Army of Liberty: a Fantasy Revolutionary Warfare Quest

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Something just came to me:

Hobgoblin advantages are not very synergistic with being an artillery unit, but their disadvantage doesn't really matter either.

Supplies are required to restore cohesion, but the unit will pretty much never rout before dying so it never really has to rest.

Each 10 casualties reduce cohesion by one, so you would need 80 casualties to cause the 5th horse artillery to rout, but it only has 50 members.

The only situation where our supplies matter is if multiple cavalry units charge us causing auto cohesion loss without inflicting significant causalities to the point where we have more artillery hobs than cohesion left
 
My analysis is thrown off by the fact that I misread how casualties vs. Strength works. I might want to run some numbers and switch the 310th to ready fire, even if that means they risk getting double teamed.
 
My analysis is thrown off by the fact that I misread how casualties vs. Strength works. I might want to run some numbers and switch the 310th to ready fire, even if that means they risk getting double teamed.

Well, we have seven hours, and I trust whatever analysis you make.

I still do wonder whether they can really make out enough details of the chateau to target it primarily.

Like, run through the scenarios.

1) They are attacking the Chateau, and the 310th Braces.
2) They are attacking the Chateau, and it Ready Fires.
3) They are attacking the 310th, and they Brace.
4) They are attacking the 310th, and they Ready Fire.
 
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I think it'd be best to calculate anyways the four outcomes. Like, how devastating is a cavalry charge mechanically? Is the Ready Fire enough to winnow a charge any? Who knows!
 
1) They are attacking the Chateau, and the 310th Braces.
2) They are attacking the Chateau, and it Ready Fires.
3) They are attacking the 310th, and they Brace.
4) They are attacking the 310th, and they Ready Fire.

Alright, so. Still assuming the enemy is at Trained level and identical to our own Elf Cav. I'm just going to run through this at pure averages rather than best-case/worst-case.

Charge vs. Unbraced in the open = 67 hits at 70% wounding = 47 casualties
Charge vs. Unbraced in fortifications = 27 hits at 70% wounding = 19 casualties
Charge vs. Braced in the open = 50 hits at 70% wounding = 35 casualties
Braced vs. Charging unit in the open = 50 hits at 70% wounding = 35 casualties
<100m musket fire in the open = 50 hits at 70% wounding = 35 casualties
100-200m musket fire in the open = 30 hits at 70% wounding = 21 casualties
200-400m musket fire in the open = 0 hits = 0 casualties

Scenario 1: Elf Cav 1 attacks the Chateau, Cav 2 attacks the 310th, 310th is braced

Enemy casualties: 35 (to Cav 2)
5th Horse Art casualties: 19. Lose 2 Coh, Str: 31/50
310th casualties: 35. Lose 4 Coh, Str: 965/1000

Scenario 2: Elf Cav 1 attacks the Chateau, Cav 2 attacks the 310th, 310th Ready Fires on Elf Cav 1

Enemy casualties: Elf Cav 1 loses 0-35 depending on where exactly they cross line of fire. Ideal average case they lose 7% of their strength and 3 Coh. Let's assume there's 1:1 reduction in damage per remaining proportional strength so knock 7% off the 5th Horse Art's casualties
5th Horse Art casualties: 17. Lose 2 Coh, Str: 33/50
310th casualties: 47. Lose 5 Coh, Str 953/1000

Scenario 3: Both Elf Cavs attack the 310th, 310th is braced
Enemy casualties: 35 (to whichever Cav attacks first)
5th Horse Art casualties: None.
310th casualties: 70. Lose 8 Coh, Rout, Str 930/1000

Scenario 4: Both Elf Cavs attack the 310th, 310th Ready Fires on Elf Cav 1
Enemy casualties: 0-35 depending on where exactly they cross line of fire. Same 7% reduction applies to the 47 casualties inflicted by Elf Cav 1's charge
5th Horse Art casualties: None.
310th casualties: 91. Lose 10 Coh, Rout, Str 909/1000

So! Ready fire will assuming perfectly average rolls all around may save...2 out of 50 of the artillerymen, and that's only if strength losses directly affect hit rolls, which they didn't in the example but that could have been an oversight. Meanwhile if the enemy focuses the 310th, it will cost an average of 21 more casualties to the infantry and turns them routing from a 50/50 shot to a near certainty. Raw enemy casualties will work out the same with bracing to the best-case scenario of ready fire, it just depends when and where they are applied.

Conclusion: Sticking with Bracing
 
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I think it'd be best to calculate anyways the four outcomes. Like, how devastating is a cavalry charge mechanically? Is the Ready Fire enough to winnow a charge any? Who knows!
A fresh Trained Elven Cavalry force would have 5 Cohesion if fresh, going off ours. So to Rout them in one Ready Fire, we would need 50+ casualties, which based on the standard Wound Threshold would be ~72 hits. Assuming, mind you, that we fire at short range. Now, if they're Green or have some Cohesion hits, that's another thing entirely. To route a foe with 3 Cohesion would only take ~43 hits.

But that's still only slightly over 1 in 2 chance there, at which point a cavalry charge already dealing 1 Cohesion damage and rolling with Advantage smashes in. Of course we might get fortunate with the CO Traits. We might be unfortunate.
 
Actually the troll option here is to have the artillery Brace because there ain't no rule that says we can't and the cannoneers are hobgoblins who will do absolute murder with the free melee counterattack, but I really want this stuff set up to fire next round, and I'm positive we can't Brace and Set Up simultaneously. That would be silly. Maybe a dedicated unit type of mixed cannons and pikes? It'd be weird but I don't see why it wouldn't work. Horse Arty though definitely not.
 
Vote closed
Scheduled vote count started by Photomajig on Dec 7, 2023 at 6:33 AM, finished with 54 posts and 5 votes.

  • [X] Orders: Maintain Momentum
    [X] Orders: Maintain Momentum
    -[X] 310th Hum: BRACE
    -[X] 312th Hum: MOVE E, NE
    -[X] 41st Hob: MOVE E, E
    -[X] 81st Elv: CHARGE Half Mil 1, then MOVE W, W, SW
    -[X] 5th Hob. H.Art.: Setting Up
 
Will we get problems if units get too far away from our command point and may not be easily reached for orders?
 
What are the morale effects amplified by the human traits? Everything that isnt cohesion damage from combat?

Is there a bonus from running down routed foes beyond them being unable to defend themselves?
 
What are the morale effects amplified by the human traits? Everything that isnt cohesion damage from combat?

Is there a bonus from running down routed foes beyond them being unable to defend themselves?

Cohesion is made up of three things. One is the Morale of your army as a whole, representing mood, faith in the cause and devotion to you. The second is Drill, representing military discipline, depth of practice and training, and so forth. What the human trait does is double the Morale stat when calculating their Cohesion, so for them Morale is currently essentially 6. The last factor is XP Rank of the Unit. Every level after Trained grants an additional +1 to Cohesion.

Your army's Morale is currently 3 and Drill is 2, for a total base Cohesion of 5. For the humans, the Morale is essentially 6. In the future, you'll be able to affect these in various ways as general of your own force.

Running down Routed Units typically keeps them Routed and may force them to surrender if they can't escape you. No bonus other than that.

Update comin' up.
 
Saintonge: Round 2
[X] Orders: Maintain Momentum
-[X] 310th Hum: BRACE
-[X] 312th Hum: MOVE E, NE
-[X] 41st Hob: MOVE E, E
-[X] 81st Elv: CHARGE Half Mil 1, then MOVE W, W, SW
-[X] 5th Hob. H.Art.: Setting Up

This is no time for timidity. You send out your orders as the artillery crews do their best to hurry up and finish their positioning. You don't like the look of that cavalry in the distance. The 310th are wide open for an attack. You signal Burrard to fix bayonets and prepare to defend. Let that be enough.

You turn your spyglass towards the village. The 81st snaps into motion once more, rushing forth against the militia they've reported to be on the far side. But your pleasure at their pace falls when you see the other formation of enemy cavalry appear on their trail. Like a predator scenting blood, it breaks into a gallop towards the 81st. You pray that de Montelivet can shake them off. The 81st seems to pick up their pace, determined to finish their own charge first.

You lose sight of the 81st, but the enemy cavalry does not. Everything crashes together beyond your field of view. For a while, there's only faint blurs and motion against the horizon. Then you see the 81st coming back towards you, the enemy cavalry still close by, and your Hussars looking far worse for wear - a mess of bloodied riders and pale faces. Even so, they're still in good form, de Montelivet expertly bringing them forward.

You can't observe them any further. Across the field to the north, the closer regiment of enemy cavalry begins its charge - and not at you and the guns, but at the 310th down on the plain...

***​

"Fix bayonets. Stand to repel cavalry," Henri Burrard says, unable to keep the nervous anticipation from his command-tone. The command goes out, repeated along the line. The men begin to slot their bayonets into their muskets, eyes flickering between weapon and horizon. There, a cloud of dust tells of a large cavalry force on the move. Headed for his regiment? He glances towards the fortified manor. Durand certainly seems to think so. He's inclined to trust her judgement.

When returns his gaze to the plain, the enemy cavalry is already much, much closer. By his blood, the speed of them! He can make out the powerful warhorses in their arranged ranks, beating into the dry earth with their hooves. He can see riders with sabres held ready at their sides, spurring their mounts onwards. The sound of it grows quickly from distant rumble to a terrible, furious din that shakes the earth under their feet.

"Steady now," he says, trying to imbue it with confidence he does not feel. Some of the men are still in the middle of attaching their bayonets, and there's uncertain movement in the rear. "Steady now, lads. Let's show these poncy chevaliers what human steel and guts can do."

As if challenging his words, the elven cavalry shout out as one and blow their warhorns. The shrill hunting sound of it makes his blood stop; and then the enemy charges.

Henri Burrard can't help it. He freezes. The sight and sound of them is something out of the end of days. Men in the first row cry out in sudden fear and try to pull back, but they only fall back into their comrades. Disorder radiates out from them and takes over their comrades as well, like floodwaters crashing out. As Henri watches, unable to as much as shout an order, the line buckles inwards.

The charge crashes into them. Some idle, frozen part of his mind marvels at the size of the horses. The nags back home were half the size of these muscular, heavy-set creatures. One of them rapidly fills his vision, its hot breath on his face, but everything feels like moving through a thick layer of mud. His feet draw him back on their own accord and trip on someone behind him. The impact is too much; he falls backwards with a yelp just as the elven hussar before him swings down with their sabre.

The sabre cuts the air right above his hat, just where his neck was only a second ago. A spot of luck, the idle, analytical voice in the back of his mind chuckles. A happy accident. Someone's looking out for him, sure to be sure.

Then his wits snap back, alongside a terrible cacophony of sounds: screaming men, metal ringing on metal, whinnying horses, heavy beating hooves and sounds of flesh tearing and bone breaking. The line is fully engaged. He smells foulness in the air, feels blood misting over him. Someone has planted their bayonet directly into the chest of the horse before him. It rears back, its rider struggling to hold on.

They are fighting back, his lads, thrusting with their bayonets and clubbing with the butts of their muskets in desperate, tight confines side by side and face to face with the cavalry. Many of the enemy have fallen on contact with the wall of bayonets, leaving a bloody mass of horses and men along the line. It's not enough. Far more of his men are scrambling away, pushing aside their comrades or crawling between their feet, blind terror seizing their eyes. The effect is contagious. Within minutes, the resistance dies. The bravest are cut down or compelled to join their fellows in flight.

"Stand and fight..." he tries to shout, but only a choked croak of a sound comes out of his throat. The line around him is collapsing. Someone tugs at his sleeve, pulling him back; one of his lieutenants.

There's nothing more to it. They're not listening. He allows himself to be drawn back, staggering away with the others even as the cavalry begins to wheel away and ride hard towards the east.

***​

COMBAT SUMMARY:
Half Mil 1 Fires at Hob Mil 1!
>Hits (Disadv.): 19, 8-20-20-20=0

310th Hum Braces

81st Elv Charges Half Mil 1!
>CO Traits revealed!
>>Hippolyta de Montelivet: [20], Brilliant (Unit counts as 2 XP ranks above its actual rank.)
>>Half Mil 1 CO: [1], Incompetent (All attacks are made with Disadvantage. All enemy attacks on the Unit have Advantage.)
>Hits (x2 Adv.): 30, 74, 76+20=96; 75 Casualties

Elv Cav 2 Charges 81st Elv!
>CO Trait revealed!
>>Elv Cav 2 CO: [5], Distracted (Unit's Spotting is reduced by -1.)

>Hits (Adv.): 67, 92+20=112; 76 Casualties

Elv Cav 1 Charges 310th Hum!
>CO Traits revealed!
>>Elv Cav 1 CO: [3], Unsteady (Unit loses 1 more Cohesion whenever it loses Cohesion.)
>>Henri Burrard: [16], Lucky (Unit rerolls Critical results of CO Killed or CO Wounded.
>Hits: 93+20=113; 85 Casualties
310th Hum counter-attacks!
>Hits: 54; 40 Casualties

81st Cav would Move W, but is blocked by Elf Cav 2; moves NW, W, SW instead
Elf Cav 1 Moves SE, E, SE
312th Hum Moves E, NE
41st Hob Moves E, E

Half Mil 1 lost -7 Cohesion from Casualties and -1 Cohesion from Cavalry Shock. ROUTED!
81st Elv gained +1 Cohesion from Routing enemy and lost -7 Cohesion from Casualties.
310th Hum lost -8 Cohesion from Casualties and -1 Cohesion from Cavalry Shock. ROUTED!
Elv Cav 1 gained +1 Cohesion from Routing enemy, lost -4 Cohesion from Casualties and -1 Cohesion from Unsteady.

81st Elv gained +1 XP.
310th Hum gained +1 XP.

BATTLE OF SAINTONGE, ROUND 2
+Primary Objective:
Hold the enemy off the Corvaux Wood road.
+Secondary Objective: Relieve the Saintonge Militia.




2 enemy Units spotted! Enemy Halfling Militia 1 Routed! Our 310th Human Infantry Routed!

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. The attack has Charge Advantage unless the target Unit has Braced.
  • 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 Spotting is 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.

Orders

Vote by plan, please! Do not be afraid to make mistakes; this is a tutorial and the start of your career.

310th Human Regiment of Foot:
[-] ROUTING.

312th Human Regiment of Foot:
[]

41st Hobgoblin Fusiliers Regiment:
[]

81st Elven Hussars Regiment:
[]

5th
Hobgoblin Horse Artillery Battery:
[]


***​

Our Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
310th Hum.1/3, Trained915/10000/8+010/105/5333Cabot Musket
Bayonets
HumanHenri Burrard
Lucky
312th Hum.0/3, Trained1000/10008/8+010/105/5333Cabot Musket
Bayonets
HumanJoséphine Wyler
Unknown Trait
41st Hob.0/10, Regular1000/10006/6+1010/105/5333Cabot Musket
Bayonets
HobgoblinAlho Kléber
Unknown Trait
81st Elv. Hsr.1/10, Trained*424/5001/7*+20*5/5359SabresElven
Cavalry
Hippolyta de Montelivet
Brilliant
5th Hob. H.Art.0/40, Experienced50/508/8+3010/105/5335Horse ArtilleryHobgoblin
Artillery
*Affected by Brilliant.
Bayonets, Sabres: Wounding +0
Cabot Musket: Wounding +0, Range 100m/200m/400m
Horse Artillery: Wounding +2, Movement +4, Range 200m/600m/1200m


Known Enemy Units

UnitXPStr.Coh.Att.Mun.Spl.Con.Spt.Mov.EquipmentTraitsCO
Elven Cav 1?Professional460?+20?359SabresElven
Cavalry
Unsteady
Elven Cav 2?Professional500?+20?359SabresElven
Cavalry
Distracted
Halfling Mil 1?Green9250-20??533Antique FlintlockHalflingIncompetent
Halfling Mil 2??1000?????5?3?3??Halfling?
Hum Inf 1??1000?????3?3?3??Human?
Antique Flintlock: Wounding -1, Range 100m/200m/300m

Known Allied Units

UnitXPStr.Coh.Att.Mun.Spl.Con.Spt.Mov.EquipmentTraitsCO
Hobgoblin Mil 1Trained818/10002/5-10*10/124/7333Antique FlintlockHobgoblinLogistician
*Affected by Casualties.
 
...I don't know what we were supposed to have done. Bracing turned out to be the right move, but they rolled a 93. So yeah, honestly feeling a bit helpless right now. I guess we need to fire on the Elven Cavalry 1 before they get out of range?
 
Both infantry units shoot Elv Cav 1, artillery shoots Elv cab 2 and our cavalry charges and routes another enemy militia?

We've pretty much won i think unless there are more enemy troops hidden
 
Both infantry units shoot Elv Cav 1, artillery shoots Elv cab 2 and our cavalry charges and routes another enemy militia?

Isn't that far enough away to start taking real penalties? Should we concentrate fire on Elven Cavalry 1 instead to try to fuck it up as much as we can before it gets away?

Ala this?

-[] 5th Hobgoblin Horse Artillery Battery: Fire on Eleven Cavalry 1
-[] 41st Hobgoblin Fusiliers Regiment: Fire on Elven Cavalry 1
-[] 312th Human Regiment of Foot: Fire on Elven Cavalry 1
 
Isn't that far enough away to start taking real penalties? Should we concentrate fire on Elven Cavalry 1 instead to try to fuck it up as much as we can before it gets away?

Ala this?

-[] 5th Hobgoblin Horse Artillery Battery: Fire on Eleven Cavalry 1
-[] 41st Hobgoblin Fusiliers Regiment: Fire on Elven Cavalry 1
-[] 312th Human Regiment of Foot: Fire on Elven Cavalry 1

The forest unfortunately blocks line of sight to Elv Cav 1 for your artillery and for the 41st Hobs. The 41st Hobs, that said, have just enough movement to Charge them.
 
The forest unfortunately blocks line of sight to Elv Cav 1 for your artillery and for the 41st Hobs. The 41st Hobs, that said, have just enough movement to Charge them.

...okay, so we made a total misplay? Because it seemed logical that attacking into an enemy line would leave them vulnerable but instead they could just skip around to the other side of the forest and be mostly safe?

Fuck, then I dunno, I'll let someone else do the plans because I apparently have no idea how this stuff works.
 
The enemy cavalry is professional, fuck.

Isn't that far enough away to start taking real penalties? Should we concentrate fire on Elven Cavalry 1 instead to try to fuck it up as much as we can before it gets away?

That's true, but with the hobs charging cav 1 I expect they are absolutely fucked

312th Human Regiment of Foot:
[] Charge Elv Cav 1
41st Hobgoblin Fusiliers Regiment:
[] Charge Elv Cav 1
81st Elven Hussars Regiment:
[] Charge Half Mil 2 or Elv Cav 2
5th
Hobgoblin Horse Artillery Battery:
[] Shoot Elv Cav 2
I think our orders should be pretty clear, the only real decision is wether the Hussars should attack the enemy cavalry unit hoping to rout them in combination with our artillery or charge a halfling militia, which they are pretty much guaranteed to rout.



We pretty much did as well as we could last turn, we just got very unlucky with the dice with the 301st.

Elv Cav lost 4 Cohesion already and is about to get hit by 2 charging infantries, one of them hobgoblins with +10 attack.
 
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...okay, so we made a total misplay? Because it seemed logical that attacking into an enemy line would leave them vulnerable but instead they could just skip around to the other side of the forest and be mostly safe?

Fuck, then I dunno, I'll let someone else do the plans because I apparently have no idea how this stuff works.

The situation is not so dire. You made a smart play, but the dice were not in your favor and the cavalry's choice to withdraw east did mess with your plan to punish it with arty. But given that it still ended up within Charging and reasonable Firing range, you can very much still make it hurt.

You have fine plans, don't worry. The 310th Routing puts them out of commission for a moment, but they'll be back in the fight soon enough. Routing before a cavalry charge is the most natural thing in the world. You still hold the Road and have eased the pressure on your militia allies quite nicely.
 
-[] 41st Hob Charge Elven Cavalry 1
-[] 312th Hum fire on Elven Cavalry 1


It's really unfortunate that we're 7 squares away from Elven Cavalry 2 and... wait.

Wait wait. Is it possible that Elven Cavalry 1 will wheel away north, into the sights of our gunners?

Or will the charge likely rout them and leave them fixed in place?

E: Like logically speaking it feels like the play for them would be to pour everything onto the wounded 81st Elven. Which would involve moving north in range of the cannons. Can we do some sort of play to draw them closer/in range?
 
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-[] 41st Hob Charge Elven Cavalry 1
-[] 312th Hum fire on Elven Cavalry 1


It's really unfortunate that we're 7 squares away from Elven Cavalry 2 and... wait.

Wait wait. Is it possible that Elven Cavalry 1 will wheel away north, into the sights of our gunners?

Or will the charge likely rout them and leave them fixed in place?

I think Elven Cavalry 1 is very likely to rout. There is no certainty in war but I dont think they have more than 10 cohesion so we just need to hit a sum of around 90 with two best of three rolls

E: Like logically speaking it feels like the play for them would be to pour everything onto the wounded 81st Elven. Which would involve moving north in range of the cannons. Can we do some sort of play to draw them closer/in range?

The 81st is pretty much guaranteed to rout, they have 1! cohesion left. Our only choice with them is where they should spend their last attack.

I am not sure whom you want to draw closer?



@Photomajig would the elven cavalry not have spotted our hidden hobs when charging the 301st?
 
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I think Elven Cavalry 1 is very likely to rout. There is no certainty in war but I dont think they have more than 10 cohesion so we just need to hit a sum of around 90 with two best of three rolls

A unit stops moving if it routs, right? I could see an argument for still moving but bleeding troops as people fall away or fly into a panic or something, so just checking.
 
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