you want to put an artillery in the north-most of the blue western hills, it will start firing by Round 1 if there's any targets (and to be fair, there might not be until Round 2, it could Ready Fire tho, tbf.)

If you want to put an artillery in either of the two hills adjacent to the blue area, it will be up and firing by Round 3, whether it's Elven or Hobgoblin.

If you want to keep an artillery in the wide open non-road spaces, obviously, you can have them firing from the start, as long as it's in the Blue.
 
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If our deployed artillery doesnt hit cavalry with ready fire on turn 1 we are already winning

Correct. Elven Hussars go.

West is more optional but I really would like to have light cav out there generally as coverage.

I want light cav in the far west, using the hills as cover to be hidden and either wreck an enemy flank or wrap around and punish any exposed artillery of theirs

 
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Yeah, which is why, while I want two art in the west, if it has to be one, it should be on the blue hill position. And if there's two, one needs to be set up on the Blue Hill position in order to cover things while the other one gets set up to be ready to fight by Round 3, which is, as I noted, not appreciably slower than basically any other halfway safe deployment we can choose.
 
Yeah, which is why, while I want two art in the west, if it has to be one, it should be on the blue hill position. And if there's two, one needs to be set up on the Blue Hill position in order to cover things while the other one gets set up to be ready to fight by Round 3, which is, as I noted, not appreciably slower than basically any other halfway safe deployment we can choose.

Having artilery ready to fire for 2 rounds is better for its safety than hill terrain imo.

If they get charged they are probably unfit for combat either way
 
Just a point here regarding the value of scouting: It's actually pretty low on this map, in my opinion. Infantry is fairly slow and needs to move trough open plains to get anywhere, where the unit is at risk of being spotted by elven cavalry. The time it takes for the enemy to get halfling infantry to an sneak up on us is around 4-5 turns, during which they risk being massacred by artillery and cavalry units of ours. I think we should move one of our hussars directly south of the lake Petit-Mitaine, where they could watch for any flanking push by enemy cavalry on the east and still be in a position reinforce the centre.
 
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@Photomajig question: it doesn't say this anywhere in the rules, but I want to make sure: units on hills can't "see over" line of sight blockers like in Civ 5-6, right?
 
Cavalry will be trying to hit our artillery turn 3. Any deployment needs to be ready to protect it by that time
 
Having artilery ready to fire for 2 is better for its safety than hill terrain imo

But where exactly would you set it up where the hills wouldn't get in the way and which wouldn't literally be entirely out in the open. We can in fact anchor around, especially if we're putting Cav in the far west (which is a good idea).

Basically, in order to not be blocked by the Hills or woods, an artillery unit not on that one beautiful bit of Hills would need to be exactly due south of Bercoux, which I guess could work, but does make me antsy. Maybe we could make a line running through Bercoux and then south-east? So that the artillery is the anchored end of the line? Though that could make it an obvious target, though in such a case hopefully 'Ready Fire' would prevent that?

Cavalry will be trying to hit our artillery turn 3. Any deployment needs to be ready to protect it by that time

My plan that involves the cavalry going to that immediate hilly position will have that, by the way. If we're putting Art into either of the two very close hill positions, they'll be ready to fire by Turn 3, and we'll be keeping infantry close by to them.

Like to be frank I think the deployment will be ready to defend that particular Artillery by Turn 2 in such a scenario.
 
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But where exactly would you set it up where the hills wouldn't get in the way and which wouldn't literally be entirely out in the open. We can in fact anchor around, especially if we're putting Cav in the far west (which is a good idea).

Basically, in order to not be blocked by the Hills or woods, an artillery unit not on that one beautiful bit of Hills would need to be exactly due south of Bercoux, which I guess could work, but does make me antsy. Maybe we could make a line running through Bercoux and then south-east? So that the artillery is the anchored end of the line? Though that could make it an obvious target, though in such a case hopefully 'Ready Fire' would prevent that?

Out in the open is better than not set up to fire. Two rounds of artillery fire could put one of the enemy cavalry entirely out of commission.


I think we dont have the same expectation of the batte - I expect that the enemy will charge their entire cavalry department south and try to find a weak point in our lines, charging at opportune units deployed too far forward. That means theyll be in the middle of the field turn 2 and in our lines turn 3. They cant afford to give us time to set up neat lines and protected artillery positions


Which, yeah, means that we REALLY want our artillery to be on hills. It lets us see over most potential threats.

But which LOS blockers are you worried about? my image demonstrating spotting works for artillery range too, there is nothing in the way that would prevent our artillery from shooting!
 
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@Photomajig

What happens if two opposing units try to move into the same space?



Obviously not exact, but would this roughly be the deployment you envision(exact infantry doesnt matter) @The Laurent
 
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Out in the open is better than not set up to fire. Two rounds of artillery fire could put one of the enemy cavalry entirely out of commission.


I think we dont have the same expectation of the batte - I expect that the enemy will charge their entire cavalry department south and try to find a weak point in our lines, charging at opportune units deployed too far forward. That means theyll be in the middle of the field turn 2 and in our lines turn 3. They cant afford to give us time to set up neat lines and protected artillery positions

My plan would have protected artillery positions by Turn 2, so, like.

I really don't think your objection holds water, because my plan is only slightly less rapid than your hypothetical plan, and MUCH more rapid than the only actual plan you've proposed, which is as slow as virtue.

To clarify, this is where I think things will be by Turn 2 in the vision I'm imagining.

Roughly.


View: https://imgur.com/a/Hy7huq8

The arrows indicate that this unit could also be in the village for the extra bonuses, but if we're trying to prevent a cavalry charge, refusing it like that means they have further to run if they want to get around to attack the artillery, and across more units that can just shoot them. By Turn 2, one of the artillery would have had two turns of firing and another would start firing on Turn 3. The Cavalry is honestly unlikely to be exactly there, maybe I should have drawn a vague arrow to indicate that it's having adventures in the West. :V

But, like, what about this is exactly a very slow and sedate setup? Pretty much all of this can be done by Round 2, and most of it by Round 1.
 
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The arrows indicate that this unit could also be in the village for the extra bonuses, but if we're trying to prevent a cavalry charge, refusing it like that means they have further to run if they want to get around to attack the artillery, and across more units that can just shoot them. By Turn 2, one of the artillery would have had two turns of firing and another would start firing on Turn 3. The Cavalry is honestly unlikely to be there, maybe I should have drawn a vague arrow to indicate that it's having adventures in the West. :V
The hills provide limited benefit, given how they narrow the area the artillery can actually cover and are so far out we need to almost split our army, which makes the enemy breaking the infantry line more likely. The spotting bonus from the hills also doesn't give us much us ase there isn't much room for concealing units from our elven cavalry. We could fire at enemy infantry in forests, but I'm more concerned with the cavalry charge against our lines. The issue here is that while the artillery is safe, we need to devote forces to screen the eastern hill against a random attack, leaving our infantry formation quite vulnerable to the enemy lancers.

Alternatively we could simply keep two artillery units in the open middle, 3-ish tiles behind infantry. If we place some of them out in the open, the enemy will need to try to break trough the line first, and we can move our infantry and calvary to plug any created gaps. I don't expect the enemy cavalry to just charge behind our infantry line in a suicidal attack. So I would favour one on the monastery, and two behind our lines in the middle.
 
But, like, what about this is exactly a very slow and sedate setup? Pretty much all of this can be done by Round 2, and most of it by Round 1.

My criticism is that it will not be able to shoot at the moving enemy cavalry Round 1 and it will not be able to shoot at the charging cavary Round 2.

Its not slow, but I expect the enemy to be extremly fast
 
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