Army of Liberty: a Fantasy Revolutionary Warfare Quest

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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?
That's true, but I'd rather go for a "sure thing" (hitting someone who starts the turn within 6 range) than make a gamble and lose out on a turn because the Human CO got smart about our cannon range. Plus, if the human infantry does follow the Hob Mil even one space (and he'd have to be pretty foolhardy to go further), I'm setting up to absolutely murder them with a double charge next turn.
 
That's true, but I'd rather go for a "sure thing" (hitting someone who starts the turn within 6 range) than make a gamble and lose out on a turn because the Human CO got smart about our cannon range. Plus, if the human infantry does follow the Hob Mil even one space (and he'd have to be pretty foolhardy to go further), I'm setting up to absolutely murder them with a double charge next turn.

What's the Cohesion math for firing on Half Mil 3?

Also if he gets a free move anyways, couldn't he follow one space and then retreat one space at the start of the next turn when he realizes, "Oh, no, this is a problem."
 
What's the Cohesion math for firing on Half Mil 3?

Also if he gets a free move anyways, couldn't he follow one space and then retreat one space at the start of the next turn when he realizes, "Oh, no, this is a problem."
~50% odds of 3 or more Cohesion damage. I...actually don't know if that'll rout militia, but it certainly won't rout trained human infantry.

And yeah, Rapid is an extreme problem, but if we can keep him out of the center village tile, or dead if he sits there, I'll consider that a success.
 
~50% odds of 3 or more Cohesion damage. I...actually don't know if that'll rout militia, but it certainly won't rout trained human infantry.

And yeah, Rapid is an extreme problem, but if we can keep him out of the center village tile, or dead if he sits there, I'll consider that a success.

Oh, I wasn't expecting to rout the Human Infantry, just push them closer to routing so that they can be easily finished off Round 4.

And, from what it seems, Cohesion for Militia is maybe 5 or 6? I think 5, with humans getting a bonus from Morale or something like that? So that would mean that yeah, we're probably not Routing either in one artillery barrage alone, which is pretty understandable.
 
Oh, I wasn't expecting to rout the Human Infantry, just push them closer to routing so that they can be easily finished off Round 4.

And, from what it seems, Cohesion for Militia is maybe 5 or 6? I think 5, with humans getting a bonus from Morale or something like that? So that would mean that yeah, we're probably not Routing either in one artillery barrage alone, which is pretty understandable.
Did the actual AnyDice for the record. There's still like a 35% chance of doing 5 or more cohesion damage so I'm sticking with bombarding the peasants.

(AnyDice not 100% accurate because for these we're still using the expected value on the wounding rolls rather than simulating them)
 
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Also, question, how long-lived are people? It's clear that elves have long lives just from the evidence of the Regnal Years, but our character is listed as young when she's 46, which implies that Hobgoblins would not call that middle aged either?
 
Also, Photo, I'm applying all of my autism to moving little guys around on hexes so far, but I just want to say your prose and worldbuilding thus far have been fantastic. The vignette glimpses into enemy officers as we pants them have been great, and do a great job of portraying both them as individuals and the sort of society that we're in the middle of.
 
[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

Seems like a good call to me, barring anything unexpected we can probably mop them up within a turn or two.
 
Plan: Prepare to Charge, version 2
Between the Disadvantage with on Ranged Attacks directed against the Halflings, and the -30 to Ranged Attacks from the Forest... I'm not really sure that this is the most productive use of the artillery, because it doesn't look like we're going to inflict meaningful casualties on them. Since we're not going to be charging the Halflings until next turn, and the Elvish Cavalry appears to be the enemy trump card, I'd rather we take the opportunity to degrade them further, since the reductions from casualties will seriously neuter their attack capacity.
 
Between the Disadvantage with on Ranged Attacks directed against the Halflings, and the -30 to Ranged Attacks from the Forest... I'm not really sure that this is the most productive use of the artillery, because it doesn't look like we're going to inflict meaningful casualties on them. Since we're not going to be charging the Halflings until next turn, and the Elvish Cavalry appears to be the enemy trump card, I'd rather we take the opportunity to degrade them further, since the reductions from casualties will seriously neuter their attack capacity.
I did forget about Halfling Disadvantage on ranged attacks. I've had some personal stuff come up so I don't have time to revise but feel free to edit my plan I don't have a copyright.

EDIT they still aren't in a forest though, thats woods.
 
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[X] Plan: Prepare to Charge, With Care
-[X] 310th Hum: RESTING
-[X] 312th Hum: MOVE E
-[X] 41st Hob: MOVE NE
-[X] 81st Elv: ROUTING
-[X] 5th Hob. H.Art.: FIRE ON Elven Cav. 2
 
Good point about ranged disadvantage

[X] Plan: Prepare to Charge, With Care
-[X] 310th Hum: RESTING
-[X] 312th Hum: MOVE E
-[X] 41st Hob: MOVE NE
-[X] 81st Elv: ROUTING
-[X] 5th Hob. H.Art.: FIRE ON Elven Cav. 2
 
[X] Plan: Prepare to Charge, With Care
-[X] 310th Hum: RESTING
-[X] 312th Hum: MOVE E
-[X] 41st Hob: MOVE NE
-[X] 81st Elv: ROUTING
-[X] 5th Hob. H.Art.: FIRE ON Elven Cav. 2

I agree with the plan


Should we consider whether it would be possible to flip the enemy units? The Halfling militias are likely not happy to get crappy rifles and told to fight a superior enemy and that offensive Genius could be a great CO if we convince them that the cause of the revolution would be more beneficial to them. Why should they die futily when the "noble" elves run away like cowards?
 
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Also, question, how long-lived are people? It's clear that elves have long lives just from the evidence of the Regnal Years, but our character is listed as young when she's 46, which implies that Hobgoblins would not call that middle aged either?

Devils are the most long-lived, because their life expectancy is just "yes". They are biologically immortal, as far as they have a biology. They can be killed, but they are immune to disease, aging and the like. Their bodies are globs of chaos-flesh constantly evolving towards new forms. Often even when killed, the devil will reconstitute itself back in a year or a decade - though as a new personality, so perhaps it's more birth than healing.

Elves are not biologically immortal. They simply get resurrected when they die. This is handy when gutted or shot, but since this divine blessing/random quirk of arcanobiology only restores them to a state of previous aliveness, anything long-term is still there. Tumors will continue to grow, minds will continue to degenerate.

The usual age when an elf grows too haggard from cancers, failing organs and dementia to continue to function is around 350-400 years, but it can go better or worse based on genetics and luck. Most choose to incinerate themselves at that point, but stubborn souls require a bit of outside help. This can be as horrifying as it sounds.

The way to final death requires excessive force and trauma - incineration of the whole body is a typical choice when you want to make sure, but any sufficiently messed up injury will do. The exact limits are not understood. Some have theorized it's more about the extent of mental trauma from dying rather than physical.

Hobgoblins typically live around 120-160 years. Traditionally, dying of old age rather than violently has been considered shameful, but the new generation with its intellectuals are trying to get rid of this stigma. Raka being described as young is... fair enough for hobgoblins. They reach biological maturity at about the same time as humans, but culturally only your 30s is considered to be the end of young adulthood. One imagines elven cultural norms have shaped these beliefs.

The stony skin of dwarves erodes as they age, with older dwarves visibly smoother and rounder. At a certain point the process also smooths out their insides, killing them. This varies heavily with the stone and skill used in their construction, but almost none die before 100 years from natural causes. The oldest known dwarves clock in at several centuries. The dead are then reduced to rubble and reused in the shaping of new dwarves.

Halflings have slightly shorter lifespans than humans - around 60 years is a fair assumption if you survive childhood. Infant mortality remains high, especially among the peasantry. They give birth to twins and triplets most of the time, which perhaps compensates.

Humans have human lifespans. Surprising, I know.

There are more races than these in the world, though other Kin are fairly small minorities in Arne. As far as demographics go, halflings are the largest population, hobgoblins the second largest, elves the third, humans the fourth, dwarves the fifth, and the rest coming in after that.

(I'll add this and more to the second post soonish, now that I've written it out.)

Also, Photo, I'm applying all of my autism to moving little guys around on hexes so far, but I just want to say your prose and worldbuilding thus far have been fantastic. The vignette glimpses into enemy officers as we pants them have been great, and do a great job of portraying both them as individuals and the sort of society that we're in the middle of.

That's lovely to hear. I'm aiming for one vignette/scene a Round to flesh out the little guys in the Hexes, hopefully revealing the world through them one piece at a time. But I'm equally glad to see so much thought being put to moving the little guys. Your plans are often better than what I could have come up with!

Along those lines, @Photomajig , when the routing Hob Militia reforms, will they be under our direction/control tactically?

I'll give you the opportunity to give them general orders, but you can't control them action by action.
 
So if beheaded, an Elf is just dead anyways? Like when you say 'restore it to a previous state' I suppose that means if they actually are hurt beyond all possible survival they'll just, uh, revive and then die painfully again?
 
So if beheaded, an Elf is just dead anyways? Like when you say 'restore it to a previous state' I suppose that means if they actually are hurt beyond all possible survival they'll just, uh, revive and then die painfully again?

Well, not quite. Resurrection essentially restores them from a short time before they died. Beheading is so fast and lethal that "just before they died" tends to be with their head still on their body. If the theory of mental trauma being the cause of final death is correct, then it may be that it's also just too clean and sudden for that. Elven resurrection does not bring them back to just a second before death, it's generally at least a few minutes back due to reasons that are poorly understood. Prolonged deaths from bleeding out or the like can keep you cycling through multiple deaths and resurrections. Though surely traumatic, at least they get to have several chances to reach help and eventually recover. The resurrection tends to wipe short-term memory, so they won't necessarily be aware of how many times they went through the loop.

Elves are big fans of the mercy kill for this reason. Better to die quick from a friend's blade or your own than to bleed out slowly, since the former will let you get back in much better shape.

Most non-elves are not aware of the downsides of this deal. They've been taught that it's Ael's divine favor at work and the process is thus perfect and always works without issues like these. You don't want those uppity peasants to learn that you can really ruin an elf's life by burying them alive or something for an eternal cycle of dying horribly over and over again. That said, the resurrections tend to stop eventually; perhaps due to the mind or soul or what have you being overwhelmed.

Is there an explanation what the effects of disorganised are?

You lose your action for the next turn, essentially. That can be a nuisance or that can be extremely bad, depending on where and when it happens to an Unit.
 
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I did some analysis for the different types of infantry:

Disclaimer: All units have some benefits that are not easily modeled mechanically that may make them better than these spherical vacuum fights, but I think that they can definitly be useful for context and to demonstrate that Elves really arent worthy to be seen as the greatest race.

Our first scenario:

Our units are in a firefight with an enemy infantry regiment 200 meter away. The two units are Trained, our unit has 3 Morale, 3 Drill and no useful CO trait. The enemy unit will not run away and both units will trade volleys. There are no boni to shooting from traits, only from XP so the composition of the enemy unit doesn't matter.

anydice.com

AnyDice

AnyDice is an advanced dice probability calculator, available online. It is created with roleplaying games in mind.



As we can see, the Dwarven unit will be the superior choice in a stand up firefight, with their increased toughness reducing causalties and cohesion damage as a result and the improved Cohesion they are very tanky, only routing in 12,15% of scenarios, while the Elven and Hobgoblin units without any boni rout in 58,04% of scenarios!




This is even more obvious when looking at the chances to reach at least a given higher value or higher - the Dwarves retain on average the most cohesion after the firefight, namely 4. The second contender are halfling infantry, whose defensive steroid makes them surprisingly tanky despite no Cohesion buff. This means that they are the unit that recieves the least actual causalties - Dwarves are more tanky, but a large part of that tankyness is simply being able to sustain more causalties and still fight. This means that halflings will be able to retain their experience better and sustain their damage output even after multiple routs.

Whether the dwarven CO vulnerability or the +2 Cohesion and halfling melee vulnerability changes the balance is debatable - COs are unlikely to get hurt, requiring a crit trigger and an unfortunate result on the crit die.

Lets check out the results of the halfling melee vulnerability by conducting a test about melee combat:

Our results will be for 2 rounds of normal melee attack from a trained non-hobgoblin unit against our own trained unit with 3 morale and 3 drill.



You will notice that i reduced the combat rounds from 3 turns to 2 turns and the reason for that is the elemination of the -20 range penalty severely increases the lethality of the combat. Just in 2 turns the halfling unit has a 66,19% chance of routing and the default cohesion elven+hobgoblins rout in 53,89% of cases, similiar to their performance during 3 rounds in the ranged test. Dwarven and Human units come out better from this test simply from their increased cohesion - while the wound reduction of dwarves matters, they are only slightly better than the humans.

anydice.com

AnyDice

AnyDice is an advanced dice probability calculator, available online. It is created with roleplaying games in mind.

If the attackers are Hobgoblins the results are a bit bloodier though nothing fundamentally changes - everything is shhifted a bit, there is a 5% higher chance for the defender to rout across the board, but everyone dies to hobgoblin aggression the same

My conclusion: Dwarves are very strong infantry with a defensive buff and increased cohesion. Halflings are good in shooting and win firefights in the long term but will die to melee and Elves are trash who do not deserve to even look at the grand musket.

Additionally, Dwarves and Humans will win in a prolonged melee fight against hobs by outlasting even their increased damage output.

If the hobgoblins get their full charge bonus while the defenders dont get a charge bonus, then they will draw with humans and dwarves while winning against everyone else

Melee is usually bloodier, simply because the mali from range does not get applied
 
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What I need to figure out is this: Regain additional Casualties after battles.

@Photomajig , I'm trying to figure out this part of the trait in the context of the stuff you've told me about Elven death.

Why is it additional casualties regained rather than, "Lol, we've not actually even killed any enemy Elves, though fortunately neither have any of our Elves died"?
 
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