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@Photomajig Theoretically speaking, how many people can Arné draft before manpower starts to become an issue?

[X] Plan: Investing into the Future at the Crossing
 
From the looks of it we haven't even seen the famous Levée en Masse. So I'd peg that at "a lot".
 
Adhoc vote count started by Nerdorama on Jan 12, 2024 at 5:49 PM, finished with 120 posts and 9 votes.

  • [X] Plan: Flexibility
    -[X] The crossing at Grigny-sur-Vaud. The town of Grigny-sur-Vaud is mid-way between Antreville and Martelnac, where the Via Peregrina crosses the Vaud. It would allow for a swift march for either Antreville or Martelnac, depending on the enemy's strategy. Distance estimates: Antreville 4 days, Martelnac 1 day, Daurstein 5 days. 4 Army Actions allowed.
    -[X] Intense drill. There's no time for rest or leisure on this march. The troops need a taste of discipline and grueling drill. Lose Munitions equal to number of Units (-14). Gain +2 Drill. Lose 2d100 troops as Casualties.
    -[X] Found new regiment.
    --[X] Hobgoblin Infantry (400 Regular+600 Trained) (Cabot Muskets)
    --[X] Human Artillery (50 Regular) (Field Artillery)
    -[X] Mentor CO. One of your officers could use a bit of guidance before the next battle. Write-in a CO. A CO with an Unknown Trait will have their Trait revealed. A CO with a known Trait will have that Trait rerolled with Advantage (can only be done once per CO).
    --[X] Marie de Lamartine
    -[X] [-50 Influence] Acquire intel on enemy forces. Gold, well-placed friends and clever agents can usually yield useful intelligence on the enemy movements and disposition. Learn enemy Units, their XP rank and equipment. Must be done separately for each enemy Army.
    --[X] Army of the West
    --[X] Army of the Center
    [X] Plan: Investing into the Future at the Crossing
    -[X] The crossing at Grigny-sur-Vaud. The town of Grigny-sur-Vaud is mid-way between Antreville and Martelnac, where the Via Peregrina crosses the Vaud. It would allow for a swift march for either Antreville or Martelnac, depending on the enemy's strategy. Distance estimates: Antreville 4 days, Martelnac 1 day, Daurstein 5 days. 4 Army Actions allowed.
    -[X] Intense drill. There's no time for rest or leisure on this march. The troops need a taste of discipline and grueling drill. Lose Munitions equal to number of Units (-14). Gain +2 Drill. Lose 2d100 troops as Casualties.
    -[X] Found new regiment.
    --[X] Hobgoblin Infantry (1000 Regular) (Cabot Muskets)
    --[X] Human Artillery (50 Regular) (Field Artillery)
    -[X] Mentor CO. One of your officers could use a bit of guidance before the next battle. Write-in a CO. A CO with an Unknown Trait will have their Trait revealed. A CO with a known Trait will have that Trait rerolled with Advantage (can only be done once per CO).
    --[X] Marie de Lamartine
    -[X] [-50 Influence] Acquire intel on enemy forces. Gold, well-placed friends and clever agents can usually yield useful intelligence on the enemy movements and disposition. Learn enemy Units, their XP rank and equipment. Must be done separately for each enemy Army.
    --[X] Army of the West
    --[X] Army of the Center
    -[X] Requisition experienced recruits
    --[X] [-30 Influence for 600] Regular Hobgoblins
    --[X] [-20 Influence for 400] Regular Elves
    --[X] [-20 Influence for 400] Regular Humans
    --[X] [-20 Influence for 400] Regular Halflings
    [X] Plan: Investing into the Future at the City
    -[X] Antreville. You'll stay put and wait for the enemy to make the first move, if they intend to do so. The area suits a defensive strategy and gives you a great deal of time to prepare. Distance estimates: Martelnac 5 days, Daurstein 6 days by road or 9 days overland, Damterre 11 days. 6 Army Actions allowed.
    -[X] Intense drill. There's no time for rest or leisure on this march. The troops need a taste of discipline and grueling drill. Lose Munitions equal to number of Units (-14). Gain +2 Drill. Lose 2d100 troops as Casualties.
    -[X] Found new regiment.
    --[X] Hobgoblin Infantry (1000 Regular) (Cabot Muskets)
    --[X] Human Infantry (1000 Regular) (Cabot Muskets)
    --[X] Human Artillery (50 Regular) (Field Artillery)
    -[X] Mentor CO. One of your officers could use a bit of guidance before the next battle. Write-in a CO. A CO with an Unknown Trait will have their Trait revealed. A CO with a known Trait will have that Trait rerolled with Advantage (can only be done once per CO).
    --[X] Marie de Lamartine
    -[X] [-50 Influence] Acquire intel on enemy forces. Gold, well-placed friends and clever agents can usually yield useful intelligence on the enemy movements and disposition. Learn enemy Units, their XP rank and equipment. Must be done separately for each enemy Army.
    --[X] Army of the West
    --[X] Army of the Center
    -[X] Requisition experienced recruits
    --[X] [-30 Influence for 600] Regular Hobgoblins
    --[X] [-20 Influence for 400] Regular Elves
    --[X] [-20 Influence for 400] Regular Humans
    --[X] [-20 Influence for 400] Regular Halflings
    [X] Plan Martelnac Confrontation
    -[X] Martelnac. Von Wachenheim threatens Martelnac directly. If the Nornish invade, he'll be in the city before you'll even hear of it - unless you're there first, and keep him on the wrong side of the Vaud. Distance estimates: Daurstein 1 day, Antreville 5 days. 4 Army Actions allowed.
    -[X] Intense drill. There's no time for rest or leisure on this march. The troops need a taste of discipline and grueling drill. Lose Munitions equal to number of Units (-14). Gain +2 Drill. Lose 2d100 troops as Casualties.
    -[X] Found new regiment (Hobgoblin Infantry: 400 Regular, 600 Trained: Cabot Muskets)
    -[X] Found new regiment (Human Artillery: 50 Regular: Field Artillery)
    -[X] Mentor CO (Marie de Lamartine)
    -[X][-50 Influence] Acquire intel on enemy forces (Army of the West: von Wachenheim)


I'm posting a vote tally as a reminder for people to vote. The two plans with >1 vote are mine and Schwerte's, and they're basically the same other than spending 90 extra influence on grabbing experienced troops, which will also have us start one of our new units at a higher rank. If you care about the difference, please remember to vote for one plan or the other. Or a different plan if you think going to Grigny is dumb (it isn't, but I'm biased).
 
@Photomajig Theoretically speaking, how many people can Arné draft before manpower starts to become an issue?

Napoleon drafted at least 2,5 million people. Arné has a bigger population than OTL France. Manpower is not going to be an issue anytime soon, but actually maintaining and paying for a large military is rather is the limit right now.

The Convention has not really had to enact large-scale conscription yet. War, especially a difficult one, may soon change that.
 
Vote closed
Scheduled vote count started by Photomajig on Jan 10, 2024 at 5:07 PM, finished with 99 posts and 12 votes.

  • [X] Plan: Flexibility
    -[X] The crossing at Grigny-sur-Vaud. The town of Grigny-sur-Vaud is mid-way between Antreville and Martelnac, where the Via Peregrina crosses the Vaud. It would allow for a swift march for either Antreville or Martelnac, depending on the enemy's strategy. Distance estimates: Antreville 4 days, Martelnac 1 day, Daurstein 5 days. 4 Army Actions allowed.
    -[X] Intense drill. There's no time for rest or leisure on this march. The troops need a taste of discipline and grueling drill. Lose Munitions equal to number of Units (-14). Gain +2 Drill. Lose 2d100 troops as Casualties.
    -[X] Found new regiment.
    --[X] Hobgoblin Infantry (400 Regular+600 Trained) (Cabot Muskets)
    --[X] Human Artillery (50 Regular) (Field Artillery)
    -[X] Mentor CO. One of your officers could use a bit of guidance before the next battle. Write-in a CO. A CO with an Unknown Trait will have their Trait revealed. A CO with a known Trait will have that Trait rerolled with Advantage (can only be done once per CO).
    --[X] Marie de Lamartine
    -[X] [-50 Influence] Acquire intel on enemy forces. Gold, well-placed friends and clever agents can usually yield useful intelligence on the enemy movements and disposition. Learn enemy Units, their XP rank and equipment. Must be done separately for each enemy Army.
    --[X] Army of the West
    --[X] Army of the Center
    [X] Plan: Investing into the Future at the Crossing
    -[X] The crossing at Grigny-sur-Vaud. The town of Grigny-sur-Vaud is mid-way between Antreville and Martelnac, where the Via Peregrina crosses the Vaud. It would allow for a swift march for either Antreville or Martelnac, depending on the enemy's strategy. Distance estimates: Antreville 4 days, Martelnac 1 day, Daurstein 5 days. 4 Army Actions allowed.
    -[X] Intense drill. There's no time for rest or leisure on this march. The troops need a taste of discipline and grueling drill. Lose Munitions equal to number of Units (-14). Gain +2 Drill. Lose 2d100 troops as Casualties.
    -[X] Found new regiment.
    --[X] Hobgoblin Infantry (1000 Regular) (Cabot Muskets)
    --[X] Human Artillery (50 Regular) (Field Artillery)
    -[X] Mentor CO. One of your officers could use a bit of guidance before the next battle. Write-in a CO. A CO with an Unknown Trait will have their Trait revealed. A CO with a known Trait will have that Trait rerolled with Advantage (can only be done once per CO).
    --[X] Marie de Lamartine
    -[X] [-50 Influence] Acquire intel on enemy forces. Gold, well-placed friends and clever agents can usually yield useful intelligence on the enemy movements and disposition. Learn enemy Units, their XP rank and equipment. Must be done separately for each enemy Army.
    --[X] Army of the West
    --[X] Army of the Center
    -[X] Requisition experienced recruits
    --[X] [-30 Influence for 600] Regular Hobgoblins
    --[X] [-20 Influence for 400] Regular Elves
    --[X] [-20 Influence for 400] Regular Humans
    --[X] [-20 Influence for 400] Regular Halflings
    [X] Plan: Investing into the Future at the City
    -[X] Antreville. You'll stay put and wait for the enemy to make the first move, if they intend to do so. The area suits a defensive strategy and gives you a great deal of time to prepare. Distance estimates: Martelnac 5 days, Daurstein 6 days by road or 9 days overland, Damterre 11 days. 6 Army Actions allowed.
    -[X] Intense drill. There's no time for rest or leisure on this march. The troops need a taste of discipline and grueling drill. Lose Munitions equal to number of Units (-14). Gain +2 Drill. Lose 2d100 troops as Casualties.
    -[X] Found new regiment.
    --[X] Hobgoblin Infantry (1000 Regular) (Cabot Muskets)
    --[X] Human Infantry (1000 Regular) (Cabot Muskets)
    --[X] Human Artillery (50 Regular) (Field Artillery)
    -[X] Mentor CO. One of your officers could use a bit of guidance before the next battle. Write-in a CO. A CO with an Unknown Trait will have their Trait revealed. A CO with a known Trait will have that Trait rerolled with Advantage (can only be done once per CO).
    --[X] Marie de Lamartine
    -[X] [-50 Influence] Acquire intel on enemy forces. Gold, well-placed friends and clever agents can usually yield useful intelligence on the enemy movements and disposition. Learn enemy Units, their XP rank and equipment. Must be done separately for each enemy Army.
    --[X] Army of the West
    --[X] Army of the Center
    -[X] Requisition experienced recruits
    --[X] [-30 Influence for 600] Regular Hobgoblins
    --[X] [-20 Influence for 400] Regular Elves
    --[X] [-20 Influence for 400] Regular Humans
    --[X] [-20 Influence for 400] Regular Halflings
    [X] Plan Martelnac Confrontation
    -[X] Martelnac. Von Wachenheim threatens Martelnac directly. If the Nornish invade, he'll be in the city before you'll even hear of it - unless you're there first, and keep him on the wrong side of the Vaud. Distance estimates: Daurstein 1 day, Antreville 5 days. 4 Army Actions allowed.
    -[X] Intense drill. There's no time for rest or leisure on this march. The troops need a taste of discipline and grueling drill. Lose Munitions equal to number of Units (-14). Gain +2 Drill. Lose 2d100 troops as Casualties.
    -[X] Found new regiment (Hobgoblin Infantry: 400 Regular, 600 Trained: Cabot Muskets)
    -[X] Found new regiment (Human Artillery: 50 Regular: Field Artillery)
    -[X] Mentor CO (Marie de Lamartine)
    -[X][-50 Influence] Acquire intel on enemy forces (Army of the West: von Wachenheim)
 
Oh, whoops. I forgot to consider that. No, I did conceive the Convention's left-right sitting order to mirror our world. I'll turn them around for the next iteration - for now just imagine it like that.

Rereading the Tossing the General update, I realized that you @Photomajig forgot to make the Convention radicals sit on the left and the Convention right-wing conservatives sit on the right in the new Convention chart. You may wish to keep this in mind for making the Fall election results chart where we expect major changes in the Convention's membership.

I wonder what does the revolutionary flag and the royalist flag of Arné look like? The royalists are mentioned to use golden Fleur-de-lis as a symbol as shown on the King's chest.

You mentioned in the first post that the colors of the new army are blue, orange and brown. However, a later post and the models of Raka Durand and Karo Bonnaire suggests that blue and orange are the main colors of the revolutionary army. Is the revolutionary flag of Arné a vertical tricolor with blue and orange on the sides with the traditional color of Arné (whatever it is) in the middle if we are following the story of how the French tricolor was made?
 
Rereading the Tossing the General update, I realized that you @Photomajig forgot to make the Convention radicals sit on the left and the Convention right-wing conservatives sit on the right in the new Convention chart. You may wish to keep this in mind for making the Fall election results chart where we expect major changes in the Convention's membership.

I wonder what does the revolutionary flag and the royalist flag of Arné look like? The royalists are mentioned to use golden Fleur-de-lis as a symbol as shown on the King's chest.

You mentioned in the first post that the colors of the new army are blue, orange and brown. However, a later post and the models of Raka Durand and Karo Bonnaire suggests that blue and orange are the main colors of the revolutionary army. Is the revolutionary flag of Arné a vertical tricolor with blue and orange on the sides with the traditional color of Arné (whatever it is) in the middle if we are following the story of how the French tricolor was made?

On the first point, I discovered that I prefer the aesthetic value of the colors in that order roughly forming the French tricolor. With the descriptions and general context, I don't think it will be very unclear who is on the right and who is on the left.

The divide has been made from the perspective of someone standing in the galleries behind the seating, we can say (placing the Constitutionalists and Consulars on their right, the Liberationists and Levelers on their left).

The Revolutionary tricolor is a vertical blue-white-orange, yes. The origin here follows along the same lines as the OTL one. Blue and orange are the colors of Loutharc, white is a royal/old traditional color, which is thrown in to make the tricolor represent the whole Nation through the King. One imagines new meanings will be imagined once the King is done away with. The Loutharcian orange is probably originally derived from royal gold, in any case, but most people would not know or care.

Royalists continue to go with white and gold, with the fleur-de-lis and this world's Oriflamme as key symbols.
 
You mentioned in the first post that the colors of the new army are blue, orange and brown. However, a later post and the models of Raka Durand and Karo Bonnaire suggests that blue and orange are the main colors of the revolutionary army.
I also wouldn't expect any color consistency from the army if I where you. If it's anything like otl France then we should be happy our soldiers have something that looks like clothing and shoes. For the coming years the Quartermaster's liver will be beyond saving, but its sacrifice will be remembered.
 
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La Durance: Second March Results
[X] Plan: Flexibility
-[X] The crossing at Grigny-sur-Vaud. The town of Grigny-sur-Vaud is mid-way between Antreville and Martelnac, where the Via Peregrina crosses the Vaud. It would allow for a swift march for either Antreville or Martelnac, depending on the enemy's strategy. Distance estimates: Antreville 4 days, Martelnac 1 day, Daurstein 5 days. 4 Army Actions allowed.
-[X] Intense drill. There's no time for rest or leisure on this march. The troops need a taste of discipline and grueling drill. Lose Munitions equal to number of Units (-14). Gain +2 Drill. Lose 2d100 troops as Casualties.
-[X] Found new regiment.
--[X] Hobgoblin Infantry (400 Regular+600 Trained) (Cabot Muskets)
--[X] Human Artillery (50 Regular) (Field Artillery)
-[X] Mentor CO. One of your officers could use a bit of guidance before the next battle. Write-in a CO. A CO with an Unknown Trait will have their Trait revealed. A CO with a known Trait will have that Trait rerolled with Advantage (can only be done once per CO).
-
-[X] Marie de Lamartine
-[X] [-50 Influence] Acquire intel on enemy forces. Gold, well-placed friends and clever agents can usually yield useful intelligence on the enemy movements and disposition. Learn enemy Units, their XP rank and equipment. Must be done separately for each enemy Army.
--[X] Army of the West
--[X] Army of the Center

The Fifth Army marches for Grigny-sur-Vaud. If Norn wants war, they'll find you ready and waiting for them. In the days that follow, you make sure that your troops are equally ready. A battle against the dregs of the royalist cause is one thing. Defeating Norn's well-drilled and disciplined armies will be another entirely.

Additional practice, discipline and formation drill becomes the order of the day once more. It is miserable business on the move, especially once the rains get on your trail and begin reshaping the plains of La Durance into foul, muddy sludge. Fortunately, casualties in the ranks are low.

Army Drill increased to 5. 24 Casualties taken.

200th Hob takes on 5 Trained Replacements.
72nd Hum takes on 6 Regular Replacements.
148th Hum takes on 1 Regular Replacement.
42nd Elv takes on 3 Regular Replacements.
45th Elv takes on 4 Regular Replacements.
108th Elv Hsr takes on 2 Regular Replacements.
19th Half Pfd takes on 3 Regular Replacements.


You have the right to commission new regiments for the Fifth, though it is clear enough that supplying and equipping them may in the end come from your own pockets. Nevertheless, with the ample recruits you have gathered, you find it prudent to expand your force. The hobgoblin stock of your reserves has the great honor of forming a new regiment of infantry under newly-minted Colonel Veka Bonheur, previously a captain under Kléber. A group of battle-tested human artillerymen receive the gift of the artillery pieces captured from the enemy. One of their number, an experienced lieutenant named David Granger, you commission as their Colonel. Both units should serve you well in the coming days.

Hobgoblin Regiment of Infantry founded (Cabot Muskets, 400 Regular + 600 Trained).
Human Regiment of Artillery founded (Field Artillery, 50 Regular).


[] (Optional) Name Unit. Write-in a custom name for your new Units. Optional; default names will be the 251st Hob and 10th Hum Art.

***​

Much of your time is spent in the company of Marie de Lamartine, commander of the 31st Artillery. Her performance at Mauvais was unimpressive, to say the least, and led to near-disaster in the rear. Yet you are aware that you placed her, an untested and young officer, into a demanding position in her first battle. As you converse with her and break down her initial reserve, you find that she is not wholly unsuited for her work. She has a solid grasp of gunnery. Her true issue is one of timidity, overcaution and uncertainty, both in managing her troops and commanding them in battle. You saw that clearly in Mauvais. She dithered and waited far too long to give the order to fire, consumed by doubts and theoretical calculations that led to disaster.

You try to soften the blow of your advice and turn it into general principles instead of personal critique. Colonel de la Beche, a man you served under in King Dagobert's War, becomes an useful example.

"The good colonel could spend the entire battle scratching calculations into the sand, while we waited for the order to fire. Oh, to be sure, he had a brilliant mind for gunnery. A good grasp of trajectory, elevation and the physical laws which govern our discipline is well-placed in any artillery officer," you say one evening, as you observe her battery at gunnery practice, "but one must learn to accept a measure of uncertainty with every shot. The perfect shot is a myth. Battles are won by a great many imperfect decisions and blows."

"I take your meaning, sir," de Lamartine says.

And she does, perhaps, though you suspect she will never become an exemplary leader of artillery. Yet she is not without promise. De Lamartine proves to have an eye for supply and logistics - indeed, with her exacting precision and overthinking, she'd be perfect for overseeing your stocks at camp. As it is, you cannot afford to push her aside in that manner. Instead, you encourage her and help her cultivate her talents in that area to the benefit of her unit.

Marie de Lamartine mentored: [4, 13] Logistician (Unit can carry +2 Supplies and Munitions.)

***
"General, Colonel Oberlin is here to see you," the guard reports at the doorway of your tent. You grunt your assent, and Gereon Oberlin, leader of the 72nd Human Regiment of Foot, ducks into the tent with a young soldier in tow. They drip dirty rainwater from their overcoats.

Oberlin salutes smartly; the soldier salutes less smartly, with a dreamy smile lingering on his lips. He's a scrawny, spindly young man with the half-starved look of a famine child. His woolen bonnet - the traditional ravaillerien cap, integrated into the 72nd's uniform - sits carelessly askew on his head, on the verge of slipping down his face, and he keeps stroking his weak excuse for a moustache. It appears to be patterned after Oberlin's far more handsome example.

"General Durand, sir. I heard you were planning on dispatching scouts across the border?" Colonel Oberlin asks, his Ravailler accent giving the words a strong and steady burr.

"Correct. Who is this?"

"This is Private Kastler, sir. I believe he could be of assistance in such a mission," Oberlin says, and gives the boy a nudge. "Franz here is a local boy, like myself. From a speck of a border town due south-east of here. Speaks Nornisch like a native, since that's the only tongue half his family thereabouts knows. He's got a sharp mind and he knows the lay of the land, more or less. Anything you'd like to add, Private?"

Kastler blinks, as if only now realizing where he is. A moment later the dreamy smile widens. "Oh, thank you, sirs. That's all true, 'cept my name ain't Franz, it's François; only I'll be fine saying it's Franz on their side of the river, so I s'pose that's all in an' out in the end. An' I've got more than just a sharp mind, General. I got good ears and good eyes, an' I'm one hell of a rider, an' I got travel papers from my cousin that say I'm a subject of the King of Norn, an' so forth. An' I'm real popular with the lads and the ladies alike. Oh, but I don't speak Nornisch, since they say all the words real wrong."

"What do you speak, then?"

"Oh, I speak what they speak over in Felsberg, of course," the lad replies. "But that's alright, since it's much the same as the way they talk in Dunzborn, an' nobody'd ever think a Dunzborner could be a spy, seeing as they all talk too much an' don't have two thoughts to rub together."

You look at Oberlin. He seems to be stifling a laugh.

"These are all regional dialects, sir," Oberlin says. "They differ somewhat from Nornisch, but it's all just different flavors of Alemannisch."

"Right. You've quite the list of accomplishments, Private. Is there anything you can't do?"

The youth grins. "Well, I can't do your job, General. Not yet, anyhow."

Soon after that, you put the boy's name on the list of scouts - or spies, rather, given that they'll be operating on foreign soil. There is a great deal of information you need to get your hands on before Norn invades.

-100 Influence lost. Intel received on enemy armies.
You send the spies out just before marching out from Antreville. After two days of getting the Fifth in marching condition and four days on the road to Grigny-sur-Vaud, they begin to trickle back in to camp. You receive their reports one by one, but Kastler's is certainly the most memorable out of the bunch.

The young man appears out of the pouring rain, half-covered in mud and sporting an impressive black eye, dressed in the shabby traveling clothes of a provincial burgher. His good cheer seems unaffected by whatever indignities he has suffered on the road

"Your report, private?"

"Sure thing, General. So I rode out to Dancy first thing, an' I took the ferry across the Raoille there, acting like I was a Nornish servant-boy running from the Revolution, so they took me across for free. An' I snuck into von Trotha's camp an' played a soldier's bastard for them Norns for a while, making friends an' getting my bearings."

"Your findings?"

"They're coming here, alright. An' sooner than they'd like. They're not too happy about it, y'see, those Nornish boys. They've heard 'bout the Legions, an' they don't see why they've got to go die in Arné like that. They've been happy to be with von Trotha, see, since there's no risk of real fighting, but they're still getting wartime pay," Franz says. "The Norns drill 'em real mean, 'course. So they'll fight even if they don't want to fight."

His eyes linger on the half-eaten dinner on your table you'd already set aside. You hand it over to him. Hobb knows that the boy could stand to eat more.

"Right, so," he says, destroying the plate's contents with almost hob-like voracity, "I went 'round an' took a look at their banners. Trotha's got nine full regiments of infantry, an' two homegrown squadrons of horse, an' what's left of those chevaliers we whipped at Mauvais. But the man loves his big guns. I counted five batteries of cannon, an' one light battery of horse artillery."

That is a sizeable artillery force. You nod for Franz to continue.

"Ran into some trouble there," he says. "Courtesy of them chevaliers. See, one of 'em thought he could tell I was from Felsberg, not Dunzborn, so he got real suspicious an' then we got into a bit of a scuffle."

"That's how you got your black eye, I presume," you note, but the soldier shakes his head.

"That was on the way back, sir, courtesy of a shepherd's daughter. No, in this scuffle I came out on top, but I fig'red I'd best not stick around, seein' as I had a dead hussar in my bag."

"Your... bag?"

"Oh, I had to chop him up, sir. Took me ages. Ruined a perfectly good bag, too," Franz says and cheerfully obliterates a piece of dry meat on your plate. "So from there I headed out to Engelsburg, an' then south all the way to Daurstein, where I had a little time to spend with von Wachenheim."

"You did all this in six days?"

"I don't sleep much, sir," Franz says and shrugs. "Anyway, didn't see so much of Wachenheim's lot, but I counted their colors just the same. He's got twelve regiments of infantry, three batteries of artillery, and two squadrons of local cavalry, all of them local boys. About as happy as their friends up north. Don't want to be here, but when the whip cracks, the Norns jump to it, right? Anyway, everyone there thought the general was headed straight 'cross the Vaud into Martelnac. So that's the way they're headed, I figure. An' then I slipped a few papers in my pockets an' got back on our side of the fence, so to speak. An' that's about it."

He lapses into silence. You note his eyelids threatening to slip closed.

"Excellent work, Private," you say. "Now get some sleep. You are exempted from additional drill until further notice and I'll see to it that your rations are increased for the week. Dismissed."

Once Franz is gone, you cross-reference and check this information against your other reports. On the whole, it seems accurate. You begin to build a fairly comprehensive picture of the two Nornish armies arrayed against you. A decent idea of the two generals' personalities also develops. Von Trotha is a believer in the supremacy of artillery; he rarely uses his cavalry other than to screen, and never commits to an infantry attack before a lengthy bombardment. Von Wachenheim is a conservative and somewhat inexperienced general, averse to taking risks.

Ragged couriers from the VI. Army indicate that your reinforcements may be delayed. The rain and mud are slowing them down considerably. They'll be doing the same to you and the enemy soon enough.

***​

La Durance: Second March

Morale Event (d20): [6+6=12], no effect
Drill Event (d20): [18], Rapid Deployment
(Units deploy in professional and swift fashion. You may deploy your Units on a larger area of the battlefield.)
CO Event (d10): [6], Mathieu de Montmorency; [2-3=1], Suspicious Accident (The CO is Wounded in a mysterious incident. No suspects are ever identified. The Unit must fight without a CO in the coming battle and Army Drill falls by 1.)

Army Drill decreased to 4. Mathiue de Montmorency Wounded. Units in battle without a CO suffer from the effects of Unsteady and Demoralizing.


The added drill pays dividends, especially when it comes to maneuver and formation movement. The usual confusion and delays are nearly absent, as the troops and officers alike seem to try to compete in military precision and unity. It occurs to you that they may be seeking to impress you, the victor of Mauvais.

But there is one, last-minute incident. It puts an ugly blemish on an otherwise fine march.

"Sir? I am Captain d'Arces, of the 42nd Elven. I am sorry to report that Colonel de Montmorency has been severely wounded."

Damnation. De Montmorency did not exactly fill you with confidence with his conduct at Mauvais, but this is still a very poor time to have to reorganize a regiment.

"What happened?"

"Accidental discharge of an improperly loaded musket, sir. Or that is supposedly it. No-one among the troops seems to remember exactly whose weapon it was, and neither can they explain how said weapon managed to fire itself so precisely at Colonel de Montmorency in the middle of a crowded camp. I am aware that accidents do happen, sir, but it is my duty to report that many of our soldiers have been displeased with the Colonel's leadership since the battle on the Mauvais Plain. I cannot prove it, but I suspect that this was no accident."

Damnation again. That will ripple out through the whole Army. When soldiers get it into their heads that they have free rein to eliminate any officers they don't like, that's poison on discipline. There's no time for a proper inquiry. You may be only days away from battle. The damage is done, and you'll have to bear with it until after your next victory.

***


On the 8th of Beltiale, apparently indifferent to the persistent rains, the Kingdom of Norn declares war on Arné. This information is politely relayed across the border to the Arnése guard-post, which then dispatches a courier promptly to you. The greater meanings and consequences of that act are things that you do not allow yourself to contemplate right now. The first day of a war is often critical. You do not wish to waste it.

Von Wachenheim intends to take Martelnac. If he begins moving immediately, you will not be able to prevent him from crossing the Vaud. That is not a certain thing, of course. Von Trotha, on the other hand, seems set on crossing the Raoille at Dancy, south of Billermund. It will take him a while to come near Antreville. He might be aiming to strike at Damterre as well, of course, but de Montelivet is there or soon will be. If the enemy cuts the Via Peregrina between you and de Montelivet, it is a problem, but it does not change the situation significantly.

What to do? It may be prudent to simply wait in Grigny-sur-Vaud and see what the enemy does, but inaction can be disastrous for a defender. The decision is yours, and so will be the consequences.

[] Follow the Vaud towards Daurstein. A march along the river will compel von Wachenheim to stop and face you somewhere on the hilly Martelnac-Daurstein road, or else risk you appearing in his rear. Wachenheim will almost certainly outpace you on the road if he does not halt, however, which would leave Martelnac at his mercy.
[] Offer battle before Martelnac. A safer option would be to move down to Martelnac and deploy north of it, offering battle on the fields and plains with the Vaud on your eastern flank. Regardless of the outcome of the battle, you'd retain freedom to maneuver in either direction.
[] Garrison Martelnac. Martelnac is no fortress, but settling into Martelnac proper would force von Wachenheim to throw his men into the grinder of an urban assault, besiege the city or leave his supply lines entirely at your mercy. It would also box you in very effectively, however.
[] Remain at Grigny-sur-Vaud. You are not convinced that it is in your best interest to leave Grigny-sur-Vaud. The Fifth's current position allows you to move along the Via Peregrina as required, and forces von Wachenheim to meet you at the defensible crossing once he's past Martelnac.
[] Write-in. You have some other deployment in mind.

***​

Fifth Army

MoraleDrillSuppliesMunitionsInfluence
Current8 (warm afterglow of victory)4 (amateurish but passable)74171130
Projected55171
Supplies are expended every March equal to the amount of Units under your command (double for Hobgoblin Units). Each 1000 of Reserve Manpower counts as an additional Unit.

Reserve Manpower: (0 needed for Replacements)
-Elven: 175 Regular, 200 Trained
-Human: 121 Regular, 500 Trained
-Hobgoblin: 192 Trained
-Halflings: 2 Regular, 203 Trained
Casualties: (no bonus to casualty recovery)
-Humans: 7
-Elves: 9
-Hobgoblins: 5
-Halflings: 3

Spare Equipment:
-2 Cabot Muskets (Wounding +0, Range 100m/200m/400m)
-
2 Erlkönig Muskets (Wounding +0, Range 100m/200m/400m)
-
1 Field Artillery (Wounding +3, Range 200m/700m/1400m)

Our Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
Hob Inf2/5, Trained1000/100012/12+010/105/5333Cabot Musket
Bayonets
HobgoblinVeka Bonheur
???
Hum Art0/5, Regular50/5021/21+1010/105/5331Field ArtilleryHumanDavid Granger
???
200th Hob.2/10, Regular1000/100013/13+1010/105/5333Cabot Musket
Bayonets
HobgoblinAlho Kléber
Offensive Genius
72nd Hum.3/5, Regular1000/100021/21+1010/105/5333Cabot Musket
Bayonets
HumanGereon Oberlin
Teacher
148th Hum.4/5, Regular1000/100021/21+1010/105/5333Cabot Musket
Bayonets
HumanLiberté Chastain
Inspiring
42nd Elv.8/10, Trained1000/100012/12+010/105/5353Cabot Musket
Bayonets
Elven
CO Wounded
M. de Montmorency
Unsteady
45th Elv.8/10, Trained1000/100012/12+010/105/5353Cabot Musket
Bayonets
ElvenJean de Sangeaux
Maverick
16th Half.0/10, Regular1000/100013/13+1010/105/5533Cabot Musket
Bayonets
HalflingMaïwenFirmin
???
19th Half. Pfd.0/10, Regular1000/100013/13+1010/105/5533Canard Rifle
Bayonets
HalflingSophie Tasse
Rapid
28th Half. Pfd.3/10, Regular1000/100013/13+1010/105/5533Canard Rifle
Bayonets
HalflingGeorges Villiers
Unsteady
55th Elv. Hsr.6/10, Trained500/50012/12+05/5359SabresElvenBerenice de Toucy
???
108th Elv. Hsr.4/40, Professional500/50014/14+205/5359SabresElvenAugustin de Goyon
???
13th Hob. Lan.3/10, Regular500/50013/13+105/5237LancesHobgoblinKaro Bonnaire
Optimist
84th Elv. Art.7/10, Trained50/5012/12+010/105/5371Field ArtilleryElvenJules de Maistre
Watchful
31st Elv. Art.7/10, Trained50/5012/12+012/127/7Field ArtilleryElvenMarie de Lamartine
Logistician
5th Hob. H. Art.12/40, Experienced50/5015/15+308/83/3335Horse ArtilleryHobgoblinArka Faucher
Careless
HQ171741
*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
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


***​
I'll post the unit tables for the enemy armies in a separate post; this one is getting very unwieldy.
 
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Von Wachenheim intends to take Martelnac. If he begins moving immediately, you will not be able to prevent him from crossing the Vaud. That is not a certain thing, of course.

[] Follow the Vaud towards Daurstein. A march along the river will compel von Wachenheim to stop and face you somewhere on the hilly Martelnac-Daurstein road, or else risk you appearing in his rear. Wachenheim will almost certainly outpace you on the road if he does not halt, however, which would leave Martelnac at his mercy.
There's a chance, if we take this action, that we can force Wachenheim to attempt an opposed crossing. And since he's risk-adverse, it's rather unlikely that he would let us get in his rear, so Martelnac is very likely safe here.
 
There's a chance, if we take this action, that we can force Wachenheim to attempt an opposed crossing. And since he's risk-adverse, it's rather unlikely that he would let us get in his rear, so Martelnac is very likely safe here.
Additionally, the rain will make a crossing more dangerous from the river swelling up. I think delays in his march are likely, from the combination of caution and lacking experience. Moving out immediately would be risky, and might even allow us to catch him against the river, if worst comes to pass. He will likely hesitate, and I think we can use that to our advantage.
 
Von Wachenheim is a conservative and somewhat inexperienced general, averse to taking risks.
He's got twelve regiments of infantry, three batteries of artillery, and two squadrons of local cavalry, all of them local boys. About as happy as their friends up north. Don't want to be here,

[] Follow the Vaud towards Daurstein. A march along the river will compel von Wachenheim to stop and face you somewhere on the hilly Martelnac-Daurstein road, or else risk you appearing in his rear. Wachenheim will almost certainly outpace you on the road if he does not halt, however, which would leave Martelnac at his mercy.

Conservative and Inexperienced?
I give it good odds Wachenheim will react to our presence instead of ignoring us.

I also like the terrain. His army is low-morale and infantry-heavy which won't help much against artillery on hills.
 
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[] Follow the Vaud towards Daurstein. A march along the river will compel von Wachenheim to stop and face you somewhere on the hilly Martelnac-Daurstein road, or else risk you appearing in his rear. Wachenheim will almost certainly outpace you on the road if he does not halt, however, which would leave Martelnac at his mercy.

Conservative and Inexperienced?
I give it good odds Wachenheim will react to our presence instead of ignoring us.

I also like the terrain. His army is low-morale and infantry-heavy which won't help much against artillery on hills.

Though if it is raining, it could fuck with the visibility and artillery.
 
Intel Report: Army of the West & Army of the Centre
And your intel on the enemy armies...

Army of the West

MoraleDrill
Current47

Enemy Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
Lie 1st Hum HsrTrained500/50015/15+0?3?3?9SabresHuman
Cavalry
?
Lie 2nd Hum HsrTrained500/50015/15+0?3?3?9SabresHuman
Cavalry
?
Gal 14th Half JägRegular1000/100012/12+10??5?3?3Falke Rifle
Bayonets
Halfling?
Gal 20th Half JägRegular1000/100012/12+10??5?3?3Falke Rifle
Bayonets
Halfling?
Dau 86th ElvTrained1000/100011/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Dau 90th ElvTrained1000/100011/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Dau 93th ElvTrained1000/100011/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Bil 15th DwaTrained1000/100018/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Bil 20th DwaTrained1000/100018/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Daur 14th HumTrained1000/100015/15+0??3?3?3Erlkönig Musket
Bayonets
Human?
Eng 177th HumTrained1000/100015/15+0??3?3?3Erlkönig Musket
Bayonets
Human?
Eng 100th DwaTrained1000/100018/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Eng 102nd DwaTrained1000/100018/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Mrk Nym RngProfessional1000/100013/13+20??3?3?3Erlkönig Musket
Bayonets
Nymph?
61st Elv ArtRegular50/5012/12+10??3?5?1Field ArtilleryElven
Artillery
?
75th Elv ArtRegular50/5012/12+10??3?5?1Field ArtilleryElven
Artillery
?
Dwa Vol ArtTrained50/5018/18+0??3?3?1Field ArtilleryDwarven
Artillery
?
Bayonets, Sabres: Wounding +0
Erlkönig Musket: Wounding +0, Range 100m/200m/400m

Falke Rifle: Wounding +1, Range 100m/300m/500m
Field Artillery: Wounding 3, Range 200m/700m/1400m

***
Army of the Centre

MoraleDrill
Current47

Enemy Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
HM's 1st Elv HsrProfessional500/50013/13+20?359SabresElven
Cavalry
Demoralizing
1st Roy Elv LanProfessional500/50013/13+20?257LancesElven
Cavalry
Butcher
Son 8th Elv HsrTrained500/50011/11+0?3?5?9SabresElven
Cavalry
?
Son 9th Elv HsrTrained500/50011/11+0?3?5?9SabresElven
Cavalry
?
Ott 4th HumTrained1000/100015/15+0??3?3?3Erlkönig Musket
Bayonets
Human?
Ott 17th HumTrained1000/100015/15+0??3?3?3Erlkönig Musket
Bayonets
Human?
Ott 109th HobTrained1000/100011/11+0??3?3?3Erlkönig Musket
Bayonets
Hobgoblin?
Wür 15th DwaTrained1000/100018/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Wür 31st DwaTrained1000/100018/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Wür 33rd DwaTrained1000/100018/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Neu 20th DwaTrained1000/100018/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Neu 155th ElvTrained1000/100011/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Son 74th ElvTrained1000/100011/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
28th Elv ArtExperienced50/5014/14+30??3?5?1Field ArtilleryElven
Artillery
?
60th Elv ArtRegular50/5012/12+10??3?5?1Field ArtilleryElven
Artillery
?
66th Elv ArtRegular50/5012/12+10??3?5?1Field ArtilleryElven
Artillery
?
75th Elv ArtRegular50/5012/12+10??3?5?1Field ArtilleryElven
Artillery
?
Hum Vol ArtTrained50/5015/15+0??3?3?1Field ArtilleryElven
Artillery
?
14th Elv H ArtExperienced50/5014/14+30??3?5?5Horse ArtilleryElven
Artillery
?
Bayonets, Sabres: Wounding +0
Erlkönig Musket: Wounding +0, Range 100m/200m/400m
Lances: Wounding +1, Concealment -1, Movement -2, additional Charge Advantage
Field Artillery: Wounding 3, Range 200m/700m/1400m
Horse Artillery: Wounding +2, Movement +4, Range 200m/600m/1200m
 
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If my previous advocacy for a potential straight up advance on Daurstein isn't a hint, I feel that bold action will likely carry the day here. Even the drawback of missing Wachensteim can likely be negated by sending a message to Martelnac saying that we're closeby aiming to assist, so they have to hold out in case of a siege so we can hit them in the rear.

Garrisoning Martlenac is a non-option. We need to parry Wachenheim's thrust, then ready ourselves for any moves Trotha makes. Getting stuck at Martelnac is lose condition. Likewise, waiting at the crossing gives Trotha too much time to play around. Martlenac's garrison will likely hold for a few days even if its demoralized, the place is a fortress town on the border. Add the days of Wachenheim's march action and we'll likely have Trotha in our rear by the time Wachenheim reaches the crossing.

Deploying in the fields ahead of the city likely favors Wachenheim's infantry heavy army, it also negates our artillery advantage due to all the flatlands.

In the words of the master himself.

"Take time to deliberate, but when the time for action comes, stop thinking and go in."
 
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