Army of Liberty: a Fantasy Revolutionary Warfare Quest

Voting is open for the next 1 day, 2 hours
[X] Plan: Blocking Escape
-[X]
Image of suspected position of enemy units
-[X]
Image of Plan
-[X] Have artillery act, then cavalry, then infantry
-[X] Infantry
-[X] 200th Hobgoblin Fusiliers Regiment: Move 3, 6NE
-[X] 72nd Human Regiment of Foot: 3 Charge, Charge 28th 2 NE, 3NW
-[X] 148th Human Regiment of Foot: 3 Charge, Charge Elv H. Art NE, 3NW, W
-[X] 42nd Elven Regiment of Foot: 3 Charge, 6NE
-[X] 45th Elven Regiment of Foot: REST.
-[X] 251st Hobgoblin Fusiliers Regiment: 2 Move, 1 Fire, 4NE, Fire at 17th
-[X] 16th Halfling Pathfinders Regiment: 3 Move, 2NE, NW, face NE
-[X] 19th Halfling Pathfinders Regiment: REST.
-[X] 28th Halfling Pathfinders Regiment: 3 NW, 3NE
-[X] Cavalry
-[X] Guillory's Hussars: Have the 341st work with the 55th to block paths to escape on the 55th's western side, and the 350th capture the 155th. If possible charge a preferably non-routed unit that is not the 28th or the 66th on the way to the destination, but priotize reaching the destination over charging.
-[X] 55th Elven Hussars Regiment: Occupy the tile 3W of the 108th, Orders should look something like (3 Charge, 5 NE, 2NW, 1E (Charge into HQ?), 3W, 1NW); deviate from exact wording of orders in order to be 3W of the 108th); (Go to the right of Kloster Damenhof and the Prov. Elv Art to reach position), face SW
-[X] 108th Elven Hussars Regiment: (2 Move, 3E, 7 NE, 2NW, 1 NE); deviate from exact wording of orders in order to be on the furthest up road); (Don't move through the western corridor by the Rauberholz forest to reach the position; instead move along the road, and then go to the right of Kloster Damenhof and the Prov. Elv Art), face SW
-[X] 13th Hobgoblin Lancers Regiment: 3 Charge, 3NE, 6NW, 2NE, 2NW
-[X] Artillery
-[X] 84th Elven Artillery Battery: Fire at rear of prov elv Arty
-[X] 10th Human Artillery Battery: Fire at 17 Hum
-[X] 31st Elven Artillery Battery: Fire at rear of prov elv Arty
-[X] 5th
Hobgoblin Horse Artillery Battery: NW, NE, Fire at 17th

This plan can capture basically every unit except the 155th. There is actually a more optimal plan where we destroy the Prov Elv Art to clear way for the horse artillery so that they can block 2 tiles, which free up a cavalry unit to capture the 155th.

[X] Plan: More Optimal Blocking Escape, with Horse Artillery
-[X]
Image of suspected position of enemy units
-[X]
Image of Plan
-[X] Some Calcs
-[X] Have artillery act (except horse artillery), then cavalry (except 13th), then infantry that targets Prov Elv Art (except 42nd), then horse artillery, then rest of infantry, then the 13th
-[X] Infantry
-[X] 200th Hobgoblin Fusiliers Regiment: Move 3, 6NE
-[X] 72nd Human Regiment of Foot: 2 Charge, 1 Attack, Charge 3 NW, 1E, Attack Prov Elv
-[X] 148th Human Regiment of Foot: 3 Charge, Charge Prov Elv NE, 2NW, 1NE, Charge 60th Art from the West (1SW, 1W)
-[X] 42nd Elven Regiment of Foot: 3 Charge, Charge the position SW of the 28th, Charge 6NE
-[X] 45th Elven Regiment of Foot: REST.
-[X] 251st Hobgoblin Fusiliers Regiment: 2 Move, 1 Fire, 2NE, Fire at 17th
-[X] 16th Halfling Pathfinders Regiment: 3 Move, 2NE, NW, face NE
-[X] 19th Halfling Pathfinders Regiment: REST.
-[X] 28th Halfling Pathfinders Regiment: 3 NW, 3NE
-[X] Cavalry
-[X] Guillory's Hussars: Have the 341st work with the 55th to block any path to escape in the Rauberholz forest, and the 350th capture the 155th
-[X] 55th Elven Hussars Regiment: Occupy the tile 2W, 1NW of the 108th, Orders should look something like (3 Move, 5 NE, 2NW, 3W, 1NW); deviate from exact wording of orders in order to be 3W of the 108th); (Go to the right of Kloster Damenhof and the Prov. Elv Art to reach position), face SW
-[X] 108th Elven Hussars Regiment: Occupy the tile 2W, of the 5th, Orders should look something like (2 Move, 3E, 7 NE, 2NW, 1W); deviate from exact wording of orders in order to be 2Wof the 5th); (Don't move through the western corridor by the Rauberholz forest to reach the position; instead move along the road, and then go to the right of Kloster Damenhof and the Prov. Elv Art), face W
-[X] 13th Hobgoblin Lancers Regiment: 3 Charge, 3NE, 6NW, 2NE, 2NW
-[X] Artillery
-[X] 84th Elven Artillery Battery: Fire at 17th
-[X] 10th Human Artillery Battery: Fire at 17th
-[X] 31st Elven Artillery Battery: Fire at Prov Elv Art
-[X] 5th
Hobgoblin Horse Artillery Battery: 3NW, 3NE, 3NW, 3NE, Face W
 
Last edited:
Omake: Durand - Teaser Trailer #1 (ARY 209) New
Durand--Teaser Trailer #1 (ARY 209)


[CC: Raka Durand] 'Anything is possible in this new world. All it will take is a solid victory. And that I could accomplish any day of the week.'​


"Who is Raka Durand? We seem to be hearing much of that name in recent days," Fleurent Duhamel, Comte de Nereveve demanded of the world, tossing down, with some excess drama, the newspaper he had been reading with increasing ire and frustration. His parlor was sometimes the home of strategic meetings. After all, he was a member of the Assembly, if one of the supporting figures rather than a leading light. The parlor was decorated in light and shadow, black and white furniture meant to invoke the purity of the cause. But he really did dislike the style that some were adopting.

He was a handsome, if long-faced elf, he missed the wigs they had once worn, but which now were viewed as just another sign of royalist decadence. Of course, he was a royalist himself of a sort… but not the kind his father would have wanted.

Speaking of people his father did not want…

"Oh, I know this one," Bernard Duhamel declared, the even longer faced and rather sloppily attired elf said. "She's that General who… er, won at Mauvais--"

In a flash the cavalry charge across a field, the enemy out of place, as the camera pans over towards their destination, and then zooms in to show… a cache of letters about to be revealed to the world.

"Oh, and then at Brutet too--"

General Albrecht Philipp von Wachenheim stared in horror at the cavalryman and said, ""Sir, I must protest at this treatment. Allow myself and my men an honorable withdrawal and you shall prove to the world that your Kin is truly suited for leadership." There was a laugh from those present, and the mud-splattered elf stared hopelessly.

"And then, er, just now didn't she win at Daurstein and capture a whole buncha artillery? An' then the whole part where she captured the city."

"Thanks. I definitely did not know that."

"You're welcome, brother, always…urgh, happy to help." Bernard covered his mouth.

"Why did I have to have an idiot sot for a brother?" he asked, aloud. "Listen, all of that is why she's so dangerous, why this is a bad thing is her letter! You remember the one that threw the mob into a frenzy and got good men killed for worthless gutter trash, no better than animals or vermin!"

[CC: Raka Durand] But I say, thus always to tyrants. It is the King's law which tells us that only death may answer for Treason. All are equal before the law - even Citizen Clotaire. Let the courts of the People see Justice done, and let the Traitor pay the same price as he has demanded of so many before this day.

"But what can we do about her?" Bernard asked. "Or you? Or whatever. I am just here because you asked me to join you for a morning's repast."

"We cannot hope for her death in battle, or her defeat, that would be treason," he said darkly. "So much as if she died in battle I would not miss the chance to drink a glass of the fine white to celebrate. But no, we must discredit her. After Mauvais… ah. After Mauvais, some patriots left her because of her bloodthirsty love of violence, and her incitement in the capital. Perhaps… surely there is some misdeed we can reveal of hers, something to make her lose her luster… before this star in another firmament outshines all but that Consular-loving Madame Montelivet, who would not be willing to protect the King and more importantly the throne from ruin and all the horrors that would follow." As he spoke he began to saw the air, gesturing broadly.

"Listen, brother, you don't have to… urp, worry so much. If people have left her service, or been wounded and washed out, then they want for money and connections," Bernard said, scratching his beard. "So, offer them some money, dig up some scandal to paralyze the beast, and then let's get on with something more interesting than all this politics."

"I find politics interesting, but that is an fascinating idea. Who knows what buried skeletons the woman has…" Fleurent mused.

"Last chance! No? Fire!"


Durand
Coming Summer 210
 
Last edited:
Last edited:
Actually, @Photomajig , can we hear more about General Durand's adjutants? I feel like I didn't even know they existed until I was rereading a post a bit ago, and it seems like even if in merely a narrative sense (I have not the least clue how you'd integrate such figures mechanically, unless it's at the strategic level) they might at least matter enough to get some names?
 
Durand--Teaser Trailer #1 (ARY 209)

*snip*

"I find politics interesting, but that is an fascinating idea. Who knows what buried skeletons the woman has…" Fleurent mused.

"Last chance! No? Fire!"
...
Uh oh, that is definitely gonna come to bite us in the ass later. I wonder why none of the officers that resigned from our army have talked about that to the newspapers yet?
 
...
Uh oh, that is definitely gonna come to bite us in the ass later. I wonder why none of the officers that resigned from our army have talked about that to the newspapers yet?

Whether it or something like it actually happens is up to the QM, since this is a movie trailer a century and change later, so the level of historical accuracy is intentionally kept vague beyond, "If this is canon, then these people presumably existed and were (probably) Constitutionalists."
 
[X] Plan: More Optimal Blocking Escape, with Horse Artillery
To break down the elements of my plan. The basic idea is to use cavalry to effectively capture/block off all of the enemy's escape paths. We can use 3 cavalry and a horse artillery to block off the center/left of the map, and then send a cavalry unit to capture the 155th. Sending the horse artillery is safe because there are only 2 non routed, non artillery units that can sorta respond, the 17th, 6 tiles away, which is going to be blocked by the rest of our units and the hills, and the 109th which maybe is in position to just do a -60 fire at us, which I already adjusted the plan to prevent by shifting some cavalry units.

To have the 5th horse artillery in the required position, then we need to destroy the prov elv art to clear a path. This is achieved with a charge from both a 72nd and 148th and a attack from the 72nd, plus artillery from the 31st. That has a greater than 99.80 chance of occuring, it is a bit higher since I'm not sure how to remove negative results from advantage rolls.

@Photomajig, it seems like the orders are cut off for the 14th Horse Artillery. I'm wondering if they are ready firing?
14th Elv H Art Moves NE,

Edit: Also as a note, updated the images for suspected enemy unit position and my plan.
 
Last edited:
I am not supporting any plan that has us trying to use horse artillery as a close-in blocking unit. Even if the rules would say that technically that's legal, it absolutely should not be.

Just have them shoot the 17th Human Infantry as well I say.

EDIT: Come to think of it, wouldn't the hills block vision on the 17th for our artillery?
 
Last edited:
I am not supporting any plan that has us trying to use horse artillery as a close-in blocking unit. Even if the rules would say that technically that's legal, it absolutely should not be.

Just have them shoot the 17th Human Infantry as well I say.

EDIT: Come to think of it, wouldn't the hills block vision on the 17th for our artillery?
I made the my non-horse artillery block plan work with the 108th reduced AP plan, it should work, though there is a decent chance that the Nymphs might escape through a one tile gap on the very upper left of the map.

We can shoot at the 17th with all our artillery except the 31st, it is pretty narrow, but it's possible.
 
To have the 5th horse artillery in the required position, then we need to destroy the prov elv art to clear a path. This is achieved with a charge from both a 72nd and 148th and a attack from the 72nd, plus artillery from the 31st. That has a greater than 99.80 chance of occuring, it is a bit higher since I'm not sure how to remove negative results from advantage rolls.

You dont need to kill the Prov artillery, you can just rout them and thats incredible simply - our two bad artilleries could do it with two flanking shots or any unit charging in routs them, they are guaranteed to rout in two rolls
 
Last edited:
Yeah, I think we do really want to make sure as many (or all if possible) of the enemy artillery we can see, along with the 17th Human Infantry, are routed, because if they're not they'll have access to regular actions like attacking back. And if they've measured their chances of flight to be as bad as we've measured them to be, I could see them deciding to keep fighting until destroyed or at least until they're broken for the sake of the honor of the colors, which would mean extra casualties we don't need to take if they attack back.

We can shoot at the 17th with all our artillery except the 31st, it is pretty narrow, but it's possible.
Do we have Word of QM on that? Because last time we thought we had a "pretty narrow, but possible" shot with artillery we got told that no, we didn't have line of sight.
 
Last edited:
Yeah we can also rout all enemy units without having to use our cavalry so that's works too

We may not have a guarantee to kill artillerynbut we have guarantees to rout them
 
Well I would like to guarantee a kill on the horse artillery, because that is the most valuable thing here. Massive Influence for killing an Experienced enemy unit, and hopefully a free set of Horse Artillery without having to pay the massive Influence price tag.
 
Capturing the horse artillery is just as good as killing them and it's impossible to guarantee a kill.

We generate stress even with only nat 20 on morale rolls, but we don't kill if we roll nat 10 on all wounding
 
Yeah, I think we do really want to make sure as many (or all if possible) of the enemy artillery we can see, along with the 17th Human Infantry, are routed, because if they're not they'll have access to regular actions like attacking back. And if they've measured their chances of flight to be as bad as we've measured them to be, I could see them deciding to keep fighting until destroyed or at least until they're broken for the sake of the honor of the colors, which would mean extra casualties we don't need to take if they attack back.


Do we have Word of QM on that? Because last time we thought we had a "pretty narrow, but possible" shot with artillery we got told that no, we didn't have line of sight.
Could you link to that, I don't recall where that happened. Picture, I'm basing it off line of sight from center to any point of the tile, zooming in makes it more clear, but I'm decently sure those shots are possible. Though we can just ask @Photomajig for confirmation.

And if we capture the rest of the army, that's less soldiers we have to fight later which reduces casualties in the long run. And I'm not really sure that they'll do a last stand, most the non-routed units are artillery, they're just going to die very quickly if they don't surrender and I think they know that. For my plan, if we cut off their escape routes, destroy one of their artillery piece, and attack 2 other artillery pieces, and capture a lot of the enemy army. Then I feel like, any other units will go, we made a good enough attempt, but I'll like to live.
Well I would like to guarantee a kill on the horse artillery, because that is the most valuable thing here. Massive Influence for killing an Experienced enemy unit, and hopefully a free set of Horse Artillery without having to pay the massive Influence price tag.
Does destroying units get influence? I don't actually recall that being a thing. After Brutet, we got influence from the victory and the units who surrendered (based on their experience). Which kinda makes sense, capturing solidiers is more impressive than just killing them and they're also a useful bargaining chip for later. And if they surrender, we can just take the horse artillery from them.
 
Does destroying units get influence? I don't actually recall that being a thing. After Brutet, we got influence from the victory and the units who surrendered (based on their experience). Which kinda makes sense, capturing solidiers is more impressive than just killing them and they're also a useful bargaining chip for later. And if they surrender, we can just take the horse artillery from them.
It does. We got Influence from destroying the two artillery units during the Mauvais Plain battle.
 
It doesn't seem to be there? Honestly seems like we want to capture units over destroying them unless we want the momentum or morale check.
It's there. We captured 3 Trained Units (the 2 Elven Volunteer Infantry and the Halfling Volunteer Infantry) and 2 Professional Units for 15 and 50 Influence respectively. But we also destroyed a Regular and a Trained unit, which is why we got 75 Influence instead of 65. This got pointed out after Brutet when we were tallying up influence counts.

Though looking at it, we should have gotten more Influence since one of those Artillery units was Regular instead of Trained.
 
Last edited:
It's there. We captured 3 Trained Units (the 2 Elven Volunteer Infantry and the Halfling Volunteer Infantry) and 2 Professional Units for 15 and 50 Influence respectively. But we also destroyed a Regular and a Trained unit, which is why we got 75 Influence instead of 65. This got pointed out after Brutet when we were tallying up influence counts.

Though looking at it, we should have gotten more Influence since one of those Artillery units was Regular instead of Trained.
Doesn't that mean we get the same influence? 5 influence from capturing trained units, 5 influence from destroying trained units.
 
Ok to clarify, here is the set of orders that will rout all remaining enemy units and capture the 28th and 14th Horse Artillery, which are the artilleries which could run away this turn. The other artilleries and the 17th cannot escape this turn and end the turn surrounded by infantry and cavalry and will either surrender or just get captured.

One AP from one unit of cavalry is required unless the 42nd can charge to rout the 28th and then capture them with the same charge, but the charge of the cavalry will rout 100%, so its other 2 AP can be spent however you want.

These Orders do not guarantee capture of the 20th, 74th, 155th, 31st, the HQ and whatever other units may still be on the map.

You will have to decide what to do with the 4 Cavalry and 1 Horse Artillery when it comes to capturing these other units.

If you can charge and capture, then the 7nd can capture the 20th this turn and the 1 Ap from a cavalry is not required to capture the 28th


Execute in order top to bottom

-[X] 31st Elven Artillery Battery: Fire at Prov Elv Art
-[X] 84th Elven Artillery Battery: Fire at Prov Elv Art (Prov Elv Art now routed)
-[X] 148th Human Regiment of Foot: Charge NW, NE, NW, Charge 60th [60th Elv Art now routed>17th Hum now routed>75th Elv Art now routed)
-[X] 13th Hobgoblin Lancers Regiment: Charge 14th Horse Artillery (14th Horse Artillery routed)

-[X] 72nd Human Regiment of Foot: Move NE, NW, NE, 3*W(Capture 14th Horse Artillery)
--- Any Cavalry unit needs to charge the 28th once to rout them with charge+melee, unless the 42nd can charge to rout and then immdedeatly capture
-[X] 42nd Elven Regiment of Foot: Move NW*5, Move NE(28th Artillery captured)
 
Ok to clarify, here is the set of orders that will rout all remaining enemy units and capture the 28th and 14th Horse Artillery, which are the artilleries which could run away this turn. The other artilleries and the 17th cannot escape this turn and end the turn surrounded by infantry and cavalry and will either surrender or just get captured.

One AP from one unit of cavalry is required unless the 42nd can charge to rout the 28th and then capture them with the same charge, but the charge of the cavalry will rout 100%, so its other 2 AP can be spent however you want.

These Orders do not guarantee capture of the 20th, 74th, 155th, 31st, the HQ and whatever other units may still be on the map.

You will have to decide what to do with the 4 Cavalry and 1 Horse Artillery when it comes to capturing these other units.

If you can charge and capture, then the 7nd can capture the 20th this turn and the 1 Ap from a cavalry is not required to capture the 28th


Execute in order top to bottom

-[X] 31st Elven Artillery Battery: Fire at Prov Elv Art
-[X] 84th Elven Artillery Battery: Fire at Prov Elv Art (Prov Elv Art now routed)
-[X] 148th Human Regiment of Foot: Charge NW, NE, NW, Charge 60th [60th Elv Art now routed>17th Hum now routed>75th Elv Art now routed)
-[X] 13th Hobgoblin Lancers Regiment: Charge 14th Horse Artillery (14th Horse Artillery routed)

-[X] 72nd Human Regiment of Foot: Move NE, NW, NE, 3*W(Capture 14th Horse Artillery)
--- Any Cavalry unit needs to charge the 28th once to rout them with charge+melee, unless the 42nd can charge to rout and then immdedeatly capture
-[X] 42nd Elven Regiment of Foot: Move NW*5, Move NE(28th Artillery captured)

Wait, is the 31st still on the map? If so that frankly takes priority over everything other than maybe the HQ, if we can manage it.
 
Voting is open for the next 1 day, 2 hours
Back
Top