Not the Horse Artillery. I would put them to the East, since they can move West with the enemy while shooting. Shooting from the East while the enemy moves West also allows for flanking shots.
Actually wait, doesn't this mean the enemy will have a full turn to react to our Masterful Deployment forces after they arrive on the map but before we get to do anything with them? If the timer goes down at the end of our turn, wouldn't that mean that the force arrives at the end of our turn rather than the start? That severely dampens their effectiveness if so.
Actually wait, doesn't this mean the enemy will have a full turn to react to our Masterful Deployment forces after they arrive on the map but before we get to do anything with them? That severely dampens their effectiveness if so.
The lancers are the obvious choice, being a heavy hitting cavalry unit free for attacking them from the rear. The hobs are included as the heavy hitters and the 42nd so we don't have to put them into a defending position. They are bad at being the anvil, so they may as well be the hammer.
Deployment:
File is available here, if you want to make a modified version or just use my map setup.
I took a guess at a plausible blob of enemy units, assuming they move infantry over the bridge. They would either end up in medium firing range, or necessarily cross into medium range for our ready fire. They will take 2 turns for their vanguard to go onto the shore, 1 turn to actually push towards us and will have 2 turns of melee prior to the strike force.
Our artillery is positioned so that can move one tile back to avoid skirmish fire, which I think the enemy will be unlikely to utilize due to exhausting most of the skirmishers munitions for limited effect.
Halflings are positioned for an ambush against the enemy approach: The 28th in particular can trigger a long-range ambush before falling back, and delivering a second volley from the village SW on the following turn. With 50 average casulties on that first shot, this is still worthwile. The 16th can hide and shoot as enemies start to cross, reducing their numbers with counterfire. They will then cycle into the back and provide fire support.
I put the 72nd near the tour, mainly because they have good stats, insane morale and a high resiliance to xp loss due to the teacher trait. The 45th supports from the south, hopefully being too busy in melee to cause issues.
Cavalry is placed somewhat abitrarely, mainly due to intercept any units trying to bypass us and reach the artillery units. Maybe with the 16th acting as fire support/ interception of last resort in the south.
Given the number of turns before the enemy is even close, there is plenty of time for any adjustments in positioning. This plan aims to draw enemy forces towards us and bind them, so our strike force can overwhelm the enemy reserve on the other side. I expect some of the enemy to break due to artillery and skirmish fire, while our force remains intact due to high morale modifiers. I think this should work well, the chance for pulling bold manevours is limited.
I will add an actual description tomorrow, the layout still works for discussion purposes.
Ok, hmm. While I agree with the idea of the plan, we do need to draw them in, I don't really agree with some of the specifics here.
First of all, I think you are underestimating how many units they have to push over the river in order to have a chance. Crossing the river takes infantry two turns (it is approximately 4 tiles with 3 Movement per tiles, with infantry having 6 Movement), Norn has 13 Infantry units and we have 6 Infantry units defending the crossing. Assuming they calculate that they need 9 Units to break our 6, that means they must send those 9 units to cross the river as a cohesive whole. They cannot leave some behind, since that would end up with them feeding their units piecemeal to the meatgrinder. They need to keep up constant pressure, otherwise we can simply Rest our frontline Units between the enemy attacks.
This leaves 4 enemy infantry north of the river, in the scenario where Norn only sends 9 to cross (which would be risky of them, honestly, since they believe we have 11 Units defending the crossing). These four will likely be setup to reinforce the units that did cross and thus not well-positioned to deal with a sudden rear attack.
On to my second point, which is related to the first. I feel like this plan, by focusing too much on drawing Norn in, actually leaves our defense too weak. In particular, why are we letting the enemy actually reach the town, rather than defending the buildings and funneling the enemy East to the plains instead? We need to remember, these enemy units are hardcore and will utterly demolish most of our Units in a straight melee fight. We need to use the good terrain and set up a killing field on the plains south of the crossing.
Third, I think our artillery position needs some work. Why is the Horse Artillery, our most mobile unit, positioned to the West where the enemy will be, but where they are not yet? The horse artillery should be to the East, since they can move with the enemy. As for the rest of our cannons, I do think we should try to come up with a way to get Close Range artillery shots on the "killbox" just south of the crossing. From a ruthless tactical perspective, firing our artillery in a way where we deal friendly fire to our own troops may very well be worthwhile here. If we lose Regular Elves and the enemy loses Expereienced Dwarves that is absolutely a worthwhile trade. But I do worry what the in-story consequences of such ruthlessness would be, after the fact.
As a final point, we can always do a false retreat if our defense turns out to be "too strong" and the enemy is reluctant to commit the bulk of their forces to cross. But we should not make our position too vulnerable in advance, that feels very risky.
Will we have time tomorrow? We've only got ~16 hours before the next plan has to be submitted. @Photomajig maybe we could have an extension on the vote so we can continue to discuss it through the rest if the weekend?
Ok, so here is another plan for discussion. The main changes is that I have put our Maverick in the tower, we have units defending all the village tiles since this is in my opinion the best place to have the frontline. The halflings are first up at the crossing, to skirmish, but afterwards they will move back to be able to shoot enemies fighting the 42nd and 72nd. Generally, we want everyone shooting and as few melee engagements possible. This is why I think defending the relatively isolated tower is important, it stops the enemy from engaging our main line in melee for a few turns.
The main idea is to defend the village, while giving enemy units enough room that they feel they are making process. With the west defended by experienced units holding strongpoints, I expect the enemy to potentially be funneled down to the south east, towards our cannons. This is the risky part, since if they are able to push along the corridor at the beach all the way south, our artillery and HQ could be threatened. However, such a push would be risky for them, since they would be exposing their flank to our main line, and we of course have cavalry in the south ready to punish too aggresive enemy movements.
I also moved one artillery to the West, to allow for Close Range fire support and making sure at least one of our artillery can shoot a given enemy Unit in the flank. Splitting the artillery to allow for flank shots does feel sensible, I am considering if two artillery units should be put West after all...
Initial deployment. Pathfinders are set to harass the enemy as they begin to cross.
View: https://imgur.com/a/n5fZWOR
Positions after enemy has crossed. Red arrows give potential paths the enemy could take, I expect that they might try moving South-East past our main line to get at the artillery.
View: https://imgur.com/a/aYWD40w
A possible, relatively good scenario, with enemy units engaging a subset of our units while the rest shoot them to pieces.
Alright, plan discussions. Sorry for my lack of contribution yesterday, I had some real issues with my sleep schedule.
@Pinniped basic plan is a lot closer to a variant than a different plan altogether than I thought, the 3rd infantry positions is along what I would intend.
Actual differences:
84th is behind the village tower. I would honestly consider this a bad change compared to me for one important reason: The 84th has the highest sight range out of any unit due to being both elves and watchful. Placing them in the bottom-middle the map allows for great awareness of the enemy around the river side prior to the strike team arrival. Additionally, they could not really fire most of their angle due to being blocked by the fort. Forts block LoS and as per current rules:
The stated reason (close range fire) would also probably not work out without firing in melee. Reactive fire does require line of sight and I don't see the enemy infantry stopping at 2*E of the artillery position at the end of turn.
Hob artillery in the village - This is, in my opinion a mistake. The horse artillery has shorter range and will struggle to keep up with enemy movement and fire. While the chalet is safe, it also doesn't offer the range to fire on the crossing. This is the main reason I placed them slightly east of our main artillery position.
One more elven unit near the tour and villages - I have no real issue with that, though I consider this a minor change without a real difference. We have 2 turns for shuffling infantry around and thus a lot of flexibility.
Halflings at the crossing itself - this robs them of an ambush advantage and thus morale check, but does allow more consistent skirmish fire. I think that's an alright tradeoff, though I prefer checks as they break the enemy earlier.
I will write a more full pro/contra list as the conversation picks up, I believe the placement of the 84th was considered due to a oversight regarding forts and some rule revisions.
Formatting and submitting my actual plan in this post:
-[] Plan Flexible Fire
-[] Strikeforce
--[] Northern Map Edge
--[] 19th Hob Lanc
--[] 19th Half
--[] 251st Hob
--[] 200th Hob
--[] 42nd Elv
-[] Deployment plan
--[] 28th Half Pdf: On Tour des Prisonniers
--[] 72nd Hum: SW, W of 28th Half
--[] 45th Elv: 2 SW, W of 28th Half
--[] 148th Hum: 2 NE of Chateu de Dancy
--[] 301st Hum: NE,E of Chateu de Dancy
--[] 16th Half: E of 148th
--[] 124th Elv: 2E of Chateu108th Elv Hsr: 2E of 301st Hum (Village NE,E of Chateu de Dancy)
--[] 55th Elv Hsr: 1 SE, 3 E of Chateu de Dancy
--[] 5th Hob Art E of 55th Elv Hsr [1 SE, 3 E of Chateu de Dancy]
--[] 31st ELv Art: E of 5th Hob Art [E of 55th Elv Hsr]
--[] 10th Hum Art: E of 31st Elv Art [2 E of 55th Elv Hsr]
--[] 84th Elv Art: E of 10th Hum Art [3E of 55th Elv Hsr]
--[] 14th Hum Art: E of 84th Elv Art [4E of 55th Elv Hsr, SW of Chalet de Chasse]
--[] HQ: 2 SW of Chalet de Chasse
28th Half Pdf: On Tour des Prisonniers
72nd Hum: SW, W of 28th Half
45th Elv: 2 SW, W of 28th Half
148th Hum: 2 NE of Chateu de Dancy
301st Hum: NE,E of Chateu de Dancy
16th Half: E of 148th
124th Elv: 2E of Chateu
108th Elv Hsr: 2E of 301st Hum (Village NE,E of Chateu de Dancy)
55th Elv Hsr: 1 SE, 3 E of Chateu de Dancy
5th Hob Art E of 55th Elv Hsr [1 SE, 3 E of Chateu de Dancy]
31st ELv Art: E of 5th Hob Art [E of 55th Elv Hsr]
10th Hum Art: E of 31st Elv Art [2 E of 55th Elv Hsr]
84th Elv Art: E of 10th Hum Art [3E of 55th Elv Hsr]
14th Hum Art: E of 84th Elv Art [4E of 55th Elv Hsr, SW of Chalet de Chasse]
HQ: 2 SW of Chalet de Chasse
Edit: Double checked the positioning, should be fine.
File is available here, if you want to make a modified version or just use my map setup.
The lancers are the obvious choice, being a heavy hitting cavalry unit free for attacking them from the rear. The hobs are included as the heavy hitters and the 42nd so we don't have to put them into a defending position. They are bad at being the anvil, so they may as well be the hammer. This one takes the units less beneficial for frontline combat and has them flexibly arrive from the north.
I took a guess at a plausible blob of enemy units, assuming they move infantry over the bridge. They would either end up in medium firing range, or necessarily cross into medium range for our ready fire. They will take 2 turns for their vanguard to go onto the shore, 1 turn to actually push towards us and will have 2 turns of melee prior to the strike force.
Our artillery is positioned so that can move one tile back to avoid skirmish fire, which I think the enemy will be unlikely to utilize due to exhausting most of the skirmishers munitions for limited effect.
Halflings are positioned for an ambush against the enemy approach: The 28th in particular can trigger a long-range ambush before falling back, and delivering a second volley from the village SW on the following turn. With 50 average casulties on that first shot, this is still worthwile. The 16th can hide and shoot as enemies start to cross, reducing their numbers with counterfire. They will then cycle into the back and provide fire support.
I put the 72nd near the tour, mainly because they have good stats, insane morale and a high resiliance to xp loss due to the teacher trait. The 45th supports from the south, hopefully being too busy in melee to cause issues.
Cavalry is placed somewhat abitrarely, mainly due to intercept any units trying to bypass us and reach the artillery units. Maybe with the 16th acting as fire support/ interception of last resort in the south.
Given the number of turns before the enemy is even close, there is plenty of time for any adjustments in positioning. This plan aims to draw enemy forces towards us and bind them, so our strike force can overwhelm the enemy reserve on the other side. I expect some of the enemy to break due to artillery and skirmish fire, while our force remains intact due to high morale modifiers. I think this should work well, the chance for pulling bold manevours is limited.
Alright, plan discussions. Sorry for my lack of contribution yesterday, I had some real issues with my sleep schedule.
@Pinniped basic plan is a lot closer to a variant than a different plan altogether than I though, the 3rd infantry positions is along what I would intend.
Actual differences:
84th is behind the village tower. I would honestly consider this a bad change compared to me for one important reason: The 84th has the highest sight range out of any unit due to being both elves and watchful. Placing them in the bottom-middle the map allows for great awareness of the enemy around the river side prior to the strike team arrival. Additionally, they could not really fire most of their angle due to being blocked by the fort. Forts block LoS and as per current rules:
The stated reason (close range fire) would also probably not work out without firing in melee. Reactive fire does require line of sight and I don't see the enemy infantry stopping at 2*E of the artillery position at the end of turn.
Hob artillery in the village - This is, in my opinion a mistake. The horse artillery has shorter range and will struggle to keep up with enemy movement and fire. While the chalet is safe, it also doesn't offer the range to fire on the crossing. This is the main reason I placed them slightly east of our main artillery position.
One more elven unit near the tour and villages - I have no real issue with that, though I consider this a minor change.
Halflings at the crossing itself - this robs them of an ambush advantage and thus morale check, but does allow more consistent skirmish fire. I think that's an alright tradeoff, though I prefer checks as they break the enemy earlier.
I will write a more full pro/contra list as the conversation picks up, I believe the placement of the 84th was considered due to a rule oversight regarding forts and some rule revisions.
I will also write a more detailed response later. While you are correct there was an oversight related to forts blocking artillery, I do still think that having at least one artillery in the West is worth it. It allows Close Range Fire into the intended killzone at the crossing and makes sure we can get artillery flanking fire on any enemy unit there. Unless the force Norn sends is very weak, there should be units not in melee present to target, at least for a few turns.
Simply moving the artillery to the tile SW from where it is my plan would allow it a wider field of fire, despite the fort, right? Another unit may be a better choice compared to the 84th, since it is true their spotting may be needed in the East.
EDIT: Generally, I would say the main differences between our plans are the placement of this artillery unit and the horse artillery. We should focus on those, the rest is details.
I will also write a more detailed response later. While you are correct there was an oversight related to forts blocking artillery, I do still think that having at least one artillery in the West is worth it. It allows Close Range Fire into the intended killzone at the crossing and makes sure we can get artillery flanking fire on any enemy unit there. Unless the force Norn sends is very weak, there should be units not in melee present to target, at least for a few turns.
Simply moving the artillery to the tile SW from where it is my plan would allow it a wider field of fire, despite the fort, right?
Hmmm, it does seem a bit risky to me and somewhat limited in regards to fire (can only just about cover the crossing). Personally I would trend towards placing them behind the 2 village tiles if we want a slightly different firing angle and probably swap them for a not watchful artillery (maybe human/31st?). But I also haven't fully considered the idea, seeing if there is a good artillery firing position in the western corner is perfectly valid.
EDIT: Generally, I would say the main differences between our plans are the placement of this artillery unit and the horse artillery. We should focus on those, the rest is details.
Our artillery is positioned so that can move one tile back to avoid skirmish fire, which I think the enemy will be unlikely to utilize due to exhausting most of the skirmishers munitions for limited effect.
Ah, good question. My idea was that the 14th was sort of the weakest among the artillery (unproven CO + 0 mod), so I was most comfortable with them being out of range to fire. Since I expect most movement to center around the Danz-Chateu axis, I wanted to cover more of that area with the better artillery units, thus the placement.
Ah, good question. My idea was that the 14th was sort of the weakest among the artillery (unproven CO + 0 mod), so I was most comfortable with them being out of range to fire. Since I expect most movement to center around the Danz-Chateu axis, I wanted to cover more of that area with the better artillery units, thus the placement.
Couldn't placing the 14th, maybe SW of the 31st or 5th artillery give better coverage? It covers most of the ford/our position in it with medium range shots, and I don't think it gets in the way of any of our artillery moving back.
Couldn't placing the 14th, maybe SW of the 31st or 5th artillery give better coverage? It covers most of the ford/our position in it with medium range shots, and I don't think it gets in the way of any of our artillery moving back.
Hmmm. They would loose out on some coverage and disable reactive fire (LoS blocked by other units). I prefer to be able to potentially shoot with all artillery if necessary and can't think of any big advantage, so I will stick with the old.
Alright, a bit unsure if I should start voting at this point. Let me know if somebody else needs a bit more time for their plan if so I will wait 2-ish hours before starting the vote.
For people less familiar with the time period. Epic History (which has probably one of the best series on the Napoleonic wars on youtube) just released a video on the battle of Valmy and the period surrounding it. View: https://www.youtube.com/watch?v=uhEaMQUQtEo
Also provides for a nice comparison compared to otl, even if our fantasy revolution is doing its own thing.
For people less familiar with the time period. Epic History (which has probably one of the best series on the Napoleonic wars on youtube) just released a video on the battle of Valmy and the period surrounding it. View: https://www.youtube.com/watch?v=uhEaMQUQtEo
Also provides for a nice comparison compared to otl, even our fantasy revolution is doing its own thing.
-[X] Plan Flexible Fire
-[X] Strikeforce
--[X] Northern Map Edge
--[X] 19th Hob Lanc
--[X] 19th Half
--[X] 251st Hob
--[X] 200th Hob
--[X] 42nd Elv
-[X] Deployment plan
--[X] 28th Half Pdf: On Tour des Prisonniers
--[X] 72nd Hum: SW, W of 28th Half
--[X] 45th Elv: 2 SW, W of 28th Half
--[X] 148th Hum: 2 NE of Chateu de Dancy
--[X] 301st Hum: NE,E of Chateu de Dancy
--[X] 16th Half: E of 148th
--[X] 124th Elv: 2E of Chateu
--[X] 108th Elv Hsr: 2E of 301st Hum (plains NE,E of Chateu de Dancy)
--[X] 55th Elv Hsr: 1 SE, 4 E of Chateu de Dancy
--[X] 5th Hob Art E of 55th Elv Hsr [1 SE, 5 E of Chateu de Dancy]
--[X] 31st ELv Art: E of 5th Hob Art [E of 55th Elv Hsr]
--[X] 10th Hum Art: E of 31st Elv Art [2 E of 55th Elv Hsr]
--[X] 84th Elv Art: E of 10th Hum Art [3E of 55th Elv Hsr]
--[X] 14th Hum Art: E of 84th Elv Art [4E of 55th Elv Hsr, SW of Chalet de Chasse]
--[X] HQ: 2 SW of Chalet de Chasse
Edit: Addendum regarding the new position description I used: [X] refers to the original position by that unit. For example, Hum Inf : 2E of Elv Inf [2 E of Dancy] would mean the human infantry is placed 2 east of elven infantry, which in turn is 2 east of the Dancy landmark. Just writing this down formally, sort of a double check if I mistyped a unit position.
File is available here, if you want to make a modified version or just use my map setup.
The lancers are the obvious choice, being a heavy hitting cavalry unit free for attacking them from the rear. The hobs are included as the heavy hitters and the 42nd so we don't have to put them into a defending position. They are bad at being the anvil, so they may as well be the hammer. This one takes the units less beneficial for frontline combat and has them flexibly arrive from the north.
I took a guess at a plausible blob of enemy units, assuming they move infantry over the bridge. They would either end up in medium firing range, or necessarily cross into medium range for our ready fire. They will take 2 turns for their vanguard to go onto the shore, 1 turn to actually push towards us and will have 2 turns of melee prior to the strike force.
Our artillery is positioned so that can move one tile back to avoid skirmish fire, which I think the enemy will be unlikely to utilize due to exhausting most of the skirmishers munitions for limited effect.
Halflings are positioned for an ambush against the enemy approach: The 28th in particular can trigger a long-range ambush before falling back, and delivering a second volley from the village SW on the following turn. With 50 average casulties on that first shot, this is still worthwile. The 16th can hide and shoot as enemies start to cross, reducing their numbers with counterfire. They will then cycle into the back and provide fire support.
I put the 72nd near the tour, mainly because they have good stats, insane morale and a high resiliance to xp loss due to the teacher trait. The 45th supports from the south, hopefully being too busy in melee to cause issues.
Cavalry is placed somewhat abitrarely, mainly due to intercept any units trying to bypass us and reach the artillery units. Maybe with the 16th acting as fire support/ interception of last resort in the south.
Given the number of turns before the enemy is even close, there is plenty of time for any adjustments in positioning. This plan aims to draw enemy forces towards us and bind them, so our strike force can overwhelm the enemy reserve on the other side. I expect some of the enemy to break due to artillery and skirmish fire, while our force remains intact due to high morale modifiers. I think this should work well, the chance for pulling bold manevours is limited.
Also, dice: You are on thin ice with the skirmish turns. Be on your best behaviour for the republic, or face a tribunal. The republic will repay any insult to it's troops.
-[X] Plan Flexible Fire
-[X] Strikeforce
--[X] Northern Map Edge
--[X] 19th Hob Lanc
--[X] 19th Half
--[X] 251st Hob
--[X] 200th Hob
--[X] 42nd Elv
-[X] Deployment plan
--[X] 28th Half Pdf: On Tour des Prisonniers
--[X] 72nd Hum: SW, W of 28th Half
--[X] 45th Elv: 2 SW, W of 28th Half
--[X] 148th Hum: 2 NE of Chateu de Dancy
--[X] 301st Hum: NE,E of Chateu de Dancy
--[X] 16th Half: E of 148th
--[X] 124th Elv: 2E of Chateu108th Elv Hsr: 2E of 301st Hum (Village NE,E of Chateu de Dancy)
--[X] 55th Elv Hsr: 1 SE, 3 E of Chateu de Dancy
--[X] 5th Hob Art E of 55th Elv Hsr [1 SE, 3 E of Chateu de Dancy]
--[X] 31st ELv Art: E of 5th Hob Art [E of 55th Elv Hsr]
--[X] 10th Hum Art: E of 31st Elv Art [2 E of 55th Elv Hsr]
--[X] 84th Elv Art: E of 10th Hum Art [3E of 55th Elv Hsr]
--[X] 14th Hum Art: E of 84th Elv Art [4E of 55th Elv Hsr, SW of Chalet de Chasse]
--[X] HQ: 2 SW of Chalet de Chasse
So, from what I can tell, the real differences that actually matter are with the Artillery. Basically everything else can, and probably will, be adjusted in the coming turn once we see their first moves.
We never got an answer from @Photomajig about the arrival of the Strike Force, though, and whether they'll have an entire turn to react to them first!
-[X] Plan Killzone
-[X] Strikeforce
--[X] Northern Map Edge
--[X] 19th Hob Lanc
--[X] 19th Half
--[X] 251st Hob
--[X] 200th Hob
--[X] 42nd Elv
-[X] Deployment
--[X] 45th Elf: On Tour des Prisonniers
--[X] 72nd Hum: SW of 45th
--[X] 16th Half: E, E of 72nd
--[X] 28th Half: SE of 16th Half
--[X] 148th Hum: 2 NE, E of Chateu de Dancy
--[X] 301st Hum: NE,E, E of Chateu de Dancy
--[X] 124th Elv: 2NE of Chateu de Dancy
--[X] 108th Elv Hsr: E, SE of Chateu de Dancy
--[X] 55th Elv Hsr: E, SE, 4E of Chateu de Dancy
--[X] 14th Hum Art: NE, E of Chateu de Dancy
--[X] 5th Hob Art: Chalet de Chass
--[X] 84th Elv Art: SW, W of 5th Hob Art
--[X] 10th Hum Art: W of 84th Elv Art
--[X] 31st ELv Art: W, W of 10th Hum Art
--[X] HQ: 2 SW of Chalet de Chasse
Alright, the main difference with @Red Rationalist 's plan is the artillery, as mentioned before. I want to put one unit of artillery in the West, in order to allow for possible Close Range Artillery shots or flanking shots on units advancing East along the beach. In their current position, the 14th covers the entire crossing and beyond, meaning they can shoot enemy units even on the far bank. They will thus not lack targets, and they are well defended by our main line.
The horse artillery is also in the Chalet to the East, which I still favor. Due to their mobility, they can easily move West when needed while firing continuously. (Move + Fire takes them just one tile East of their starting position in RR's plan). Starting in the East potentially allows them to fire into the back of the enemy that is moving West, thus triggering Morale Checks.
Another difference is that I have the 45th holding the tower, with the 72nd supporting them. This means we have two defensive "lines", the 45th/72nd first and then 124th/148th/301st further back. This combined with the chokepoint of the river means the enemy will likely engage the first line before the second, allowing the second line to rain fire down on them for 1-2 turns before further enemy troops can engage the second line. This is what we want, since unlike melee combat our musketfire is just as efficient at killing enemy elites as it is at killing green recruits.