I'm really not super interested in an attack with a 50% miss chance - cannonballs aren't free, and all. If you want to propose a minor edit to the plan with that, though, I ain't gonna argue too hard against it.
I'm deeply uninterested in a plan that does Counterbattery fire Round 1, or with miracle shots on non-artillery for that matter. We currently have a vast number of bigger fish to fry.
I'm deeply uninterested in a plan that does Counterbattery fire Round 1, or with miracle shots on non-artillery for that matter. We currently have a vast number of bigger fish to fry.
Nobody is proposing counterbattery fire, i am thinking about whether the 50% chance to deal some damage to the enemy is higher than the chance that they will run directly into our guns this turn.
Shooting at the hussars deals 15 casualties on average
Nobody is proposing counterbattery fire, i am thinking about whether the 50% chance to deal some damage to the enemy is higher than the chance that they will run directly into our guns this turn
I called that a miracle shot for a reason. Though, hmm.
Honestly, the actual thing of any interest at all, and it's not much, is the possibility of revealing the unit's trait. The damage chance seems pretty miniscule.
[X]Plan: No Fortify, All Countercharges, Give 31st a chance
-[X] 200th Hob: MOVE NE, NE, NE
-[X] 72nd Hum: MOVE NE, E, NE
-[X] 148th Hum: MOVE NE, NE
-[X] 42nd Elv: MOVE NE, NE
-[X] 45th Elv: MOVE NE, NE
-[X] 16th Half: MOVE NE, NW
-[X] 19th Half Pfd: MOVE NE, NE
-[X] 28th Half Pfd: MOVE NE, NW
-[X] 55th Elv Hsr: READY CHARGE NE (500m)
-[X] 108th Elv Hsr: READY CHARGE NE (500m)
-[X] 13th Hob Lan: MOVE E, NE, NE
-[X] 84th Elv Art: READY FIRE NW, NE (700m)
-[X] 31st Elv Art: Fire at 1st Elv Hu
-[X] 5th Hob H. Art: MOVE NW, NE, NW, NW
-[X] HQ: Attach Raka Durand to 5th Hob H. Art, MOVE NE
Yeah, I think i have convinced myself. Any scrap of damage(15 casualties average) is something we need especially in the west where it could go down to the wire and it will reveal the trait of the 31st which could have important ramifications whether positive or negative. The 31st is directly besides the HQ and cannonballs are not that expensive that i am willing to give up the chance to shoot.
The elven artillery is going to need any chance they can get for xp too, artillery should be leveling up as soon as possible!
Rake thinks that the dwarves are probably behind the enemy line, but we know that they definitly are, there are only 4 hexes in their deployment zone we cant see, their 2 dwarven legions and HQ are behind the artillery
this is what the enemy can see:
Thinking from the perspective of the enemy, I would definitely try to approach from the sides, where the Field artilleries cannot hit the cavalry, which with the possibility of either charging in or simply threathening to cause chaos waiting for the infantry and artillery to come in. The Infantry moves forward in a push against the fort, protected from the 31st by the woods. The 55th is exposed and i want to push the hussars forward anyway, so charging it is just the obvious choice to degrade enemy cavalry capabilities.
The best choice for the artillery is softening up the western elven infantry i think. Readying fire 700m may be an other choice, but the modifier for medium village is -40 and the modifier for long range plains is -50. By damaging the western elven infantry it prepares for a charge from the cavalry next turn, which means that 1 cavalry unit can destroy the 84th next turn and another deal with the western infantry units. By turn 4 the west should be wrapped up and the western units ready to sweep east and envelop the enemy
The result of this theorising is that our plan already works, but I think we have mispositioned the artillery
I think its evaluation of western cavalry is a little more cautious than I think they might be. Fundamentally, on a battlefield you're going to be hit by artillery, and if you do think you can scatter the two infantry, then the odds that both of your Professional cavalry units are going to be routed is low, and if even one of them is available you can just take out the artillery and wrap up the entire western half of the battle.
To clarify here, I don't think this is a bad plan if it works. It's not free, of course, but it leaves the enemy's side incredibly vulnerable and therefore sets the stage for them being either forced to redeploy to defend it, or face the risk of the cavalry's return, either immediately or after a round or two of resting.
The problem is that a less cautious route maybe following the road wouldn't actually help in getting to the goal faster. Taking cover still allows the cavalry to charge in two turns, the only thing that changed is that the lancers can't charge the artillery, but they don't want to be the ones doing that anyway.
Taking an artillery shot on a chin to get a better position is often worth it, but they dont need it atm.
The cavalry will restore 3 cohesion from routing enemy units too, so around one turn of resting can be skipped.
Hmm, if what you are proposing is the case, then I'm not sure if our artillery is actually misplaced?
Because we can just charge one of their cavs with one of ours, and if their other is headed for the Halflings or Western Elves, we can Ready Fire with the Art against that, at the very least.
Hmm, if what you are proposing is the case, then I'm not sure if our artillery is actually misplaced?
Because we can just charge one of their cavs with one of ours, and if their other is headed for the Halflings or Western Elves, we can Ready Fire with the Art against that, at the very least.
We can definitely win in the west I think, depends on the rolls of course. If there was a way to prevent the enemy from having the cover to approach to like 500m would be nice tho
It's a bit unfortunate that the artillery will probably be relegated to long range potshots after that though it's ok I think.
My biggest worry is the 31st, which is unable to engage the main infantry thrust of the enemy and which can be avoided by skirting around the range. Though if the enemy uses their eastern cav to cut south under the lakes the 31st could actually swing around and be a great threat against the flank.
[X]Plan: No Fortify, All Countercharges, Give 31st a chance
-[X] 200th Hob: MOVE NE, NE, NE
-[X] 72nd Hum: MOVE NE, E, NE
-[X] 148th Hum: MOVE NE, NE
-[X] 42nd Elv: MOVE NE, NE
-[X] 45th Elv: MOVE NE, NE
-[X] 16th Half: MOVE NE, NW
-[X] 19th Half Pfd: MOVE NE, NE
-[X] 28th Half Pfd: MOVE NE, NW
-[X] 55th Elv Hsr: READY CHARGE NE (500m)
-[X] 108th Elv Hsr: READY CHARGE NE (500m)
-[X] 13th Hob Lan: MOVE E, NE, NE
-[X] 84th Elv Art: READY FIRE NW, NE (700m)
-[X] 31st Elv Art: Fire at 1st Elv Hu
-[X] 5th Hob H. Art: MOVE NW, NE, NW, NW
-[X] HQ: Attach Raka Durand to 5th Hob H. Art, MOVE NE
The Fifth Army stirs to motion. So does the enemy. You ride along on top of a caisson of the 5th Horse Artillery, standing in the midst of cannonballs with your spyglass sweeping across the horizon. As you expect, the enemy cavalry surges forth - in the west, hugging the sides of the modest hills there; in the east, darting across the plain but pulling to a stop north of the lakes. They're being cautious; but timidity and time are on your side.
The enemy artillery opens the battle in earnest, firing from its position at the windmill. A foolish choice. The distance is far too great for accurate fire. You observe as their volley falls very short of the 148th. Soon, the 31st answers as enemy infantry comes into range, but it's a dismal effort. The scattered, disorganized volley disperses over a huge area without a single hit on the enemy line. You're going to have words with de Lamartine.
The first of the horse artillery reach the monastery doors. Immediately, there's a ruckus. Raised voices erupt from the gates of the great square tower at its heart, and the line of men detaching their guns from their limbers comes to a confused halt.
"Sir!" one of the gunner-captains ahead shouts. "There's trouble!"
You dismount and move up, followed by Colonel Faucher, your successor in command of the 5th. The situation quickly becomes clear. The doorway is swarming with elves in red robes, holding up their hands and waving staves to ward off the entrance of your soldiers.
"What in Hell...?" Faucher mutters, drawing his sabre. The gunner-captain hurries down the column to the two of you.
"The damned monks are still in there! They're trying to stop us from getting in!"
"How did this get past the scouts?" you ask, glaring at the monastic brothers who seem determined to stop the advance of the entire Fifth Army by themselves if necessary.
"They must have been keeping to the crypts," Faucher says darkly. "These old places always have enough dusty catacombs to sate a necrarch. Your orders, sir?"
[] A whiff of grapeshot shall clear the way. These monks should have cleared out days ago. Their conduct shows that they are in league with the enemy. Let them prove their faith and devotion to your cannons instead. The monks will be dispersed and the 5th's deployment is not delayed. However, your Relation with the Constitutionalist and Consular factions may fall after the battle if word gets out. [] Force your way in as peacefully as possible. They're civilians. Your soldiers can simply push their way in with threats and musket butts. It will almost certainly delay the setting-up of the guns, however. It will take an additional Round to Set Up the 5th Hobgoblin Horse Artillery.
***
The first cannonball comes down some hundred paces too early, tears through the wheatfield kicking and bouncing off the packed soil, and rolls to a stop an arm's length from the first ranks of the 148th Human Regiment of Foot. A murmur of unease goes through the line, even as the rest of the volley falls even further and stays well clear of them. None of them have been on the receiving end of an artillery barrage before, and it is all too easy to imagine what it would look like should the enemy's fire fall a little further in.
Liberté Chastain breaks from the ranks and strides up to the first cannonball. It is still steaming, half-buried in the soil by its own force. They prod it with the tip of their boot and grin back at their regiment.
"What's the difference between the King's own artillery and a nervous schoolboy? Nothing. They both fire their guns off early at the slightest excitement."
The ranks laugh, whispering the joke back through the line. The unease dissipates. It's a palpable change, a weight lifting off their brows.
"Come on, then, Citizens! Don't we have a battle to win?" Liberté cries, and the soldiers pick up their pace to follow their leader. They are marching for the enemy as the enemy marches for them. Somewhere behind them, the guns of the 31st Battery thunder in response. They, Liberté hopes, should have better aim than that.
***
COMBAT SUMMARY: 55th Elv Hsr Ready Charges
108th Elv Hsr Ready Charges
84th Elv Ar Ready Fires
31st Elv Art Ready Fires
10th Roy Elv Art Fires on148th Hum!
>CO Traits Revealed!
>>10th Roy Elv Art CO: [7], Butcher (Both this Unit's and its enemies Wound Threshold is reduced by -1 in melee.)
>>Liberté Chastain: [15], Inspiring (Unit regains +1 Cohesion every turn, even in combat, unless Routed.)
>Hits: 37-50+10=0
1st Roy Elv Lan Moves SE, SW, SE, SE
HM's 1st Elv Hsr Moves SW, SE, SW, SE, SW, SE, SW
2nd Elv Vol Moves SW, SE, SE
1st Elv Vol Moves SW, SE, SE
31st Elv Art Ready Fire triggered! (W-NW, 700m; 1st Elv Vol)
31st Elv Art Fires on 1st Elv Vol!
>CO Traits Revealed!
>>Marie de Lamartine: [1], Incompetent (All attacks are made with Disadvantage. All enemy attacks on the Unit have Advantage.)
>>1st Elv Vol CO: [3], Unsteady (Unit loses 1 more Cohesion whenever it loses Cohesion.)
>Hits: 100, 11-20=0 (ouch!)
Schw Dwa Leg Moves ??, ??, SE
Heid Dwa Leg Moves SE, SW, SW
25th Roy Elv Art Moves SE
1st Half Vol Moves SE, SE, SE
1st Hob Vol Moves SW, SE, SE
HM's 2nd Elv Hsr Moves SW, SW, SW, SW, SE
2nd Roy Elv Lan Moves SW, SW, SW, SW, SE, SW
19th Half Pfd Moves NE, NE
42nd Elv Moves NE, NE
45th Elv Moves NE, NE
148th Elv Moves NE, NE
16th Half Moves NE, NW
200th Hob Moves NE, NE, NE
72nd Hum Moves NE, E, NE
19th Half Pfd Moves NE, NE
28th Half Pfd Moves NE, NW
13th Hob Lan Moves E, NE, NE
5th Hob H Art Moves NW, NE, NW, NW
HQ Moves NE
31st Elv Art gained +1 XP.
148th Hum gained +1 XP.
***
BATTLE OF MAUVAIS PLAIN, ROUND 1 +Primary Objective: Defeat the Volunteer Army. +Secondary Objective: Raid enemy HQ.
Schw Dwa Leg spotted, Heid Dwa Leg spotted and enemy HQ spotted! Our 108th Elv Hsr, 5th Hob H Art and HQ spotted!
The full list of Orders is:
Move: Unit is told to move up to its Movement speed.
Fire: Unit is told to attack an enemy Unit in range with ranged weaponry. This expends 1 Munitions.
Ready Fire: Unit is told to prepare a volley in a set direction if an enemy Unit Moves into it at a specified range on their turn. Several preferred ranges or a range of ranges can also be specified ("Ready Fire SE if enemy Unit Moves there at 100 to 1000m").
Charge: Unit is told to move and attack a non-adjacent enemy Unit within its movement range in melee. Unit has to move at least 1 space towards the enemy as part of this action and end their move adjacent to their target. The attack has Charge Advantage unless the target Unit has Braced.
Ready Charge: Unit is told to prepare to charge an enemy Unit if it moves within a specified distance from them on their turn. Several preferred ranges or a range of ranges can also be specified ("Ready Charge SE if enemy Unit Moves there at 100 to 1000m").
Attack: Unit is told to attack an adjacent enemy Unit in melee.
Brace: Unit is told to prepare to receive an enemy charge. Charging Units do not benefit from Charge Advantage against this Unit and the Unit makes an immediate melee Attack on the first enemy to enter into melee with it. An Unit cannot Brace if it is already engaged in a melee.
Rest: Unit rests for a little while in place. Unit recovers 2 Cohesion and expends 1 Supplies.
Hide: Unit attempts to enter concealment in their space. Their Concealment is doubled until they Move or attack.
Search: Unit attempts to discover hidden enemies. Their Spottingis doubled until the start of their next turn.
Disengage: Unit moves 1 space away from an enemy Unit and is considered Braced until the start of their next turn.
Supply: Unit resupplies from a stockpile or exchanges Supplies or Munitions with a friendly adjacent Unit.
It did not occur to me that it was expected to trigger from a larger area, since no-one questioned the trigger being set as NE specifically? It works the same way for Ready Fire, after all.
I'm inclined to allow for Ready Charges to be set to trigger in a cone like artillery (so they could be set NW-NE, for example), though. It does seem too limiting, especially for cavalry.
It did not occur to me that it was expected to trigger from a larger area, since no-one questioned the trigger being set as NE specifically? It works the same way for Ready Fire, after all.
I'm inclined to allow for Ready Charges to be set to trigger in a cone like artillery (so they could be set NW-NE, for example), though. It does seem too limiting, especially for cavalry.
Yeah, there's a bit of literal genie that kinda happens as a result of tactical mapgames stuff. It is really frustrating, because we've basically given up major opportunities to actually harm the enemy because of a slight error in recording.
I don't think we're fucked, but we've apparently just had our cavalry stand there because our orders weren't what we actually intended, but to only charge them if they went into a certain kind hex.
Which admittedly doesn't seem to make much sense in-universe??
"You're to charge the enemy to spoil their ability to get good positioning for free, but don't charge them if they're one hex to the right, that'd be unsporting."
Yeah, there's a bit of literal genie that kinda happens as a result of tactical mapgames stuff. It is really frustrating, because we've basically given up major opportunities to actually harm the enemy because of a slight error in recording.
I don't think we're fucked, but we've apparently just had our cavalry stand there because our orders weren't what we actually intended, but to only charge them if they went into a certain kind of hex.
Which admittedly doesn't seem to make much sense in-universe??
Yeah, from a logical standpoint it doesn't really make sense that our cavalry would go "well they aren't going where the boss said they would go specifically, guess we don't have to do anything" when they're like...right there. (At least, if I'm reading the map right.)
I understood the NE alignment of the western cav to be because you anticipated a dash by the enemy east towards your guns or Bercoux, and wanted the Hussars to intercept. That seemed to be a point in some of the discussion. So while I do see an issue and am going to let Ready Charge be set in a wider cone, I don't think that's just a case of literal-genieing your downfall?
Like, I can easily imagine a scenario where you don't want your cavalry to charge off in a non-specified direction and abandon their position because I interpreted that as your intent. The rules are also set for a reason?
[] 28th Halfling Pfd 1 NW
[] 72nd Hum 1 NW
[] 45th Elv 1 NE
[] 148th Hum 1 NE
[] 200th Hob CHARGE [Something]
[] 16th Hob Lanc CHARGE [Something]
[] 55th Elv Hussar CHARGE [Something]
[] 31st Elven Art FIRE on 1st Elven Volunteers
This is what I'm picturing on the east? The 31st Elven Art's commander is going to be sacked because one of our key units is Incompetent, but if she's going to shoot anyways, basically the only choice would be to shoot at the unit that loses extra Cohesion. That way even a glancing blow will at least wear them down.
This would get us three charges on the enemy cavalry, with the intent of routing or fucking with at least one of them and breaking up the entirely free look they've gotten.
I understood the NE alignment of the western cav to be because you anticipated a dash by the enemy east towards your guns or Bercoux, and wanted the Hussars to intercept. That seemed to be a point in some of the discussion. So while I do see an issue and am going to let Ready Charge be set in a wider cone, I don't think that's just a case of literal-genieing your downfall?
Like, I can easily imagine a scenario where you don't want your cavalry to charge off in a non-specified direction and abandon their position because I interpreted that as your intent. The rules are also set for a reason?
[] 28th Halfling Pfd 1 NW
[] 72nd Hum 1 NW
[] 45th Elv 1 NE
[] 148th Hum 1 NE
[] 200th Hob CHARGE [Something]
[] 16th Hob Lanc CHARGE [Something]
[] 55th Elv Hussar CHARGE [Something]
[] 31st Elven Art FIRE on 1st Elven Volunteers
This is what I'm picturing on the east? The 31st Elven Art's commander is going to be sacked because one of our key units is Incompetent, but if she's going to shoot anyways, basically the only choice would be to shoot at the unit that loses extra Cohesion. That way even a glancing blow will at least wear them down.
This would get us three charges on the enemy cavalry, with the intent of routing or fucking with at least one of them and breaking up the entirely free look they've gotten.
I was moving them to get them out of the way so as to allow our Lancers a clean charge. Also to block the enemy if they were going to go for our artillery.