Army of Liberty: a Fantasy Revolutionary Warfare Quest

I'm personally not really comfortable with counterbattery fire, since this will likely result in the targeting of our own artillery, who are quite precious. Additionally, you didn't take the casualty randomness into accounts. While large numbers of casualties essentially resemble a fixed ration (200 coin flips reliably produce around 100 heads and 100 tails), artillery have very little man power and you get few hits from the high malus (5 coin flips have a decent chance of deviating from the statistical average). So even if you roll high enough initially to hit a certain number of people, RNG can fuck you over by producing very few casualties from a limited number of hits. So I can't really see a situation where targeting artillery is superior to targeting the infantry blocking the path to that artillery.

Artillery miss in 10% of wound cases and just as they can be brought lower by randomness(though not by that much) they can also be brought higher.

In my example of a bo2-40, we roll 27 hits on average. Getting less than 20 casualties at 9/10 chance to hit is extremly unlucky at 0,3 %, less likely to roll a nat 1. In 61% of cases my described situation would kill more than 20 Casualties. And while there is the 39% chance to hit less than 20, including a 15% chance to hit nothing, there is also a 40% chance to hit 30+ casualties.

Killing 30 artillerymen would pretty much take the entire enemy artillery battery out of the battle, thats very well worth it to pass up on shooting at some infantry thats going to be stuck in melee anyway.

And I dont see how the enemy targeting our artillery is a consideration here. If they are able to do it and think its good they will do it whether we shoot first or not. There is not gentlemens agreement not to shoot at cannons with our own cannons after all!

Yeah, shooting at the 5th with the 61st would be the best thing the enemy could do, as a lucky hit is the only thing that can win them the battle, but if we had the chance that would be an even bigger incentive to shoot their cannons first instead of letting them get the first shot in!
 
In my example of a bo2-40, we roll 27 hits on average. Getting less than 20 casualties at 9/10 chance to hit is extremly unlucky at 0,3 %, less likely to roll a nat 1. In 61% of cases my described situation would kill more than 20 Casualties. And while there is the 39% chance to hit less than 20, including a 15% chance to hit nothing, there is also a 40% chance to hit 30+ casualties.
Running the program myself, I'm coming up with a 41% chance of dealing at most 0 damage. I'm not sure you are interpreting the data correctly here. Thinking this trough, any roll lower than a 40 [-> 60% chance to hit something on d 100] would necessarily waste the shot, so I'm not sure how you are arriving at only 15% chance to hit nothing. Are you basing your conclusion on a roll with advantage? Because we get that one only once.
And I dont see how the enemy targeting our artillery is a consideration here. If they are able to do it and think its good they will do it whether we shoot first or not. There is not gentlemens agreement not to shoot at cannons with our own cannons after all!
This is less of a gentleperson's agreement and more of an effort to avoid a response in kind. If we spend our turn targeting their artillery and are successful, the natural reaction is to attempt to whittle down our own artillery unless they are close to breaking trough the lines, since targeting the infantry leaves them at a disadvantage as our their artillery is reduced in strength. An enemy that faces counterbattery fire is more likely to engage in counterbattery fire themselves, since the biggest obstacle to consider targeting artillery instead of infantry (allowing the enemy one more barrage against the line) disappears one on side makes that choice.
Yeah, shooting at the 5th with the 61st would be the best thing the enemy could do, as a lucky hit is the only thing that can win them the battle, but if we had the chance that would be an even bigger incentive to shoot their cannons first instead of letting them get the first shot in!
I think you are overestimating the impact of counterbattery fire. A -10 to an artillery piece isn't great, but that artillery piece is very much still able to do damage after that. And it does require severely weakening the damage against the line in favour of a high stakes gamble. Trying to push using dwarves also has a chance of working, so it's not exactly uncompetitive when weighed against a shot with -90 modifiers.
 
Running the program myself, I'm coming up with a 41% chance of dealing at most 0 damage. I'm not sure you are interpreting the data correctly here. Thinking this trough, any roll lower than a 40 [-> 60% chance to hit something on d 100] would necessarily waste the shot, so I'm not sure how you are arriving at only 15% chance to hit nothing. Are you basing your conclusion on a roll with advantage? Because we get that one only once.

yes, i was using advantage, which i now realise that i was confused by the 10ths CO being an offensive genius. I still think that firing the first ambush shot at the enemy artillery would be superior, because it would have these advantages tho.

This is less of a gentleperson's agreement and more of an effort to avoid a response in kind. If we spend our turn targeting their artillery and are successful, the natural reaction is to attempt to whittle down our own artillery unless they are close to breaking trough the lines, since targeting the infantry leaves them at a disadvantage as our their artillery is reduced in strength. An enemy that faces counterbattery fire is more likely to engage in counterbattery fire themselves, since the biggest obstacle to consider targeting artillery instead of infantry (allowing the enemy one more barrage against the line) disappears one on side makes that choice.

So, if we target their artillery, they are forced to target our artillery themselves to prevent them from getting disadvantaged by the artillery disparity? That seems like an argument in favour of me, if counterbattery fire is so strong that the only reaction of the enemy is counterbattery themselves, that would mean that not doing it first is incredible negilent, because the enemy will just be the first to do it and force us to respond.

Either counterbattery fire or infantry support is stronger when it comes to winning the battle. If infantry support is stronger the enemy would be happy that we are wasting our shots and just continue infantry support.

I think you are overestimating the impact of counterbattery fire. A -10 to an artillery piece isn't great, but that artillery piece is very much still able to do damage after that. And it does require severely weakening the damage against the line in favour of a high stakes gamble. Trying to push using dwarves also has a chance of working, so it's not exactly uncompetitive when weighed against a shot with -90 modifiers.

Each 10 damage we deal to an artillery is on average 9 of our infantry saved each turn for the entire battle. If we assume that the melee takes 5 turns(it will very likely take longer), thats 45 and the respective cohesion of our troops we are saving with a single shot and our own troops are worth more than the enemy. Reducing the enemy modifier by -10 would also reduce the max damage they can do with counterbattery fire by 75%(!), further reinforcing my belief that the first mover in counterbattery fire has the big advantage.

The casualties of the infantry grind only really matter once they are too much for one side, shooting at enemy infantry may contribute to them getting a malus sooner, but the enemy will cycle in reserves anyway so even routing is not going to reduce enemy dps for long
 
To poke my head in, counter-battery fire in the Napoleonic period was generally considered to be unproductive, as your guns would be better used in disrupting and degrading enemy troop formations before contact. Unfortunately gunners had a proclivity to engage in it if they were themselves shelled by the enemy, as the human brain does not like being shot at without being able to shoot back, so part of a job of an officer was to make sure his guns kept to the target assigned to them.

Admittedly, I am not overly familiar with the mechanics of the quest.
 
yes, i was using advantage, which i now realise that i was confused by the 10ths CO being an offensive genius. I still think that firing the first ambush shot at the enemy artillery would be superior, because it would have these advantages tho.
Yeah, that really isn't generally applicable. Keep in mind this battle had unusually favourable conditions for counterbattery fire due to large deployment zone, high stealth and our mobile artillery going against static one, and we still couldn't make it work.
Either counterbattery fire or infantry support is stronger when it comes to winning the battle. If infantry support is stronger the enemy would be happy that we are wasting our shots and just continue infantry support.
Counterbattery fire is more attractive if the enemy successfully damaged your artillery, since people don't like their own artillery slowly being whittled down to nothing. The enemies response isn't just a matter of mechanically optimal choices, it's about the impression the choices make.
Each 10 damage we deal to an artillery is on average 9 of our infantry saved each turn for the entire battle.
Another way to say that is 10 damage to artillery is equivalent to one less enemy cohesion damage a turn, with the effect spread out over the entire battle. That really isn't a great deal, considering you are comparing the optimal result (counter battery that actually hit) to a very real chance of routing one infantry unit. 6 almost certain cohesion damage is nothing to sneeze at. The key to winning the battle is routing enemy units, at which point they cease doing any damage to our own, not marginally decreasing the enemy damage. Concentrating fire on the infantry also decreases damage over the battle, as damaged or routed infantry also don't due any damage during melee.
To poke my head in, counter-battery fire in the Napoleonic period was generally considered to be unproductive, as your guns would be better used in disrupting and degrading enemy troop formations before contact. Unfortunately gunners had a proclivity to engage in it if they were themselves shelled by the enemy, as the human brain does not like being shot at without being able to shoot back, so part of a job of an officer was to make sure his guns kept to the target assigned to them.
Don't mind us, we are just discussing the viability of counterbattery fire with current mechanics. And thank you for the added historical context.
Admittedly, I am not overly familiar with the mechanics of the quest.
There is a pretty good explanation post on them under informational, plus a few revisions. You can enjoy the quest without knowing the mechanics due to the very good discriptions, but knowing them somewhat helps with following battles along.
 
To be honest, if it does turn out that counterbattery fire is always the best choice it'll just be revised away since the point is to at least get something close to Napoleonic.
 
As someone who has spent a good deal of time and energy doing amateur research for another hobby (Kriegspiel and other double-blind umpired wargaming set in the period) I'm happy to offer what insight I can. :3
 
Yeah, that really isn't generally applicable. Keep in mind this battle had unusually favourable conditions for counterbattery fire due to large deployment zone, high stealth and our mobile artillery going against static one, and we still couldn't make it work.

Deciding whether to employ a certain strategy will always depend on the battle. If it were possible here it would be the superior choice, but in other situations it always depends on what happens.

Counterbattery fire is more attractive if the enemy successfully damaged your artillery, since people don't like their own artillery slowly being whittled down to nothing. The enemies response isn't just a matter of mechanically optimal choices, it's about the impression the choices make.

Doing counterbattery fire after the enemy damaged your artillery is a gigantic blunder. Each -10 matters even more in the very high malus enviroment of counterbattery fire. The enemy could not hit the 5th if they lose 20 people (-100 malus). If you start counterbattery firing after getting hit, you are the sucker who lost the initiative and loses. Either you think counterbattery is a good choice(Start counterbattery turn 1) or not (do infantry support even while shot at). Doing the worst of both worlds is a mistake i am happy to have our enemy make.

Another way to say that is 10 damage to artillery is equivalent to one less enemy cohesion damage a turn, with the effect spread out over the entire battle. That really isn't a great deal, considering you are comparing the optimal result (counter battery that actually hit) to a very real chance of routing one infantry unit. 6 almost certain cohesion damage is nothing to sneeze at. The key to winning the battle is routing enemy units, at which point they cease doing any damage to our own, not marginally decreasing the enemy damage. Concentrating fire on the infantry also decreases damage over the battle, as damaged or routed infantry also don't due any damage during melee.

The average result of my scenario(with ambush) is 25 artillery dead, a -20 malus for the battle. The optimal result is that the enemy battery loses at least 40 people, a 11% chance.

Routing enemy units is important, but it wont actually decrease damage output while the enemy has reserves(and i assume he has 2 and maybe even three rows). On the routing turn the routing unit will still be dealing damage, on the next turn the routing unit will be running away and another unit will be charging in, dealing damage during that turn and replacing them.

There is no damage gap from routing units, the damage reduction comes from dealing 100 casualties or routing enough of them that they have to cycle in recovered units again


When nerfing counterbattery fire, photo said:

The intent is to nerf the power of counter-battery fire while retaining a chance for skilled gunners to put the enemy crews out of commission.

and this hypothetical situation where we have very skilled gunners firing at enemy artillery in the open from ambush would pretty much the ideal situation they are describing there as i understand it
 
Last edited:
Deciding whether to employ a certain strategy will always depend on the battle. If it were possible here it would be the superior choice, but in other situations it always depends on what happens.



Doing counterbattery fire after the enemy damaged your artillery is a gigantic blunder. Each -10 matters even more in the very high malus enviroment of counterbattery fire. The enemy could not hit the 5th if they lose 20 people (-100 malus). If you start counterbattery firing after getting hit, you are the sucker who lost the initiative and loses. Either you think counterbattery is a good choice(Start counterbattery turn 1) or not (do infantry support even while shot at). Doing the worst of both worlds is a mistake i am happy to have our enemy make.



The average result of my scenario(with ambush) is 25 artillery dead, a -20 malus for the battle. The optimal result is that the enemy battery loses at least 40 people, a 11% chance.

Routing enemy units is important, but it wont actually decrease damage output while the enemy has reserves(and i assume he has 2 and maybe even three rows). On the routing turn the routing unit will still be dealing damage, on the next turn the routing unit will be running away and another unit will be charging in, dealing damage during that turn and replacing them.

There is no damage gap from routing units, the damage reduction comes from dealing 100 casualties or routing enough of them that they have to cycle in recovered units again

This seems a little bit silly? Depending on traits and circumstances as well as location (and in this case infantry might well have to hoof it several squares to be safe), it could well take a half-dozen turns for a unit to actually be up for doing more than moving forward and then immediately routing again, which wastes time.
 
This seems a little bit silly? Depending on traits and circumstances as well as location (and in this case infantry might well have to hoof it several squares to be safe), it could well take a half-dozen turns for a unit to actually be up for doing more than moving forward and then immediately routing again, which wastes time.

If there are 2 infantry in reserve and each take 3 turns to rout the unit that routed first will have recovered 10 cohesion when it has to return to the grind, thats nearly the base amount of most races
 
If there are 2 infantry in reserve and each take 3 turns to rout the unit that routed first will have recovered 10 cohesion when it has to return to the grind, thats nearly the base amount of most races

That math seems pretty flawed, to say the least? Especially since in this case with the mud it doesn't capture the fact that it'll take multiple turns to even get to a good resting position if you're not on the road.
 


A demonstration of how the grind works, there can easiliy be another unit behind dark red to fight once dark red routs.

Assuming they take 2 turns to run away, they still have 4 turns of rest while dark red routs and that extra unit goes to the front, recovering 8 cohesion which is 2/3 of a normal fresh units cohesion and if they cant mantain the melee assault they have just lost for the same reason they are forced into the melee assault in the first place.

This doesnt take into account the nymphs, who can bring them up to 12 cohesion in that time, the max amount for a trained hobgoblin regiment

That math seems pretty flawed, to say the least? Especially since in this case with the mud it doesn't capture the fact that it'll take multiple turns to even get to a good resting position if you're not on the road.

If resting doesnt even allow you to rejoin a long, drawn out grind where multiple units fight and rout before you need to go back, when is recovering ever useful?

And the mud means that we dont have a good way to threathen them either, once they are behind the frontline( 1 hex back) they are safe from everything, especially when our cavalry is already this damaged
 
Last edited:
Warfare in this era is inherently attritional; best thing to do is wear the enemy down by fire and then follow up with shock action. Shock will usually only work if the enemy is already shaky. Reserves also win battles. Enemy on your flank? Send your reserve. Front line buckling? Send the reserve. Etc, etc.
 
Deciding whether to employ a certain strategy will always depend on the battle. If it were possible here it would be the superior choice, but in other situations it always depends on what happens.
I wouldn't call high risk, medium reward gambling the superior choice here. Also, your assumption that melee will last a full five turns are dubious. One of us is probably routing the other's centre after 3 turns of the enemy being in range of 3 guns.
Doing counterbattery fire after the enemy damaged your artillery is a gigantic blunder. Each -10 matters even more in the very high malus enviroment of counterbattery fire. The enemy could not hit the 5th if they lose 20 people (-100 malus). If you start counterbattery firing after getting hit, you are the sucker who lost the initiative and loses. Either you think counterbattery is a good choice(Start counterbattery turn 1) or not (do infantry support even while shot at).
For the current enemy, counterbattery fire is a bad choice due to insufficient artillery experience. But speaking more generally, I think it's also prudent to acknowledge the possibility of an enemy making a blunder that will harm us more in the long run. There is also the distinct possiblity of us dealing minor damage to the enemy artillery, and the enemy still deciding to attack the horse artillery in retaliation.
Routing enemy units is important, but it wont actually decrease damage output while the enemy has reserves(and i assume he has 2 and maybe even three rows). On the routing turn the routing unit will still be dealing damage, on the next turn the routing unit will be running away and another unit will be charging in, dealing damage during that turn and replacing them.
For one, your calculation does ignore the cascading effect of routing a line infantry (-1 to all adjacent units). Additionally, bringing in a replacement also takes one turn, with the replacement only being able to enter combat on the next in mud. The battle isn't won by dealing more damage statistically, the battle is won if the enemy no longer sees a path to victory, for which the success and failure of the infantry line are more important than the average damage of a cannon. I think your consideration here is overly focused on the attrition comparison, and ignores positioning in the battle. I don't really want to fight a battle by solely focussing on attrition, this would leave our army weaker overall after each prolonged fight.
 
My assumption of the current situation is that we have forced Wachenheim into an unwinnable situation.

Just mantaining the current position means that he just loses in a long, drawn out artillery fight where he loses his entire army while killing a few hundreds of our screening forces.

But I assume that he does not see my out of shooting at the 5th, so his only way to do somethiing is an assault against the village, hoping to reach the 5th and disable it. This means that he will concentrate everything has on a shock assault in the north, with troops in the south trying to deal more damage to the north.

This means that his win condition is breaking our defensive line in the north, while our win condition is him being unable to keep up the assault, as each turn he doesnt assault is just a turn where his capabilites get degraded by artillery fire.

So he will charge at our front and do his very best to put as much pressure on our frontline as he can, cycling troops to put as much pressure on our line as possible. This means that he will do everything he can to ensure he always has another unit ready to charge in and continue dealing damage in case of a rout, using the strategy described above to ensure he does not lose a turn of melee damage.

Charging in not fully rested units is preferable to not dealing melee damage because of this, as getting hit by the artillery will deal more damage than they will heal by resting. Once they cant even charge in damaged units they have just lost, their only play a failure as we planned.

I wouldn't call high risk, medium reward gambling the superior choice here. Also, your assumption that melee will last a full five turns are dubious. One of us is probably routing the other's centre after 3 turns of the enemy being in range of 3 guns.

but its not high risk, medium reward? its low risk, very high reward. If we miss the enemy we have lost one artillery shot, if we hit we severely hit their damage output.

I guess if 10 infantry regiments rout in 3 turns not shooting the enemy regiment would be superior, but I just do not believe that it will be that easy.


Calculating with 3 Infantry regiments meleeing and 3 artillery regiments artillering, we cause 25 cohesion damage per turn on average. If we assume that every routed enemy causes 4 cohesion damage total, thats 40 extra cohesion damage.

The enemy infantry regiments have 143 cohesion damage. Substracting 40, thats 103 cohesion damage to punch through, which takes 3,8 turn on average.

Which is surprising? I would have expected that a giant infantry assault would have more breadth, but it looks like the resting mechanics dont really matter? If the entire army gets disintegrated in 4 turns, Resting doesnt really matter if you arent a cavalry unit routing in the first 2 turns.

But yeah, it looks like you are correct, there just arent the giant attritional melee fights i was expecting

For the current enemy, counterbattery fire is a bad choice due to insufficient artillery experience. But speaking more generally, I think it's also prudent to acknowledge the possibility of an enemy making a blunder that will harm us more in the long run. There is also the distinct possiblity of us dealing minor damage to the enemy artillery, and the enemy still deciding to attack the horse artillery in retaliation.

Your argument is that even if we save 100 infantry in exchange for losing 5 artillerists, the artillery engineers are just way more valuable? I can definitely understand that, losing an experienced, proud hobgoblin engineer to save some elven pansy infanterists is disgusting

For one, your calculation does ignore the cascading effect of routing a line infantry (-1 to all adjacent units). Additionally, bringing in a replacement also takes one turn, with the replacement only being able to enter combat on the next in mud. The battle isn't won by dealing more damage statistically, the battle is won if the enemy no longer sees a path to victory, for which the success and failure of the infantry line are more important than the average damage of a cannon. I think your consideration here is overly focused on the attrition comparison, and ignores positioning in the battle. I don't really want to fight a battle by solely focussing on attrition, this would leave our army weaker overall after each prolonged fight.

Bringing in the replacement does not take a turn, see my image above:

A demonstration of how the grind works, there can easiliy be another unit behind dark red to fight once dark red routs.

This fight is the closest we can come to attrition, with our infantry lines directly clashing against each other, though we of course stacked the deck in our favour. I am not sure what you mean by positioning here, either way we arent actually going to move anything, its just a question of which infantry line breaks first(theirs).

Reducing the average damage of the enemy cannons directly contributes to the success of the battleline, because each surviving soldier is one more soldier between our screen breaking or staying. Indeed, if we have the choice to reduce the lethality of the infantry brawl, we should always take it, as with the artillery advantage we will simply outdamage them in the long run.

They have lost this battle the moment we put the 5th into position, what we will be doing here is simply showing them why and reducing the enemy damage output is always appreciated to preserve more of our soldiers for the future.
 
Calculating with 3 Infantry regiments meleeing and 3 artillery regiments artillering, we cause 25 cohesion damage per turn on average. If we assume that every routed enemy causes 4 cohesion damage total, thats 40 extra cohesion damage.

The enemy infantry regiments have 143 cohesion damage. Substracting 40, thats 103 cohesion damage to punch through, which takes 3,8 turn on average.

Which is surprising? I would have expected that a giant infantry assault would have more breadth, but it looks like the resting mechanics dont really matter? If the entire army gets disintegrated in 4 turns, Resting doesnt really matter if you arent a cavalry unit routing in the first 2 turns.
Keep in mind that we don't need to smash their entire line. Routing the centre also works, since the enemy retreats if only two infantry in the corners are left. Nobody wants to try and hold us off when they face 2 attacks against one. So I think you can subtract 20 from the cohesion that needs to be reduced.
Your argument is that even if we save 100 infantry in exchange for losing 5 artillerists, the artillery engineers are just way more valuable? I can definitely understand that, losing an experienced, proud hobgoblin engineer to save some elven pansy infanterists is disgusting
Well, yeah. Experienced artillery crews are almost irreplaceable, while infantry isn't. If an infantry looses a rank, we put them at the position where they matter less. If artillery looses an experience rank, our damage output will be reduced for an entire battle, which is notable. Artillery shots by default in each turn, while infantry only fights occasionally. It's callous to phrase it like that, but feeding infantry into the meat grinder is less painful than loosing even a few members of the artillery crew.
Bringing in the replacement does not take a turn, see my image above:
Your image requires each infantry to have 4 points of movement, since charging under the new rules requires a charge to both move the field and pay the movement costs for the field you are charging into. In this case, 2*2 = 4 movement, more than infantry has.
 
Well, yeah. Experienced artillery crews are almost irreplaceable, while infantry isn't. If an infantry looses a rank, we put them at the position where they matter less. If artillery looses an experience rank, our damage output will be reduced for an entire battle, which is notable. Artillery shots by default in each turn, while infantry only fights occasionally. It's callous to phrase it like that, but feeding infantry into the meat grinder is less painful than loosing even a few members of the artillery crew.

Yeah I agree, that's a very convincing argument.

Dead infantry don't matter that much compared to Artillery.

Your image requires each infantry to have 4 points of movement, since charging under the new rules requires a charge to both move the field and pay the movement costs for the field you are charging into. In this case, 2*2 = 4 movement, more than infantry has.

Wait, you need to spend the full cost of the tile you are charging into? So infantry can't charge anywhere except roads on this map and can never charge troops in forests?

I thought charging into a tile just takes 1 movement
 
Wait, you need to spend the full cost of the tile you are charging into? So infantry can't charge anywhere except roads on this map and can never charge troops in forests?

I thought charging into a tile just takes 1 movement
Yeah, that is the case. Combat Revisions 1.1:
CHARGES now require Movement into the enemy's Hex, instead of only adjacent to it. In effect, this rolls back the previous change.
Movement into the enemies hex requires you to pay those movement points, meaning a charge across non-street plains needs 4 movement. This is why advancing is so dangerous on this map, you have to advance for 2 turns under fire to get into melee range.
 
So any infantry assault is actually just suicidal?

I think the only way forward for Wachenheim is just moving his infantry back out of range of the 10th and try outdueling the 5th with his two pieces
 
So any infantry assault is actually just suicidal?

I think the only way forward for Wachenheim is just moving his infantry back out of range of the 10th and try outdueling the 5th with his two pieces
You don't win battles by retreating. You could delay the battle considerably with this strategy, but our artillery can also move closer using the road. Eventually, after 3-4 turns of repositioning, his line will be under artillery fire again, and the chances for any routing unit to disorganize something important is going to increase the less space he has. But yeah, I don't think there is any way for the Wachenheim's line to win barring very good luck.
 
You don't win battles by retreating. You could delay the battle considerably with this strategy, but our artillery can also move closer using the road. Eventually, after 3-4 turns of repositioning, his line will be under artillery fire again, and the chances for any routing unit to disorganize something important is going to increase the less space he has. But yeah, I don't think there is any way for the Wachenheim's line to win barring very good luck.

No, I am not sure if any charge of his even reaches our infantry line. Everything not on the road needs 3 turns until they can attack our troops while getting shot at at the same time.

This is not going to be a big melee grind, they'll charge and break before even connecting. And if the enemy is aware of this the only way out is something else because this is not even a desperation play, it's throwing away the army with no chance of success.

At least by moving back he forces us to get out of our defensive terrain.



Obviously the correct decision for him is just retreating and taking the win of having savaged our cavalry, but even without that repositioning his forces is desperately needed
 
Last edited:
The enemy can shoot too, you know.

The enemy is shooting into our forests from medium range, they'll run out of ammo before achieving a rout, the average damage output is 10,74 casualties.

Liberte regenerates more cohesion than they can shoot away! :D (not every enemy attack will land exactly at a 10 casualty breakpoint.



E: Oh yeah, if they do have hussars in the south this turn is the first turn we would be seeing them unless they stay back hiding
 
Last edited:
Back
Top