Army of Liberty: a Fantasy Revolutionary Warfare Quest

Like, if we did want to charge with the 16th, by the way, what I would do is move the HQ either East or West to use as a blocking element/get it out of the way and then, if the 'free move' can go into routed territory, just use that to block off a charge that would make the enemy unable to reach 5th Artillery easily.

If we just want to make sure they cant reach our artillery, just doing ready fire with the 5th gives us 31 guaranteed wound rolls at 9/10 already, which means that the 5th nearly routs them even on a nat1
 
Vote closed
Scheduled vote count started by Photomajig on Jan 1, 2024 at 10:53 AM, finished with 22 posts and 5 votes.

  • [X]Plan: Closing the Vice
    -[X] 200th Hob: REST
    -[X] 72nd Hum: ATTACK Heid Dwa Leg
    -[X] 148th Hum: ATTACK Heid Dwa Leg
    -[X] 42nd Elv: ATTACK Schw Dwa Leg
    -[X] 45th Elv: REST
    -[X] 16th Half: CHARGE Heid Dwa Leg
    -[X] 19th Half Pfd: CHARGE 1st Elv Vol
    -[X] 28th Half Pfd: FIRE Heid Dwa Leg
    -[X] 55th Elv Hsr: CHARGE 1st Elv Vol (if impossible, CHARGE Schw Dwa Leg)
    -[X] 108th Elv Hsr: CHARGE 1st Roy Vol Lan, then MOVE to windmill
    -[X] 13th Hob Lan: CHARGE enemy HQ, then MOVE to Village 2SE of target
    -[X] 84th Elv Art: FIRE HM's 2nd Elv Hsr
    -[X] 5th Hob H. Art: FIRE HM's 2nd Elv Hsr
    -[X] HQ: SUPPLY 5th Hob H. Art
 
Mauvais Plain: Round 5
[X]Plan: Closing the Vice
-[X] 200th Hob: REST
-[X] 72nd Hum: ATTACK Heid Dwa Leg
-[X] 148th Hum: ATTACK Heid Dwa Leg
-[X] 42nd Elv: ATTACK Schw Dwa Leg
-[X] 45th Elv: REST
-[X] 16th Half: CHARGE Heid Dwa Leg
-[X] 19th Half Pfd: CHARGE 1st Elv Vol
-[X] 28th Half Pfd: FIRE Heid Dwa Leg
-[X] 55th Elv Hsr: CHARGE 1st Elv Vol (if impossible, CHARGE Schw Dwa Leg)
-[X] 108th Elv Hsr: CHARGE 1st Roy Vol Lan, then MOVE to windmill
-[X] 13th Hob Lan: CHARGE enemy HQ, then MOVE to Village 2SE of target
-[X] 84th Elv Art: FIRE HM's 2nd Elv Hsr
-[X] 5th Hob H. Art: FIRE HM's 2nd Elv Hsr
-[X] HQ: SUPPLY 5th Hob H. Art

It is a very bad, no good, rotten day for Antoine-Vincent de Choisy, Marquis de Guerrand. First the flux of the stomach brought on by weeks of inedible Nornish sausage. Then the letter from his wife, saying that she's leaving him and taking over the Guerrand estate - a ridiculous notion only made possible by some writ of this illegitimate Convention. And now this.

The hobgoblins Durand has play-acting lancers have just thrown his camp upside down. Torn tents, burning supply wagons and weeping casualties make for a miserable stage around him. Those who survived will have their hands too full to be of any use for hours.

The unfolding defeat should be the worst of his concerns, but between the ache in his guts and the miserable images of Claudette cavorting in their chambers with every peasant and beggar from the street, he's barely able to keep focused on command. Not that there's much to command, at this point. To the west, the last dregs of his cavalry tears itself apart fighting revolutionary hussars. To the south, the line is buckling, left without the intended support of the artillery. To the south-east, the enemy lancers are turning, well in range for another charge if they so wish.

"For God's sake," de Guerrand says, as the vice-grip on his innards tightens once more. "Sound the retreat. We're done for the day."

He gives the crumbling infantry line in the distance a dubious look. They're set to be encircled and put to the radical's sword. He regrets the loss of faithful loyalist souls, but what is there to be done? Saving what remains of his cavalry must be his priority. The day is a disaster, but he'll salvage what he can. With luck, he can pin the blame for it on the damned Nornish in the end.

***​

"That's how it's done, hobs!" Karo Bonnaire shouts as they ride south and leave the despoiled enemy camp in their dust. "Pride of Hobb! Thirteenth! Good show, good show!"

His lancers cheer wildly in response. As they near the village, he signals a halt. They'll be ready to move again on any command from Durand. Time to catch their breath, rest their horses and survey the battlefield.

Fara, one of his captains, rides up with a young lancer in tow. They're carrying a heavy chest of mahogany inlaid with gold between them.

"What do you have for me, Fara?" Karo asks, stroking his moustaches in pleased anticipation.

"Spoils of the enemy camp, sir!" Fara says cheerily. Her beautiful fangs gleam in the light. He's always been a sucker for a girl with good teeth. "Thought you'd like to have a look."

The chest is very fine, but it's the symbol on the top that catches his eye. A fleur-de-lis in gold, inscribed with a stylized C and surrounded by a laurel wreath. He's seen it's kind before.

"My, my! A kingly treasure indeed! What's inside?"

"A whole lot of letters, sir. All of them bearing the king's seal, sir. And signed by him, sir. From what I could see, sir, they're addressed to de Guerrand... and others. Nornish names. Important ones. What do you make of them?"

"I make of them that they shall interest General Durand greatly," Karo says.

He chuckles to himself. Oh, Your Majesty. What have you done?

***
1st Elv Vol Braces (Disengage)
Heid Dwa Leg Braces (Disengage)

28th Half Pfd Fires on Heid Dwa Leg!
>Hits: 81-20=61; 36 Casualties
1st Half Vol Fires on 28th Half Pfd!
>Hits: 53, 1-20=0


84th Elv Art Fires on HM's 2nd Elv Hsr!
>
Hits: 67-50=17; 16 Casualties
5th Hob H Art Fires on HM's 2nd Elv Hsr!
>Hits: 52-20+30=62; 56 Casualties
HM's 2nd Elv Hsr Routed! (+1 Cohesion to 84th Elv Art and +1 Cohesion to 5th Hob H Art)

72nd Hum Attacks Heid Dwa Leg!
>Hits: 60; 30 Casualties
Heid Dwa Leg counter-attacks!
>Hits: 14+10-10=14; 8 Casualties
148th Hum Attacks Heid Dwa Leg!
>Hits: 76; 51 Casualties
Heid Dwa Leg Routed! (+1 Cohesion to 72nd Hum and 148th Hum, -1 Cohesion to 1st Half Vol and Schw Dwa Leg)

42nd Elv Attacks Schw Dwa Leg!
>Hits: 62; 33 Casualties


16th Half Charges Heid Dwa Leg!
>Hits: 69; 45 Casualties
19th Half Pfd Charges 1st Elv Vol! (Charge Advantage)
>CO Trait revealed!
>>Sophie Tasse: [17], Rapid (Unit can always move 1 space as a Free Action.)
>Hits: 1, 70; 47 Casualties
1st Elv Vol counter-attacks!
>Hits: 91; 73 Casualties
1st Elv Vol Routed! (+1 Cohesion to 19th Half Pfd and 42nd Elv, -1 Cohesion to Schw Dwa Leg)

1st Elv Vol Moves NE (Routing)
Heid Dwa Leg Moves NW (Routing)
55th Elv Hsr Charges NE at 1st Elv Vol
55th Elv Hsr Charges 1st Elv Vol! (Charge Advantage)
>Hits: 59, 88-10=78; 54 Casualties

2nd Elv Vol Moves NW x3 (Routing)
HM's 2nd Elv Hsr Moves E, NE, NE, E, E, NE, NE, NW, NE (Routing)

1st Roy Elv Lan Charges 108th Elv Hsr! (Charge Advantage)

>Hits: 18, 29, 89+20=109; 100 Casualties
108th Elv Hsr Charges 1st Roy Elv Lan! (Charge Advantage)
>Hits: 74+40=114; 89 Casualties
108th Elv Hsr Routed! (+1 Cohesion to 1st Roy Elv Lan)
1st Roy Elv Lan Routed! (+1 Cohesion to 108th Elv Hsr)

13th Hob Lan Charges enemy HQ!
>Enemy HQ disabled!
>Supplies & Munitions spoiled!


1st Roy Elv Lan Moves W x6 (Routing)
108th Elv Hsr Moves SE, SE, E x5 (Routing)
HM's 1st Elv Hsr Moves W x8 (Routing)
2nd Roy Elv Lan Moves SW, W, NW, W x4 (Routing)

1st Hob Vol Moves NE, NE, NW (Routing)

HQ Resupplies 5th Hob H Art

200th Hob Rests
45th Elv Rests
148th regains +1 Cohesion.
28th Half Pfd gained +1 XP.
84th Elv Art gained +1 XP.
5th Hob H Art gained +1 XP.
72nd Hum gained +1 XP.
148th Hum gained +1 XP.
42nd Elv gained +1 XP.
16th Half gained +1 XP.
19th Half Pfd gained +1 XP.
55th Elv Hsr gained +1 XP.
108th Elv Hsr gained +1 XP.
13th Hob Lan gained +1 XP.

Heid Dwa Leg lost -16 Cohesion from Casualties. ROUTED!
HM's 2nd Elv Hsr lost -6 Cohesion from Casualties. ROUTED!
Schw Dwa Leg lost -3 Cohesion from Casualties and -2 Cohesion from adjacent allies Routing.
1st Elv Vol lost -18 Cohesion from Casualties and -2 Cohesion from Unsteady. ROUTED!
19th Half Pfd lost -7 Cohesion from Casualties and gained +1 Cohesion from routing enemy Unit.
108th Elv Hsr lost -10 Cohesion from Casualties and gained +1 Cohesion from routing enemy Unit. ROUTED!
1st Roy Elv Lan lost -8 Cohesion from Casualties and gained +1 Cohesion from routing enemy Unit. ROUTED!
84th Elv Art gained +1 Cohesion from routing enemy Unit.
5th Hob H Art gained +1 Cohesion from routing enemy Unit.
72nd Hum gained +1 Cohesion from routing enemy Unit.
148th Hum gained +1 Cohesion from routing enemy Unit.
1st Half Vol lost -1 Cohesion from adjacent allies Routing.
42nd Elv gained +1 Cohesion from adjacent enemy Routing.

Enemy signals retreat

***

BATTLE OF MAUVAIS PLAIN, ROUND 5
+Primary Objective:
Defeat the Volunteer Army.
+Secondary Objective: Raid enemy HQ.





You may still attack and pursue retreating enemy Units. Any Units prevented from exiting the map by the northern edge will surrender (in practice, this may require an encirclement). All enemy Units who manage to exit the map will retreat successfully - immediate pursuit of these dispersed stragglers over a wide area is not practical for your forces.

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 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!

200th Hobgoblin Fusiliers Regiment:
[]
72nd Human Regiment of Foot:
[]
148th Human Regiment of Foot:
[]
42nd Elven Regiment of Foot:
[]
45th Elven Regiment of Foot:
[]
16th Halfling Light Regiment:
[]
19th Halfling Pathfinders Regiment:
[]
28th Halfling Pathfinders Regiment:
[]
55th Elven Hussars Regiment:
[]
108th Elven Hussars Regiment:
[-] ROUTING.
13th Hobgoblin Lancers Regiment:
[]
84th Elven Artillery Battery:
[]
5th
Hobgoblin Horse Artillery Battery:
[]


***​

Our Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
200th Hob.4/5, Trained867/10002/11-10*10/103/5333Cabot Musket
Bayonets
HobgoblinAlho Kléber
Offensive Genius
72nd Hum.3/3, Trained992/100019/18+010/105/5333Cabot Musket
Bayonets
HumanGereon Oberlin
Teacher
148th Hum.5/3, Trained820/10003/18-10*10/105/5333Cabot Musket
Bayonets
HumanLiberté Chastain
Inspiring
42nd Elv.4/10, Trained968/10009/11+010/105/5353Cabot Musket
Bayonets
ElvenM. de Montmorency
Unsteady
45th Elv.3/10, Trained815/10002/11-10*10/104/5353Cabot Musket
Bayonets
ElvenJean de Sangeaux
Maverick
16th Half.3/5, Trained927/10003/11+09/105/5533Cabot Musket
Bayonets
HalflingPadrig Gagne
Rapid
19th Half. Pfd.3/5, Trained1000/10009/11+010/105/5533Canard Rifle
Bayonets
HalflingSophie Tasse
Rapid
28th Half. Pfd.4/5, Trained984/100010/11+07/105/5533Canard Rifle
Bayonets
HalflingGeorges Villiers
Unsteady
55th Elv. Hsr.2/10, Trained369/5002/11-10*5/5359SabresElvenThibault-Clovis de Solle
Lucky
108th Elv. Hsr.4/40, Professional"305/5000/15+30"*5/5359SabresElvenP.G. de Guerchy
Brilliant
13th Hob. Lan.4/5, Trained481/50012/11+05/5237LancesHobgoblinKaro Bonnaire
Optimist
84th Elv. Art.3/10, Trained50/5012/11+07/105/5371Field ArtilleryElvenJules de Maistre
Watchful
31st Elv. Art.0/507/105/5Field ArtilleryElvenMarie de Lamartine
Incompetent
5th Hob. H. Art.8/40, Experienced50/5015/14+308/83/3335Horse ArtilleryHobgoblinArka Faucher
Careless
HQ107431
*Affected by Casualties
"Affected by Brilliant

Bayonets, Sabres: Wounding +0
Lances: Wounding +1, Concealment -1, Movement -2, additional Charge Advantage,

Cabot Musket: Wounding +0, Range 100m/200m/400m
Field Artillery: Wounding 3, Range 200m/700m/1400m
Canard Rifle: Wounding +0, Range 200m/300m/500m
Horse Artillery: Wounding +2, Movement +4, Range 200m/600m/1200m


***​

Enemy Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
1st Roy. Elv. Lan.Professional356/5000/11+10*?257LancesElven
Cavalry
Butcher
2nd Roy. Elv. Lan.Professional348/5000/11+10*?257LancesElven
Cavalry
Unsteady
HM's 1st Elv. Hsr.Professional350/5000/11+10*?359SabresElven
Cavalry
Demoralizing
HM's 2nd Elv. Hsr.Professional336/5000/11+10*?349SabresElven
Cavalry
Distracted
Schw. Dwa. Leg.Professional923/1000?/15+20??533Erlkönig Musket
Bayonets
DwarvenSneaky
Heid. Dwa. Leg.Professional734/10000/15+0*??333Erlkönig Musket
Bayonets
DwarvenTeacher
1st Elv. Vol.Trained833/10000/9-10??333Cabot Musket
Bayonets
Elven
Standard Lost
Unsteady
2nd Elv. Vol.Trained882/10000/9-10*??233Cabot Musket
Bayonets
ElvenLoud
1st Half. Vol.Trained1000/1000?/9+0??5?3?3Cabot Musket
Bayonets
Halfling?
1st Hob. Vol.Trained861/10000/9-10*??323Cabot Musket
Bayonets
HobgoblinDistracted
10th Roy. Elv. Art.0/507/105/5Field ArtilleryElvenButcher
25th Roy. Elv. Art.0/507/105/5Field ArtilleryElvenLucky
*Affected by Casualties
Bayonets, Sabres: Wounding +0
Lances: Wounding +1, Concealment -1, Movement -2, additional Charge Advantage,

Cabot Musket: Wounding +0, Range 100m/200m/400m
Erlkönig Musket: Wounding +0, Range 100m/200m/400m
Field Artillery: Wounding 3, Range 200m/700m/1400m

Very nicely done.
 
The real question is, is there any way to stop both of the Dwarf units from retreating? This might take a Round or two to play out, seeing as their move is slower than fleeing cavalry.

We can obviously stop one of them, the question is whether we can do for both of them.
 
As it turns out, I was right about the incoming retreat of the enemy. And while the battle was bloodier than it needed to be, we also inflicted a very decisive defeat on the "volunteer army". I hope this buys us some friends in the assembly.
 
Nice!


Our priority should probably be to

1. Capture enemy units
2. Damage enemy cavalry
3. Damage enemy infantry


The 5th should fire at the 2nd hussars and the 84th at the 2nd lancers as a result I believe.



We do have Rapid infantry at both of the dwarves flanks which can outrun them and cavalry to block their path, so I do believe that we can catch them, the only problem would be the enemy elves and halflings getting in the way
 
Nice!


Our priority should probably be to

1. Capture enemy units
2. Damage enemy cavalry
3. Damage enemy infantry


The 5th should fire at the 2nd hussars and the 84th at the 2nd lancers as a result I believe.



We do have Rapid infantry at both of the dwarves flanks which can outrun them and cavalry to block their path, so I do believe that we can catch them, the only problem would be the enemy elves and halflings getting in the way

I definitely think that the 5th and 84th should probably work on softening up the Dwarven Infantry, just to make sure they don't get any ideas for breakout attempts or so on. Like, I guess we could also hit their cavalry, but priority-wise, it's taking the Dwarfen Infantry that will actually make sure there's no recovering from this.

And, like, he's not going to recover from this, I'm pretty sure. His army's going to be melting away after this battle. Infantry aren't (generally) stupid, a lot of them will try to slip away during any retreat.
 
I definitely think that the 5th and 84th should probably work on softening up the Dwarven Infantry, just to make sure they don't get any ideas for breakout attempts or so on. Like, I guess we could also hit their cavalry, but priority-wise, it's taking the Dwarfen Infantry that will actually make sure there's no recovering from this.

And, like, he's not going to recover from this, I'm pretty sure. His army's going to be melting away after this battle. Infantry aren't (generally) stupid, a lot of them will try to slip away during any retreat.

Hmm, can we do an attack that follows enemy movement?

Because my assumption was that with 48th, 72nd and 42nd theyll get routed this turn or next turn at the latest anyway.

I am not that concerned about the infantry, but the cavalry is both very valuable and proffessional and left with not that many paths that don't involve opposition to the republic.

With their involvement in the volunteer army they'll have difficulty just returning in peace and they are the actually rich nobles who have something to win from a return to the pre-revolution status quo
 
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The real question is, is there any way to stop both of the Dwarf units from retreating? This might take a Round or two to play out, seeing as their move is slower than fleeing cavalry.
Looking over this briefly I actually think we might be able to encircle 3 enemy units using the lake.

  • 55th Elv. Hsr. NW, NE,E
  • 13th Hob. Lan. SE,SW,SW
  • 28 Half. Pfd NE,NEW,W
  • 19th Half. Pfd NE
We just need to form a crescent around the open eastern field, and then we can use our infantry to fully envelop the routing units next to the lake. Once they are encircled, we can just pound them with artillery and infantry attacks until they surrender.
 
Looking over this briefly I actually think we might be able to encircle 3 enemy units using the lake.

  • 55th Elv. Hsr. NW, NE,E
  • 13th Hob. Lan. SE,SW,SW
  • 28 Half. Pfd NE,NEW,W
  • 19th Half. Pfd NE
We just need to form a crescent around the open eastern field, and then we can use our infantry to fully envelop the routing units next to the lake. Once they are encircled, we can just pound them with artillery and infantry attacks until they surrender.

The problem is that they will move during this turn too. By the time the 55th reached that hex they will have past it already

@Photomajig will they follow the white line until they encounter obstructions or will they try to escape the best way possible walking somewhere else if they consider it better.



E we could have the 19th free move nw and do the coinflip whether they or the elv volunteers can go to the NE hex



All enemy infantry will reach the edge of the map by the end of next turn - if they cannot be stopped or slowed during that time they will escape.

We could consider firing at enemy units just for the chance of a crit slowing them too
 
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Actually, if we do want to grab the Halflings, maybe our Horse Artillery should be shelling them? But it's the two Dwarf units that are the real prize.

His army definitely isn't actually coming back together either way, but it'll probably fall apart without the Pro Infantry, and obviously there's the political implications.
 
Yeah, I think we should prioritize the two Dwarf Legions. the Halflings are just a bunch of Royalist volunteers, and it won't make a huge difference if we take them out or not.

Taking out one or both of the Dwarf Legions would be another political coup, and might discourage other nations from trying something like this again if they see that all Norn got for its work was its soldiers killed or captured.

I suppose maybe we could have the 28th Pathfinders go after the Halflings? Just because they seem too far out of place to effectively chase the Legions.
 
What happens if a unit loses the coinflip to move into the same space as another? Will the movement be refunded or lost?

And will their next movement take priority or does it occur during the next movement of the other regiment?
 
The problem is that they will move during this turn too. By the time the 55th reached that hex they will have past it already

@Photomajig will they follow the white line until they encounter obstructions or will they try to escape the best way possible walking somewhere else if they consider it better.



E we could have the 19th free move nw and do the coinflip whether they or the elv volunteers can go to the NE hex



All enemy infantry will reach the edge of the map by the end of next turn - if they cannot be stopped or slowed during that time they will escape.

We could consider firing at enemy units just for the chance of a crit slowing them too

Um, wait. I was counting, and aren't the Dwarfs 8 moves away from freedom (IE three turns)? You have to reach the edge and leave it to be gone, though obviously once they do reach the edge, even if they're out of movement they're going to get away and the most we can do is a few parting shots.
 
Um, wait. I was counting, and aren't the Dwarfs 8 moves away from freedom (IE three turns)? You have to reach the edge and leave it to be gone, though obviously once they do reach the edge, even if they're out of movement they're going to get away and the most we can do is a few parting shots.

Oh yeah, the Schw legion is more shouth and needs 3 turns. The heid legion can do it in two(I assume reaching the edge=escape) but not if they follow the white arrows
 
Yeah, I think we should prioritize the two Dwarf Legions. the Halflings are just a bunch of Royalist volunteers, and it won't make a huge difference if we take them out or not.

Taking out one or both of the Dwarf Legions would be another political coup, and might discourage other nations from trying something like this again if they see that all Norn got for its work was its soldiers killed or captured.
Not to mention: It's very politically inconvenient for our enemies to have concrete evidence of Norn meddling in their internal affairs. This weakens their standing , and makes it much harder for them to build political and diplomatic support for an intervention against us. Most nations are against us, but there is likely a consensus against secretly flooding rebels with your own troops as a violation of honour. In the eventual war against them, this gives us a clear advantage.
 
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@Photomajig will they follow the white line until they encounter obstructions or will they try to escape the best way possible walking somewhere else if they consider it better.

The white line is just for general direction of escape. You can give orders in the vein of "MOVE so you block X Unit" in this case if you like, since there are lots of options.

The enemy will need to move 1 Hex away off the edge when they get there.
 
Artillery I think should shoot at the Schw. Dwarf Legion, since it's basically the only enemy unit that's not outright routing.

Oh yeah, the Schw legion is more shouth and needs 3 turns. The heid legion can do it in two(I assume reaching the edge=escape) but not if they follow the white arrows
We can probably delay their escape significantly with our Lancers and Hussars moving to block (or well, in the Lancers case probably charging while making sure to end their turn blocking at least part of the escape North.)
 
I'll vote for any plan that involves the 13th pursuit-charging those god damned 2nd Hussars.

Also: two! Two Rapid Halfling Infantry COs! AHAHAHAHA I wish we'd actually gotten the 16th in combat sooner.
 
Eh, I don't think the 13th will be able to catch up to the Hussars in time to get their charge off before the 2nd Hussars make it off the battlefield.

Since the 2nd Hussars only need 7-8 out of their 9 Movement points to get off the map, while the 13th needs to use all 7 of theirs to maybe get within range.

We'll get more out of them by having them charge and help block off the Dwarf Legions. Those Legions are also the big prize I feel, politically and militarily, since we can theoretically have them outright wiped out/captured, rather than just inflicting one last blow on the the Hussars.
 
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