Ah, I realize I should have been clearer. When Charging, you do still need to expend a move into the enemy's space - the Unit will just physically remain in the adjacent Hex while fighting their target for mechanical purposes.
(Though I suppose this could also be revised going onwards.)
Apologies for the confusion. The troubles of clearly explaining complex systems.
This mostly makes sense. I could imagine that if you Routed an enemy you might/may then occupy the space that the enemy is fleeing from, if you have the movement to do so?
The situation is delicate. You note Hippolyta organize an ordered withdrawal in the distance, responding to - or anticipating? - your order. The rattled mob of the 310th trickles in behind the chateau, Burrard's voice ringing out above the din as he tries to shepherd them back into formation. The 41st Fusiliers, on the other hand, slip away deeper into the woods, stalking their prey.
"At the ready. Elevation twenty. Range approximately six hundred," you say to the artillerymen around you. If your eyes do not deceive you, your target should be perfectly in their sights. The 5th know their business. You've made damn sure of it.
The enemy cavalry harries the 81st as they fall back, a running melee that bleeds both regiments heavily. A fighting retreat is a demanding maneuver in the best of circumstances. It proves too much for the untested 81st. Their steady movement back loses its cohesion. In a minute, they're simply running, both men and horses in a near-panic. The enemy riders move to pursue.
The gap between the two forces is minimal. You pray that the 81st does not get caught in the hell you are about to unleash.
"Fire."
The cannons speak. Your ears are set ringing in familiar fashion. You follow the cannonballs as they arc through the air, skipping just above the heads of the last of Hippolyta's hussars.
Your worries are misplaced. The trajectory is perfect, the gunners superb. The bombardment ripples through the tighly-packed ranks of the enemy cavalry with shocking force. Mangled limbs and bisected horses tumble around as the earth beneath the enemy explodes again and again. You drop the spyglass after a moment, slightly nauseated. There are some sights you grow weary of swiftly. Cannons are not kind to their targets.
In mere minutes, it's over. The guns stop to cool down, but the effect is already complete. The enemy cavalry is a broken mob, horses fleeing this way and that with or without their riders.
A resounding roar carries from deep in the wood to your south-east. You cannot resist a grin. Kléber's hobgoblins are about to teach the other elven cavalry squadron a thing or two about letting yourself be caught sleeping in charging distance.
***
As the dull booms of the distant enemy artillery resound in the air, Jean-Victor de Soulanges de la Cour, Marquis de Soulanges, considers the cruelty of fate. Only two years ago, he had everything sorted out. He was newly-minted master of the estates at Soulanges, a captain-general of His Majesty's Own Hussars, 9th Regiment (with a promotion certainly on the way), and one of the most eligible unengaged bachelors in society. He was bedding Francoise de Guéméné, for God's sake! What else could he have asked life for?
Not for the first time, he shifts uneasily in his saddle and glances to the north. General de la Tour had assured him the only opposition out here would be a handful of revolutionary rabble, dispersed with ease at the first sight of royal cavalry. Not that the sad dregs around him merit the name. Dirty uniforms and unkempt hair. How have they fallen so far so quickly?
The human infantry by the old chateau broke at the charge, certainly, but it cost him far too many fine horses and middling riders. Even elven warhorses do not willingly dash into a thicket of bayonet blades. He does not wish to be caught again in a melee like that. Some of those bayonets had come far too close for comfort, even three ranks back from the forward line.
He studies the woods between him and the enemy. They'll be ready for a new attack there before the manor, to be sure, but if he circles around the woods to the south... Yes, a fine chance to catch them unawares and fall upon their rear. He clears his throat and raises his sabre for the order.
Something moves in the treeline. He blinks. A monstrosity seems to materialize before his eyes like a nightmare in the night, fangs gleaming in the dappled light. Only a long second later does he recognize the gangly, muscular shape of a hobgoblin soldier with bayonet held ready. By then it is too late. The forest bursts to life with the movement of hundreds of roaring hobs and the warbling cry of their warhorns.
The Marquis does not hesitate. He tugs hard at the reins of his horse and turns it to run. As the first ranks of the howling, savage mob slam into those of his men too stupid and slow to react, ripping men off their saddles and tearing through horse-flesh like paper, he is already galloping south like all the forces of hell are behind him. And by the terrible sounds of slaughter and panic among the cavalry, they might as well be.
***
COMBAT SUMMARY: Hob Mil 1 Disengages W
81st Elv Disengages W
312th Hum Braces
Hum Inf 1 Attacks Hob Mil 1! >CO Traits revealed!
>>Hum Inf 1 CO: [17], Rapid (Unit can always move 1 space as a Free Action.)
>>Hob Mil 1 CO: [13], Logistician (Unit can carry +2 Supplies and Munitions.)
>Hits: 51-20=31; 22 Casualties => Critical! => [2], Ruined Munitions (Loses -1 Munitions.) Hob Mil 1 counter-attacks!
>Hits: 56-20=36; 27 Casualties
Hob Mil 1 Moves W; Hum Inf 1 Moves NW (pursuit)
Half Mil 3 Ready Fire triggered (NW, 100m; Hob Mil 1) Half Mil 3 Fires on Hob Mil 1! (Ambush Advantage) >CO Trait revealed!
>>Half Mil 3 CO: [19], Offensive Genius (Unit makes all attacks with Advantage.)
>Hits: 20, 33, 54-20-20=34; 17 Casualties
Elv Cav 2 Attacks 81st Elv!
>Hits: 88+20-20=88; 53 Casualties 81st Elv counter-attacks!
>Hits: 84+20-20=84; 58 Casualties
81st Elv Moves W; Elv Cav 2 Moves W (pursuit)
5th Hob H. Art. Ready Fire triggered (E/NE/N, 600M; Elv Cav 2)
>Hits: 100!+30-20-20=90; 81 Casualties
41st Hob Charges Elv Cav 1! (Ambush & Charge Advantage)
>CO Trait revealed!
>>Alho Kléber: [19], Offensive Genius (Unit makes all attacks with Advantage.)
>Hits: 1, 56, 71, 90+10=100; 83 Casualties ))
310th Hum Moves SW
Elv Cav 1 Moves SE, SE, ??? (lost line of sight)
Half Mil 1 Moves ??? (lost line of sight)
Half Mil 2 Moves ??? (lost line of sight)
Hob Mil 1 lost -3 Cohesion from Casualties. ROUTED!
Hum Inf 1 gained +1 Cohesion from Routing enemy and lost -2 Cohesion from Casualties.
81st Elv lost -5 Cohesion from Casualties. ROUTED!
Elv Cav 2 gained +1 Cohesion from Routing enemy and lost -13 Cohesion from Casualties. ROUTED!
Elv Cav 1 lost -8 Cohesion from Casualties and -1 Cohesion from Unsteady. ROUTED!
81st Elv gained +1 XP.
5th Hob H. Art. gained +1 XP.
41st Hob gained +1 XP.
BATTLE OF SAINTONGE, ROUND 3 +Primary Objective: Hold the enemy off the Corvaux Wood road. +Secondary Objective: Relieve the Saintonge Militia.
1 enemy Unit spotted! Lost sight of Elv Cav 1, Half Mil 1 and Half Mil 2! Enemy Elven Cavalry 1 and Elven Cavalry 2 Routed! Our 81st Elven Cavalry 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 Spottingis doubled until the start of their next turn.
Disengage: Unit moves 1 space away from an enemy Unit and is considered Braced until the start of their next turn.
Supply: Unit resupplies from a stockpile or exchanges Supplies or Munitions with a friendly adjacent Unit.
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:
[-] REST.
312th Human Regiment of Foot:
[]
41st Hobgoblin Fusiliers Regiment:
[]
81st Elven Hussars Regiment:
[-] ROUTING.
5thHobgoblin Horse Artillery Battery:
[]
***
Our Units
Unit
XP
Str.
Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
Equipment
Traits
CO
310th Hum.
1/3, Trained
915/1000
0/8
+0
10/10
5/5
3
3
3
Cabot Musket
Bayonets
Human
Henri Burrard
Lucky
312th Hum.
0/3, Trained
1000/1000
8/8
+0
10/10
5/5
3
3
3
Cabot Musket
Bayonets
Human
Joséphine Wyler
Unknown Trait
41st Hob.
1/10, Regular
1000/1000
7/6
+10
10/10
5/5
3
3
3
Cabot Musket
Bayonets
Hobgoblin
Alho Kléber
Offensive Genius
81st Elv. Hsr.
2/10, Trained*
371/500
0/7*
+10*"
5/5
3
5
9
Sabres
Elven
Cavalry
Hippolyta de Montelivet
Brilliant
5th Hob. H.Art.
1/40, Experienced
50/50
9/8
+30
9/10
5/5
3
3
5
Horse Artillery
Hobgoblin
Artillery
*Affected by Brilliant.
"Affected by Casualties. 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
Unit
XP
Str.
Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
Equipment
Traits
CO
Elven Cav 1?
Professional
377
0
+10*
?
3
5
9
Sabres
Elven
Cavalry
Unsteady
Elven Cav 2?
Professional
361
0
+10*
?
3
5
9
Sabres
Elven
Cavalry
Distracted
Halfling Mil 1?
Green
925
0
-20
?
?
5
3
3
Antique Flintlock
Halfling
Incompetent
Halfling Mil 2?
?
1000?
?
?
?
?
5?
3?
3?
?
Halfling
?
Halfling Mil 3?
Green
1000?
?
-20
?
?
5?
3?
3?
Antique Flintlock
Halfling
Offensive Genius
Hum Inf 1?
Trained
945
?
+10
?
?
3?
3?
3?
Cabot Musket
Bayonets
Human
Rapid
*Affected by Casualties. Antique Flintlock: Wounding -1, Range 100m/200m/300m
Known Allied Units
Unit
XP
Str.
Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
Equipment
Traits
CO
Hobgoblin Mil 1
Trained
779/1000
0/5
-20*
9/12
4/7
3
3
3
Antique Flintlock
Hobgoblin
Logistician
*Affected by Casualties.
The dice taketh, but goddamn, the dice also giveth.
But that's why people wanted to see a Napoleon movie! Not because they wanted to see epic battles akin to Waterloo(the movie), political intrigues, Napoleon's various marshals and their big personalities, Napoleon himself as the maginifcent charismaniac who almost conquered a continent...
Yeah, no, I knew it was going to go poorly when the movie tried to condense Napoleon's entire life to two-and-a-half hours and once the trailers put so much emphasis on Josephine instead of people who were far more interesting like Talleyrand, the Duke of Wellington, Lannes, etc.
Okay, I think we should advance with both of our still functioning infantry. I assume that the 81st is going to Rout along the Chateau, which means that by the time the enemy reforms themselves at all we'll have plenty to defend our troops from any desperation charges. Plus, if we move our forces forward, it'll give somewhere for the allied Militia to hide behind so that they too can be dressed and presumably eventually regather themselves.
We still haven't failed the secondary objective as long as they don't scatter to the four winds... and when they say well over a thousand trained reinforcements coming, I think they'll regain a bit of backbone.
Actually, not for the tutorial, but @Photomajig , I feel like that should almost be a way to gain Cohesion. If your unit is losing Cohesion but a unit next to you just routed the enemy the individuals might go, "Oh, we're winning this battle, things are fine" or alternatively, 'Oh no, we're losing this battle, we're doomed" even if actually in the overall picture things aren't going fine or they're doing great, since that would reflect the kind of, like.
"The battle is a big place and soldiers are always trying to figure out how the fight is going" thing.
But that's why people wanted to see a Napoleon movie! Not because they wanted to see epic battles akin to Waterloo(the movie), political intrigues, Napoleon's various marshals and their big personalities, Napoleon himself as the maginifcent charismaniac who almost conquered a continent...
Yeah, no, I knew it was going to go poorly when the movie tried to condense Napoleon's entire life to two-and-a-half hours and once the trailers put so much emphasis on Josephine instead of people who were far more interesting like Talleyrand, the Duke of Wellington, Lannes, etc.
To be fair, although it was toned down, they accurately conveyed the fact that Napoleon fucked Josephine way more times than he participated or led a battle. Additionally, said battles seem to have lasted longer than Napoleon!
You can just FEEL the filmmakers' commitment to historical accuracy!
Also, should we have our artillery continue to shell the routing Elven Cav 2? I can't imagine what else they'd be doing, because the militia are too far away.
E: Also, @Photomajig , can routed units pass through friendly units? It seems like they should be able to, more or less, but just checking...
Actually, not for the tutorial, but @Photomajig , I feel like that should almost be a way to gain Cohesion. If your unit is losing Cohesion but a unit next to you just routed the enemy the individuals might go, "Oh, we're winning this battle, things are fine" or alternatively, 'Oh no, we're losing this battle, we're doomed" even if actually in the overall picture things aren't going fine or they're doing great, since that would reflect the kind of, like.
"The battle is a big place and soldiers are always trying to figure out how the fight is going" thing.
This could be represented to some degree. Currently only the Unit that routs an enemy gains a Cohesion boost from it, but it could be all adjacent friendlies. Similarly, Units could lose Cohesion when an adjacent friendly Routs. This does add a bit more bookkeeping, but it would let me represent mass routs as panic spreads and enthusiasm as the enemy runs. I'll think on it.
[] Plan: Ready For Contact -[] 312th Human Regiment of Foot: Move E, E, NE
-[] 41st Hobgoblin Fusiliers Regiment: Move East, then NE, two movement total
-[] 5thHobgoblin Horse Artillery Battery: Fire on the Routing Elven 2nd Cav
This gives us two units two ticks away from the enemy, in case they want to do a duel from afar or Charge, as needed. It also gives our allied Militia somewhere to form up behind and regain their poise, without having to keep on fleeing all the way back to the Chateau. It puts us in a line, and because orders are submitted at the start of the turn, I don't think we'll be fired on.
The Artillery can't really get a good shot at the enemy militia yet, and I'd rather further disorganize the enemy Cavalry to make sure that when they come back they aren't much at all.
[] Plan: Ready For Contact, Hobgoblins on Top -[] 312th Human Regiment of Foot: Move E, E, two movement total
-[] 41st Hobgoblin Fusiliers Regiment: Move East, NE, NE
-[] 5thHobgoblin Horse Artillery Battery: Fire on the Routing Elven 2nd Cav
I don't know which is better, I'd need to look at the terrain stuff.
The dice giveth, the dice taketh away (a bunch of elven cavalrymen's heads).
The Hum Inf and Half Mil 3 are potential problems because they have good CO traits (Half Mil 3's commander is wasted on a unit with -20 attack, at least), but otherwise I like these results. The professional cavalry is gone for a few turns, although we'll want to keep an eye out - they're wounded, not dead.
Anyway, I agree with advancing our infantry into the village, but I do want to make sure that the Hob Mil has the opportunity to rout due west into the nearest (to us) village tile. I think we also want to avoid being right next to the city center, because Hum Inf 1 can move into the city center and fire thanks to its CO trait. Moving 41st Hob just one tile E puts them in charge range against either that or the Half Mil 3 for next turn while staying out of effective musket range. 312th, same argument, I think - they're not offensive specialists like the Hobs, but I'd still rather them enter melee with a charge from outside musket range, since I think we've temporarily crippled all the non-infantry.
Artillery is another question - killing more cavalry is an extremely good option, but they can attack the militia at the same value, and with an expected kills of (50-10)*(0.9) = 36 , there's even odds they'll rout them and leave the regular infantry exposed next turn. So here's what I'm thinking.
[X] Plan: Prepare to Charge
-[X] 310th Hum: RESTING
-[X] 312th Hum: MOVE E
-[X] 41st Hob: MOVE E
-[X] 81st Elv: ROUTING
-[X] 5th Hob. H.Art.: FIRE ON Half Mil 3
Basically no opportunity for the enemy to get an effective hit while we push them further back and get ready to move in.
The dice giveth, the dice taketh away (a bunch of elven cavalrymen's heads).
The Hum Inf and Half Mil 3 are potential problems because they have good CO traits (Half Mil 3's commander is wasted on a unit with -20 attack, at least), but otherwise I like these results. The professional cavalry is gone for a few turns, although we'll want to keep an eye out - they're wounded, not dead.
Anyway, I agree with advancing our infantry into the village, but I do want to make sure that the Hob Mil has the opportunity to rout due west into the nearest (to us) village tile. I think we also want to avoid being right next to the city center, because Hum Inf 1 can move into the city center and fire thanks to its CO trait. Moving 41st Hob just one tile E puts them in charge range against either that or the Half Mil 3 for next turn while staying out of effective musket range. 312th, same argument, I think - they're not offensive specialists like the Hobs, but I'd still rather them enter melee with a charge from outside musket range, since I think we've temporarily crippled all the non-infantry.
Artillery is another question - killing more cavalry is an extremely good option, but they can attack the militia at the same value, and with an expected kills of (50-10)*(0.9) = 36, there's even odds they'll rout them and leave the regular infantry exposed next turn. So here's what I'm thinking.
[X] Plan: Prepare to Charge
-[X] 310th Hum: RESTING
-[X] 312th Hum: MOVE E
-[X] 41st Hob: MOVE E
-[X] 81st Elv: ROUTING
-[X] 5th Hob. H.Art.: FIRE ON Half Mil 3
Basically no opportunity for the enemy to get an effective hit while we push them further back and get ready to move in.
Isn't Halfling Militia 3 in the trees? I thought that imposed a very stiff penalty on ranged attacks? Oh wait, those are Woods, not Forest.
Another objection is... it doesn't feel like you're giving the Routing Militia anywhere to form up behind? Like they keep on running until they have somewhere safe to run behind, including, y'know, friendly troops? So I'm not sure there.
Another objection is... it doesn't feel like you're giving the Routing Militia anywhere to form up behind? Like they keep on running until they have somewhere safe to run behind, including, y'know, friendly troops? So I'm not sure there.
Well the other thing is that units can't actually move through other units, and I don't want to cause a traffic jam on the road. If that's not a concern, and physically getting bodies in between the routing militia and the enemies is, we could change the 312th's orders to E, NE and the 81st's to NE. Of course, this is assuming the Hob Mil's rout is W, W, W but I can't imagine why it wouldn't be.
Well the other thing is that units can't actually move through other units, and I don't want to cause a traffic jam on the road. If that's not a concern, and physically getting bodies in between the routing militia and the enemies is, we could change the 312th's orders to E, NE and the 81st's to NE. Of course, this is assuming the Hob Mil's rout is W, W, W but I can't imagine why it wouldn't be.
[X] Plan: Prepare to Charge, version 2
-[X] 310th Hum: RESTING
-[X] 312th Hum: MOVE E, NE
-[X] 41st Hob: MOVE NE
-[X] 81st Elv: ROUTING
-[X] 5th Hob. H.Art.: FIRE ON Half Mil 3
[X] Plan: Prepare to Charge, version 2
-[X] 310th Hum: RESTING
-[X] 312th Hum: MOVE E, NE
-[X] 41st Hob: MOVE NE
-[X] 81st Elv: ROUTING
-[X] 5th Hob. H.Art.: FIRE ON Half Mil 3
"Not for the first time, he shifts uneasily in his saddle and glances to the north. General de la Tour had assured him the only opposition out here would be a handful of revolutionary rabble, dispersed with ease at the first sight of royal cavalry. Not that the sad dregs around him merit the name. Dirty uniforms and unkempt hair. How have they fallen so far so quickly?"
This doesn't make it sound as if there's a Human Infantry 2 and 3, but instead that the trained cavalry was supposed to be the big trump that let them win. We've suffered some hard losses (though as it is Elven we'll recover more than expected) among our own Cav, but both of the enemy Cavalry are as chewed up as our one unit is. So I think they're going to be out of the Battle for at least the next three rounds, by which point we can seize the village.
I don't know what battle victory conditions function like, but I have to admit that the POV from the leader of Elven Cav 2 didn't sound like he'd stick around when the battle is lost like that.
I think it's safe to say that unless Ael intervenes on behalf of the enemies or we run out of ammunition, we've pretty much got both objectives accomplished now. It's a question of bleeding them enough for them to figure that out.
Mechanically, the big limit is supplies. Like the Halfling militia 1 we routed Round 2, if it doesn't just run, would probably be wise to spend 3 rounds (3, 4, 5) using up all their supplies to get up to 6 Cohesion, enough to give it another go.
But obviously by that point we'll be quite ready for them if they try anything. And as the Half Militia 1 person is incompetent, who knows what they'll do specifically.
Similarly, we can assume that it'll be at least 2 or 3 rounds before we'd have to worry about the Cavalry again, even mechanically.
Our own infantry that were Routed might be able to meaningfully get back into the fight if it drags into a mop-up operation, but this is not a huge battle... I'm sure there will be battles in the future that wind up stretching out over hours or even several separate days, at which point 'can this unit return to the battle in time' will matter more.
(Could imagine a Trait that lets a caring/beloved officer regain 3 Cohesion for each rest instead of 2, in order to more quickly rally failing men.)
Our own infantry that were Routed might be able to meaningfully get back into the fight if it drags into a mop-up operation, but this is not a huge battle... I'm sure there will be battles in the future that wind up stretching out over hours or even several separate days, at which point 'can this unit return to the battle in time' will matter more.
I'm thinking on future turns we can stash the 310th in the forest by the Chateau in case Elv Cav 1 reappears and tries to have another go at the artillery. I don't like not having eyes on it, but the 310th will be recovered before they are so it should be fine.
I'm thinking on future turns we can stash the 310th in the forest by the Chateau in case Elv Cav 1 reappears and tries to have another go at the artillery. I don't like not having eyes on it, but the 310th will be recovered before they are so it should be fine.
Good point. Also, again this is more me thinking, but if the enemy Human Infantry chases our allied Hob Militia, wouldn't that hypothetically put them at the same range with the same amount of advantage/disadvantage as the Halfling Militia for an Artillery attack? And obviously routing the Human Infantry would take higher priority, or rather getting them closer to a Rout?
Our Hobgoblins get a bonus while charging while Halflings are especially vulnerable to melee, so we're all but guaranteed to Rout them Round 4 with our Hobs if we get the chance. Whereas the Human Infantry has raised Cohesion thanks to being Human.
E: Like in this case it wouldn't be an intentional bait situation, but we can use it in a similar way? I dunno, maybe I'm overcomplicating it, but I'm definitely more worried about the Human Infantry than any of the Militia.