Voting is open for the next 21 hours, 16 minutes
Mauvais Plain: Round 7
[X]Plan: Finishing
-[X] 200th Hob: Shoot Halfling Volunteers
-[X] 72nd Hum: Shoot Schw Dwa Legion
-[X] 148th Hum: Shoot Schw Dwa Legion
-[X] 42nd Elv: Shoot Schw Dwa Legion
-[X] 45th Elv: Shoot Schw Dwa Legion
-[X] 16th Half: Rapid Capture Heid Dwa Legion
-[X] 19th Half Pfd: Capture 1st Elven Volunteers
-[X] 28th Half Pfd: Shoot Halfling Volunteers
-[X] 55th Elv Hsr: Charge and Capture Schw Dwa Legion
-[X] 108th Elv Hsr: Rest
-[X] 13th Hob Lan: Charge Hallfings and capture them
-[X] 84th Elv Art: Shoot Schw Dwa Legion
-[X] 5th Hob H. Art: Shoot Schw Dwa Legion
-[X] HQ: No Action

The staggered lines of the Fifth Army unleash a massive volley focused entirely on the Schwarzberg Legion making its way northwards towards escape. It is a tremendous storm of noise and light, which soon covers the field in a thick sea of smoke. It seems astounding that anything could survive under such fire.

But when the smoke clears, there's no sign of disorder or disintegration among the dwarves. Casualties look to be low. Perhaps you expected too much from a musket volley executed by inexperienced troops, but it is still disappointing after all the dramatics.

Your dismay is short-lived. The 55th emerges into view as a rolling mass of racing horses and bloodied blades. They fall upon the dwarves like the fury of Hobb itself. Or Ael, you suppose, given the makeup of the unit.

For a moment, the Legion seems to withstand even this assault - but then at last, their resolve breaks. It is as if something simply snaps - and the entire regiment breaks like a crashing wave, each rank rushing blindly in a different direction. Their panic is palpable. You've seen it often enough in the battlefield; and certainly the situation would have unnerved even the most disciplined of elites.

The 13th finishes off the halflings in the east. All of the remaining royalist regiments shudder to a halt. Their standards come down. The last of them stop running and allow themselves to be corralled by your pursuing troops. The field falls quiet fo the first time in over an hour. The battle is over. You have your victory.

***​

28th Half Pfd Fires on 1st Half Vol!
>Hits: 96, 32-20=12; 8 Casualties

200th Hob Fires on 1st Half Vol!
>Hits: 63-10-50=3; 2 Casualties

84th Elv Art Fires on Schw Dwa Leg!
>Hits: 10-50=0
5th Hob H Art Fires on Schw Dwa Leg!
>Hits: 14-20+30=24; 20 Casualties

72nd Hum Fires on Schw Dwa Leg!
>Hits: 50-50=0
148th Hum Fires on Schw Dwa Leg!
>Hits: 84-10-50=24; 15 Casualties
42nd Elv Fires on Schw Dwa Leg!
>Hits: 43-50=0
45th Elv Fires on Schw Dwa Leg!
>Hits: 44-10-50=0

55th Elv Hsr Charges SE, SW at Schw Dwa Leg
13th Hob Lan Charges E at 1st Half Vol
1st Elv Vol Moves NW, NW
19th Half Pfd Moves NW, NW
Heid Dwa Leg Moves NW, NW
Schw Dwa Leg Moves NW, NW
1st Half Vol Moves NE
, NE, NE
16th Half Free Moves NW, Moves NW, NW,


13th Hob Lan Charges 1st Half Vol! (Charge Advantage + Cavalry Shock)
>Hits: 1, 2, 81; 66 Casualties => Critical! => [2], Ruined Munitions (Unit loses 1 Munitions.)
1st Half Vol Routed!
13th Hob Lan Moves SE

55th Elv Hsr Charges Schw Dwa Leg! (Charge Advantage + Cavalry Shock)
>Hits: 28, 51-10=41; 16 Casualties => Critical! => [10], Panic (Unit's Cohesion immediately drops to 0 and it is Routed.)
Schw Dwa Leg Routed!

Schw Dwa Leg surrenders
1st Half Vol surrenders
Heid Dwa Leg surrenders
1st Elv Vol surrenders

108th Elv Hsr Rests

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

1st Half Vol lost -6 Cohesion from Casualties and -1 Cohesion from Cavalry Shock. ROUTED!
Schw Dwa Leg lost -4 Cohesion from Casualties, -1 Cohesion from Cavalry Shock and all remaining Cohesion from Panic. ROUTED!
19th Half Pfd gained +1 Cohesion from adjacent enemy Routing.
55th Elv Hsr gained +1 Cohesion from Routing enemy.
13th Hob Lan gained +1 Cohesion from Routing enemy.
16th Half gained +1 Cohesion from adjacent enemy Routing.
148th Hum gained +1 Cohesion from Inspiring.
***

VICTORY!

Battle of the Mauvais Plain, Spring of Year Two
Our Casualties: 1022 men
Enemy Casualties: 1745 men

BATTLE OF MAUVAIS PLAIN, ROUND 7
+Primary Objective:
Defeat the Volunteer Army. COMPLETED!
+Secondary Objective:
Raid enemy HQ. COMPLETED!




***​

Our Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
200th Hob.5/5, Trained867/10002/11-10*9/103/5333Cabot Musket
Bayonets
HobgoblinAlho Kléber
Offensive Genius
72nd Hum.4/3, Trained992/100019/18+09/105/5333Cabot Musket
Bayonets
HumanGereon Oberlin
Teacher
148th Hum.7/3, Trained820/10005/18-10*9/105/5333Cabot Musket
Bayonets
HumanLiberté Chastain
Inspiring
42nd Elv.6/10, Trained968/10009/11+09/105/5353Cabot Musket
Bayonets
ElvenM. de Montmorency
Unsteady
45th Elv.4/10, Trained815/10002/11-10*9/104/5353Cabot Musket
Bayonets
ElvenJean de Sangeaux
Maverick
16th Half.3/5, Trained1000/100012/11+09/105/5533Cabot Musket
Bayonets
HalflingPadrig Gagne
Rapid
19th Half. Pfd.3/5, Trained927/10004/11+010/105/5533Canard Rifle
Bayonets
HalflingSophie Tasse
Rapid
28th Half. Pfd.6/5, Trained984/100010/11+05/105/5533Canard Rifle
Bayonets
HalflingGeorges Villiers
Unsteady
55th Elv. Hsr.3/10, Trained369/5002/11-10*5/5359SabresElvenThibault-Clovis de Solle
Lucky
108th Elv. Hsr.4/40, Professional"305/5002/15+30"*5/5359SabresElvenP.G. de Guerchy
Brilliant
13th Hob. Lan.6/5, Trained481/50013/11+05/5237LancesHobgoblinKaro Bonnaire
Optimist
84th Elv. Art.5/10, Trained50/5012/11+05/105/5371Field ArtilleryElvenJules de Maistre
Watchful
31st Elv. Art.0/507/105/5Field ArtilleryElvenMarie de Lamartine
Incompetent
5th Hob. H. Art.10/40, Experienced50/5015/14+306/83/3335Horse ArtilleryHobgoblinArka Faucher
Careless
HQ107431
*Affected by Casualties
"Affected by Brilliant

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

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


***​

Enemy Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
1st Roy. Elv. Lan.Professional356/5000/11+10*?257LancesElven
Cavalry
Butcher
2nd Roy. Elv. Lan.Professional314/5000/11+10*?257LancesElven
Cavalry
Unsteady
HM's 1st Elv. Hsr.Professional350/5000/11+10*?359SabresElven
Cavalry
Demoralizing
HM's 2nd Elv. Hsr.Professional298/5000/11+0*?349SabresElven
Cavalry
Distracted
Schw. Dwa. Leg.Professional864/10000/15+10*10/104/5533Erlkönig Musket
Bayonets
DwarvenSneaky
Heid. Dwa. Leg.Professional734/10000/15+0*10/105/5333Erlkönig Musket
Bayonets
DwarvenTeacher
1st Elv. Vol.Trained833/10000/9-108/105/5333Cabot Musket
Bayonets
Elven
Standard Lost
Unsteady
2nd Elv. Vol.Trained882/10000/9-10*10/105/5233Cabot Musket
Bayonets
ElvenLoud
1st Half. Vol.Trained863/10000/9+07/105/55?3?3Cabot Musket
Bayonets
HalflingMaverick
1st Hob. Vol.Trained861/10000/9-10*??323Cabot Musket
Bayonets
HobgoblinDistracted
10th Roy. Elv. Art.0/507/105/5Field ArtilleryElvenButcher
25th Roy. Elv. Art.0/507/105/5Field ArtilleryElvenLucky
*Affected by Casualties
Bayonets, Sabres: Wounding +0
Lances: Wounding +1, Concealment -1, Movement -2, additional Charge Advantage,

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

That last 55th charge against the Schwarzbergers was crazy. The dwarves march through fire from almost your whole army and come out almost unscathed, only for the 55th to come in. They roll decently on the Hits, but the Wounding comes out exceptionally low (I had to double-check I had my settings right) - so that the Schw still has 1 Cohesion remaining, even after Cavalry Shock. But lo and behold! It's a Crit. I have a premonition it is going to be a straight 10, the worst possible result... and it is! The dwarves break after all and the field is yours.

Like, you'd have almost 100% certainly grabbed them next Round before they could get away, but it was still dramatic as hell when rolling it.
 
Mauvais Plain: Aftermath
The aftermath of a battle is never as smooth as one might hope. Soldiers break limbs and drink themselves half to death and fight each other and do any number of irresponsible things that hinder reorganization. Enemy prisoners go missing and resurrected elves manage to evade the corpse patrols. Order and discipline wavers as everyone seizes the chance to debauch and celebrate after a close brush with death.

Regardless, you begin the hard work of processing your captives and preparing them for the way to suitable accomodations deeper inland. Reports trickle in from your scouts as they track the scattered remnants of de Guerrand's army retreating north in disarray. The last of his infantry disperses as they go. It seems that the royalist hobgoblins elect to desert and go home than leave their country again. You hope they will come to their senses and stand for the right banner next time. The much-reduced cavalry manages to reorganize. They stop only to raid a few border towns for supplies, then slip across the Raoille river and return to Nornish custody. Your eyes can't follow them any further than that.

The Volunteer Army is dust, then. And as for the Fifth... The bounty of captured supplies and ammunition should last you a while. The troops managed well in this trial of fire. More than well. They've won a great victory; they have much cause to be proud. The experience they won in Mauvais has already changed them into better soldiers. Any ill-feeling from the loss of the 31st in the battle is buried under the cheer of having won in such complete fashion.

A fair amount of the injured appear set to return to duty soon enough. As for your elven troops, some five hundred trickle in to camp over the next few days - nearly half of your total losses in the battle. Even the 31st is restored to over half its total strength in a stroke of luck. They join the celebrations as if they had not just died in gruesome ways on the field just a little while ago. De Guerrand has no such luxury. You capture hundreds of resurrected from his side of the field as they return.

Your reserves fill the places of the fallen for the most part, though some regiments remain understrength. You expect the Convention will divert additional troops your way after this. A victory of this caliber will have your name on everyone's lips for a while.

+100 Influence gained from Victory.
+75 Influence from enemy Units forced to surrender (+15 from 3 Trained, +50 from 2 Professional).

59 Munitions captured from enemy.
34 Supplies captured from enemy.
x2 Erlkönig Muskets, x3 Cabot Muskets, x2 Field Artillery captured from enemy.

All Units receive +2 XP.
Army Morale increased by +7 (+2 from Victory, +2 from Destroyed enemy Units, +5 from Surrendered enemy Units, -1 from Unit Destroyed), Morale cap reached (10).

16 human Casualties recovered to Reserve. 81 human Casualties recovered to Units.
26 elven Casualties recovered to Reserve. 485 elven Casualties recovered to Units.
9 hobgoblin Casualties recovered to Reserve. 64 hobgoblin Casualties recovered to Units.
12 halfling Casualties recovered to Reserve. 30 halfling Casualties recovered to Units.

200th Hob improves to Regular from XP (2/10, Regular). 200th Hob takes on 71 Regular Replacements (0 XP loss).
13th Hob Lan improves to Regular from XP (3/10, Regular). 13th Hob Lan takes on 9 Trained Replacements (0 XP loss).

72nd Hum improves to Regular from XP (3/5, Regular). 72nd Hum takes on 5 Trained Replacements (0 XP loss).
148th Hum improves to Professional from XP (1/10, Professional). 148th Hum takes on 71 Regular Replacements (-2 XP loss to Regular, then 0 XP loss) and 9 Trained Replacements (0 XP loss). 148th Hum degrades to Regular (4/5, Regular).

28th Half Pfd improves to Regular from XP (3/10, Regular). 28th Half Pfd takes on 9 Trained Replacements (0 XP loss).
19th Half Pfd improves to Regular from XP (0/10, Regular). 19th Half Pfd takes on 50 Regular Replacements (0 XP loss).
16th Half improves to Regular from XP (0/10, Regular).

42nd Elv takes on 4 Trained Replacements (0 XP loss).
45th Elv takes on 16 Regular Replacements (+1 XP gain) and 4 Trained Replacements (0 XP loss).
31st Elv Art takes on 10 Regular Replacements (+1 XP gain) and 1 Trained Replacements (0 XP loss).
55th Elv Hsr takes on 20 Regular Replacements (+2 XP gain) and 8 Trained Replacements (0 XP loss).
108th Elv Hsr takes on 20 Regular Replacements (-2 XP loss) and 9 Trained Replacements (0 XP loss).



***​
Fifth Army

MoraleDrillSuppliesMunitionsInfluence
Current10 (feeling invincible)4 (amateurish but passable)73145230
Projected56145
Supplies are expended every March equal to the amount of Units under your command (double for Hobgoblin Units).

Reserve Manpower: (8 hobgoblin, 22 human, 16 elven needed for Replacements)
-Halflings: 5 Regular, 3 Trained
Casualties: (no bonus to casualty recovery)
-None

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

Our Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
200th Hob.2/10, Regular992/100015/15+1010/105/5333Cabot Musket
Bayonets
HobgoblinAlho Kléber
Offensive Genius
72nd Hum.3/5, Regular1000/100025/25+1010/105/5333Cabot Musket
Bayonets
HumanGereon Oberlin
Teacher
148th Hum.4/5, Regular978/100025/25+1010/105/5333Cabot Musket
Bayonets
HumanLiberté Chastain
Inspiring
42nd Elv.8/10, Trained1000/100014/14+010/105/5353Cabot Musket
Bayonets
ElvenM. de Montmorency
Unsteady
45th Elv.7/10, Trained989/100014/14+010/105/5353Cabot Musket
Bayonets
ElvenJean de Sangeaux
Maverick
16th Half.0/10, Regular1000/100015/15+1010/105/5533Cabot Musket
Bayonets
HalflingPadrig Gagne
Rapid
19th Half. Pfd.0/10, Regular1000/100015/15+1010/105/5533Canard Rifle
Bayonets
HalflingSophie Tasse
Rapid
28th Half. Pfd.3/10, Regular1000/100015/15+1010/105/5533Canard Rifle
Bayonets
HalflingGeorges Villiers
Unsteady
55th Elv. Hsr.6/10, Trained500/50014/14+05/5359SabresElvenThibault-Clovis de Solle
Lucky
108th Elv. Hsr.4/40, Professional"495/50018/18+40"5/5359SabresElvenP.G. de Guerchy
Brilliant
13th Hob. Lan.3/10, Regular500/50015/15+105/5237LancesHobgoblinKaro Bonnaire
Optimist
84th Elv. Art.7/10, Trained50/5014/14+010/105/5371Field ArtilleryElvenJules de Maistre
Watchful
31st Elv. Art.7/10, Trained50/5014/14+010/105/5Field ArtilleryElvenMarie de Lamartine
Incompetent
5th Hob. H. Art.12/40, Experienced50/5017/17+308/83/3335Horse ArtilleryHobgoblinArka Faucher
Careless
HQ145731
*Affected by Casualties
"Affected by Brilliant

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

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


***​

Spirits are high. Casks of wine have been liberated from the Château de Camfront and spread among the troops - an action that you had not authorized, but the Fifth is still sorely lacking in military discipline and order. It cannot be helped now. Better to let them enjoy themselves while the wine lasts.

You cannot relax. Colonel Bonnaire of the 13th has brought you a gift of sorts - a very dangerous and very useful kind of gift, recovered from the enemy's camp. It is a chest with the King's own sigil on it, filled with the King's own letters with the King's own signatures addressed to individuals who are very much not the King's own. The recipients are Nornish and Bruttian generals, émigré leaders, princelings and lords of every stripe, and worst of all, the King of Norn, Athawulf II Friedrich.

Just their existence is incriminating enough. A King loyal to the Revolution would not engage in correspondence with foreign powers and exiles. Especially not in secret - for it is clear that the contents of the chest have been smuggled past the King's guards at Montbreaux over a period of months. But of course it does not stop there. Pathetic pleas for outside aid and rescue repeat in letter after letter. At times it verges on calling for invasion of Arné by foreign powers; indeed, it does not take much to read as much between the lines.

There are intricacies to the letters that you do not fully grasp, but their meaning is undeniable. The King conspires to overthrow the Constitution he has sworn to uphold. There is no coming back from this.

Or is there? A cold-hearted political operator could simply hide away the chest and its volatile contents. What a power it would grant them over the Constitutionalists and the King, who would no doubt give their all to keep this secret under wraps.

Even if you make the documents public, there are many ways to go about doing so. Sending copies in advance to the right people could ensure the elevation of certain factions. As could your framing of the discovery. You have been given a rare opportunity to shape the narrative of the King's actions. How you announce these news will have great weight in the Convention and in the streets.

[] [+150 Influence] Do not publish the evidence. There was never any correspondence. The future of Arné is with the King, whatever his faults. The Constitutionalists will be greatly in your debt. Relation with the Constitutionalist faction improves by +40. The monarchy endures for now.

[] Make the letters public. Not only is it your duty, it is your great pleasure to reveal this treachery. Yet how to go about it?
-[] "...By his conduct, His Majesty has shown himself to be unfit to rule. The Arnése people deserve a King faithful to the Constitution, the People and the Nation. Until such a King sits the throne, we cannot speak of Liberty in Arné."
A sympathetic declaration putting the blame on Clotaire himself rather than the monarchy as a whole will shelter the Constitutionalists from the worst of the bleeding, and pave the way for his abdication in favor of a more liberal-minded prince. Relation with the Constitutionalists improves by +20. Relation with the republican factions falls by -10. The Constitutionalists lose some support in the Convention. The republican factions win some support in the Convention.

-[] "...Yet this victory is soured by these regrettable facts, which lay bare now the final impossibility of reconciliation with the King, and the need for a popular and rational form of government..." A moderate declaration focusing on the illegitimacy of the monarchy and the legal implications of the King's conduct will benefit the Consular faction most of all. Relation with the Consular faction improves by +10. Relation with the Constitutionalists falls by -10. The republican factions win support in the Convention. The Constitutionalists lose significant support in the Convention.

-[] "...The People cannot love a King who conspires with foreign powers and invites invaders onto our nation's soil. We are today at war, and the most dangerous of our foes bears the golden crown of Grimoald..." A bold declaration stressing the presence of Nornish soldiers on Arnése soil and treasonous correspondence with foreign kings and princes should benefit the Liberationists, most of all. Relation with the Liberationist faction improves by +10. Relation with the Constitutionalists falls by -20. The republican factions win support in the Convention. The Constitutionalists lose significant support in the Convention.

-[] "...But I say, thus always to tyrants. It is the King's law which tells us that only death may answer for Treason. All are equal before the law - even Citizen Clotaire. Let the courts of the People see Justice done, and let the Traitor pay the same price as he has demanded of so many before this day..." A hostile declaration calling for the king to be put on trial for treason and the destruction of the monarchy will enflame the streets and sway many to the side of the Levelers. Relation with the Leveler faction improves by +10. Relation with the Constitutionalists falls by -40. The republican factions win support in the Convention. The Constitutionalists lose significant support in the Convention.

-[] [+200 Influence] Offer no comment; allow yourself to be courted.
Simply publishing the documents without drawing attention to yourself allows you to remain apolitical - but it will have representatives from all the factions knocking on your door and offering you favors in exchange for your cooperation. As long as you do not commit, you can benefit from such connections. You will not commit and allow the Convention to do as they wish with your "gift".

Regardless of the outcome, you have a feeling that events in the capital are going to be picking up their pace very soon. A visit to Loutharc would ensure that your victory does not go unnoticed... and that you'll have a chance to familiarize yourself with the ways of the Convention and the political heart of the Nation.

[] Remain in La Durance with the Fifth Army. Politics is secondary. The defense of the Nation comes first. There are Nornish forces far too close to the border for comfort and the royalist dregs may still attempt to do something unexpected. You'll remain with the Fifth in La Durance, preparing it for a resumption of the campaign. Gain additional March Actions. Events in the capital will occur without you, for better or worse.

[] Travel to the capital with the King's convoy. This matter is too important to be left to politicians alone. You'll personally escort the royal convoy to Loutharc and prepare to give your report of your victory in person to the Convention. Drill will fall in your absence. You will have fewer March Actions to use in the next March period. You will be able to witness and affect events in the capital, make connections and build your influence.

***
I realized I had the Casualty Recovery chances set slightly higher than intended when rolling for recovery, but oh well. The gods chose to smile upon you this day. Any other mistakes will have to wait for my tired brain to reboot.

The cost of buying up experienced recruits will probably go up in the future, as the nation's rearmament sucks up all the available veterans. Enjoy it while it lasts.
 
La Durance: Tossing the Grenade
[X] Plan: The Revolutionary General
-[X] Make the letters public.
Not only is it your duty, it is your great pleasure to reveal this treachery. Yet how to go about it?
--[X] "...But I say, thus always to tyrants. It is the King's law which tells us that only death may answer for Treason. All are equal before the law - even Citizen Clotaire. Let the courts of the People see Justice done, and let the Traitor pay the same price as he has demanded of so many before this day..." A hostile declaration calling for the king to be put on trial for treason and the destruction of the monarchy will enflame the streets and sway many to the side of the Levelers. Relation with the Leveler faction improves by +10. Relation with the Constitutionalists falls by -40. The republican factions win support in the Convention. The Constitutionalists lose significant support in the Convention.
-[X] Remain in La Durance with the Fifth Army.
Politics is secondary. The defense of the Nation comes first. There are Nornish forces far too close to the border for comfort and the royalist dregs may still attempt to do something unexpected. You'll remain with the Fifth in La Durance, preparing it for a resumption of the campaign. Gain additional March Actions. Events in the capital will occur without you, for better or worse.

You are conflicted, a touch nervous. In a way, the thousands you command pale in comparison to the might inherent in your pen as you begin to write your report on the King's conduct. It begins as a report, but in truth it has soon become an accusation - or perhaps a manifesto. You see no reason to soften the blow. The King has committed treason. If the foremost principle of the Revolution is that of Equality, why should you not put it to the test with the Nation's highest citizen?

The words you pen echo with Leveler sentiment. You find yourself quoting writings you have read and reiterating demands you have heard shouted before baying crowds. You do not dignify the King with the titles and honors of his position. Your pen, at least, treats Citizen Clotaire de Parvain like any other citizen. When a beggar steals bread, the courts do not hesitate to condemn him to any number of cruelties. And the beggar's theft hurts only the baker; treason hurts the entire Nation, and thus the punishment must be equal to the injury.

You name Clotaire as he is - a Tyrant, the poisonous head of a monarchy that is nothing more than a cancer in the body politic. When you finalize the letter, you find your hands shaking. It is like gunpowder in an envelope. It will shake the foundations of the Nation. And you shall toss this grenade into Loutharc, sitting distant and blind in La Durance while it goes off in the heart of Arné.

***​

Several days pass, as your couriers make their way towards Loutharc. You hardly breathe in anticipation on the days before the first news arrive.

Events in the capital unfold at their own pace. It is a strange thing, to provide the spark for a fire, but only observe the flames from a great distance. You learn of events days or weeks after they occur. And there is a great deal to learn of. The incoming newspapers, letters and changing topics of conversation around the Army's campfires provide a steady stream of information, though it takes time to sift fact from rumor.

Your "manifesto" arrives in the city on the 21st of Garandiale. It is made public two days after, alongside copies of the King's letters. His Majesty (or rather Citizen Clotaire de Parvain) arrives in the city on the very same day. You suspect that this is not coincidence, but a calculated decision by the Leveler press who you have delivered your writings to. The pamphlets and copies have circulated for hours by the time the King enters. When the King's royal convoy passes through the Porte du Roi, the ceremonial bridge-gate traditionally used for a royal entrance, it is not met by eager crowds or grand ceremonies. Pensive National Guards of the city wall off an entirely silent mass of people, who as if by common accord refuse to grant the King any of the usual courtesies and cheers. It is said that one could hear a pin drop a kilometre away in the quiet of the convoy's passing.

That is how the reports in the papers go, at the least. It sounds a touch too neat to be entirely accurate to reality.

Regardless, the King is then conveyed to the apartments of the Palais-Royal, a set of buildings adjacent to the Convention hall in the Maison du Parlement. This in itself is unusual. The King's favored residence is known to be the ostentatious castle-complex of La Couronne. For him to establish himself in the Palais-Royal instead suggests extraordinary circumstances. The day's session of the Convention is closed and the doors guarded by the Régiment-Palatial of the National Guard, known for its staunchly Constitutionalist leadership.

The proceedings last long into the evening. The secrecy is not appreciated on the streets. With the contents of your manifesto and the letters themselves spreading, some even begin claiming that the non-Constitutionalist delegates are being held prisoner inside the Convention hall. Organized by activists of all three republican factions (or occuring entirely spontaneously - the accounts vary), a crowd of some 4,000 forms and advances upon the Palais-Royal. Simultaneous demonstrations take place outside La Couronne and the town hall. In places they are joined by soldiers of the city's National Guard.

Your words are read repeatedly before these thousands, alongside speeches by republican notables and leaders of the city's districts. It is said your name is cheered at times. The crowds remain in place overnight, calling for the opening of the Convention doors, then directly for the King to be put on trial.

And this is the first day. You receive most of this information on the night of the 25th-26th and barely sleep a wink. The whole camp seems up and about with you, reading the papers and speaking in hushed voices about what is happening. The tension is palpable - and so is the discomfort evident in some of your officers.

The pace picks up. In the morning, an effigy of the King is burned on the street before the Palais-Royal. In response, the Régiment-Palatial marches out and orders the crowd to disperse. When this is not obeyed, it is joined by the Duc de Haute-Plaisset - Jean-Paul Georges de Chavaniac, de facto leader of the Constitutionalist cause. Reportedly, he attempts to address the crowd and persuade it to disperse, only to be drowned out by demands for the Convention doors to be opened and the proceedings to be made public. As he departs, his efforts in vain, the crowd begins to push after him and climb the wall around the grounds.

The National Guard opens fire. While Consular and Constitutionalist papers say that this volley is fired into the air, solely as a warning, there are other reports claiming it is directed at the crowd. Panic erupts; dozens to hundreds (the truth is impossible to parse from the reports) die either trampled by the crowd or from the Constitutionalist Guard's fire.

"What a mess," says Thibault-Clovis de Solle of the 55th comments during the officers' lunch, as the papers get passed around. "And we see where careless talk gets us."

"Careless talk, and those who indulge the madness of the mob," replies Philippe-Grimoald de Guerchy, and it does not escape you that he shoots you a look after that the kind few commanders would tolerate from their subordinates.

But even if you'd like to stop things now, events are proceeding on their own course. Soon after royal gendarmes arrest several Leveler activists said to have been involved in the burning of the king's effigy. They are charged with lèse-majesté, which does nothing to improve the mood of the people. Rocks and bricks are thrown at the officers of the law as they shepherd their charges towards captivity.

Within hours, the city has gone into a frenzy. Of Loutharc's ninety-two districts, a full sixty declare themselves to be in a state of active insurrection against the Crown. Those who do not join this revolt overwhelmingly represent wealthier neighborhoods and traditional Church bastions. The insurrectionists unite under the banner of the "Revolutionary Commune of Loutharc" and name Leveler delegates André Leroux and Jean Parent as their elected leaders. Both remain within the Convention hall at this point, from what you parse together. It is thus unclear who actually leads these communards, if anyone.

The communards march on the town hall and storm the mayoral offices. Mayor Chaumette and the royal administration of the city are declared to have been dismissed. Chaumette refuses to leave the premises. In unclear circumstances, he is then killed by the crowd. The next few hours are pure chaos, described in fragmented and contradictory accounts only. The Constitutionalist and Consular papers describe "an orgy of looting and murder"; the Leveler papers skip right ahead to what happens in the late afternoon, at the Palais-Royal.

It appears that the communards, backed up by sympathetic units of the National Guard, march once more on the royal apartments. This time, they are not content to merely demonstrate. The mob storms the Palais-Royal and brings down the outermost fence. There is great confusion among the National Guard in the palace. Reportedly many soldiers simply defect or throw away their weapons rather than oppose the advance of the communards. This allows the mob to breach the outer buildings of the palace, where they find several members of the royal household, including the King's brother, the Duc de Veyard; his wife and children; their governess; Juventius, the bishop of Loutharc; and a number of other scions of the House of Grimoald and their hanger-ons. The crowd seizes the lot of them and cuts down several loyal retainers in the process. The Duc is then paraded around before the crowds and forced to sing La Parvainnaise with a revolutionary cockade pinned to his chest.

There is a lot of sensationalistic hyperbole in the reports, but you hope that part is true. It sounds like a charming procession.

This is as far as the insurrectionists get, however. The King's personal guard, the Garde des Loups, marches out from the palace barracks backed by loyal artillery of the National Guard. The Guard is composed entirely of loup-garou from the Atres - foreigners to a man, with a savage reputation and no sympathy for the People's cause.

There is, reportedly, a long stand-off after that. The communard National Guard and the Wolf Guard stare each other down while more and more Loutharcian citizens gather on the streets before the palace. Eventually, fighting breaks out. Again, it's impossible to say who fires the first shot. You do wish you could have been present to witness these developments with your own eyes, perhaps steer them in a direction of your choosing.

The loup-garou rout the insurrectionists in short order and retake the outer grounds with cannonfire. They fail to liberate the royal captives, however, who are later found bruised but alive and well in a public house halfway across the city. Satirical pamphlets on this fact appear already during the same day, produced with startling speed.

The communard Guard reforms on the streets outside the palace, intent on besieging the grounds. The Garde des Loups begins fortifying the defenses. Yet there is no resumption of hostilities, no renewed fighting. At long last, at around ten in the evening, the doors of the Convention fly open and the delegates spill out onto the streets.

The Convention has deliberated at length on the documents brought before them from La Durance, they announce to the crowds. The Convention has voted on matters critical to the Nation and the Revolution, they say. The Convention has decided, in a 381-156 vote, that His Majesty Clotaire VIII will be temporarily suspended from his duties and be placed under investigation by a special Justice of the Peace. The Convention desires all citizens to return to their homes and desist from further acts of civil unrest. The truth of the matter will be found out, and justice will be carried out.

At this, the crowds disperse at last. But something has changed for good. The Revolutionary Commune refuses to admit a replacement mayor to the town hall, declaring an end to its state of insurrection yet still claiming authority over the city. The Convention, it seems, is unwilling to challenge this; indeed many of its representatives state their support for this popular change in power. No punishments are levied on the communards. The royal administration is well and truly banished from the city. The King himself is not seen anywhere in public at all.

You receive letters from various Levelers in the following days, as well as some from representatives of other factions - which are far less friendly than the former. It appears that the balance of power in the Convention has now shifted. While it will almost certainly take a new election to fully shake up the assembly, already several old Constitutionalists have turned coat for the Consulars, while a great many radical-minded Consulars and indecisive moderates have declared for the Liberationists and the Levelers. Much of this has to be simple opportunism. They see the way the wind is blowing, especially on the streets.

The remaining Constitutionalists are not best pleased with you. For now, they still retain significant power in the Convention. That will make your life more difficult in the coming months, to be sure. Autumn brings with it new elections and new faces into the Convention - friendly faces, if you are fortunate. Backlash to the... excesses of the mob may hurt the Levelers' chances as well, of course. It remains to be seen. Until then, well; victories on the battlefield are worth ten representatives on the Convention, you'd say.

***​

The balance of power has shifted!
Unaligned: -42 seats
Constitutionalists: -30 seats
Consulars: +34 seats
Liberationists: +10 seats
Levelers: +28 seats

Relation with the Constitutionalist faction has fallen by -40. Relation with the Leveler faction has grown by +10. The Constitutionalists are expected to lose far more seats in the autumn elections.

NATIONAL CONVENTION OF ARNÉ



Spring of Year Two

Constitutionalist (98 seats), -40 Relation
Consular (141 seats), +0 Relation
Unaligned (126 seats)
Liberationist (72 seats), +20 Relation
Leveler (100 seats), +20 Relation

Current Influence Gain: +0

***​

A week after all of this, you are met one morning by a delegation of your officers. It is a nervous and motley bunch, but is mostly composed of lieutenants and captains from your elven, human and halfling units. No hobgoblins join them, to your secret pleasure. They are led by Colonel Thibault-Clovis de Solle of the 55th Elven Hussars, Philippe-Grimoald de Guerchy of the 108th and Padrid Gagne of the 16th Halfling.

"Sir," Philippe-Grimoald, evidently the face of the group, says stiffly, "it is with immense regret that we must express our desire to be released from service and removed from under your command. With all due respect to your leadership and your accomplishments on the field of battle, we feel that considering recent events, it is no longer agreeable for us to be associated with an officer who is content to feed the worst appetites of the mob and thus endanger the legal order and stability of this Nation."

"We're proud to have served under you on the Plain, sir," Gagne cuts in, sounding a little embarassed, "but there's no excuse for what you've done. There is blood on your hands, sir. I hope you'll see that, and make amends."

"We offer our resignation, General," de Solle says, "and we hope that you will accept it forthwith. And thank you, sir, for your valor and service to the Nation."

Damn. Not ideal. These are good officers. If only de Lamartine was there instead. There is nothing you can do but accept their resignation, given that the alternative is retaining actively hostile officers in charge of key regiments. You'll feel their loss; hopefully whoever you'll promote from among their subordinates will be competent.

Philippe-Grimoald de Guerchy (Brilliant) has left your service.
Thibault-Clovis de Solle (Lucky) has left your service.
Padrid Gagne (Rapid) has left your service.
Army Morale has fallen by -2 due to political infighting.
Army Drill has fallen by -1 due to officer resignations.


***​

You expect that there will be more fallout to come. Yet should you regret your choice? A little pain now is well worth the advancement of the Revolution, surely. The King will almost certainly be put on trial, the people have awakened to their power in Loutharc, and you stand ready here in La Durance to weather whatever comes next.

The Kings of the Golden Realms will respond to this. Of that you are certain. The Fifth Army shall be ready if Norn intends to test the border... or if the Convention chooses to declare war against Citizen Clotaire's foreign backers, which you do not think an impossible prospect either.
 
La Durance: Second March
La Durance: Second March

It has been an eventful week, but one cannot dwell on it forever. The Convention and the King are far away. You have far more pressing concerns of a military nature.

A supply column arrives with fresh warm bodies, some 1,500 of them in total. Many of them can even claim fighting experience beneath their belts. Though you don't need much in the way of replacements right now, more recruits are always appreciated - as long as you can afford to feed, clothe and camp them somehow.

200 elven Trained Reserve Manpower gained. 200 elven Regular Reserve Manpower gained.
500 human Trained Reserve Manpower gained. 200 human Regular Reserve Manpower gained.
800 hobgoblin Trained Reserve Manpower gained. 400 hobgoblin Regular Reserve Manpower gained.
200 halfling Trained Reserve Manpower gained.

200th Hob Inf takes on 8 Trained Replacements (0 XP loss).
148th Hum Inf takes on 22 Regular Replacements (0 XP loss).
45th Elv takes on 11 Regular Replacements (+1 XP gain).
108th Elv Hsr takes on 5 Regular Replacements (0 XP loss).


The convoy's also carrying supplies, though not any great amount of them. From what you understand, most of available stocks are going to the newly-raised VI. Army, which is even more ill-prepared and half-way than the Fifth. There's more ammo than food. The latter remains in short supply throughout the Nation.

+20 Supplies gained.
+40 Munitions gained.


There's an ugly feeling to the air in La Durance. The press speculates on if the King's "temporary dismissal from duty" will be taken as a provocation across the border. You receive reports on the 29th that the Nornish Army of the West and Army of the North have both been marched closer towards the Arnése border. Von Wachenheim's force is by all accounts in Daurstein, with von Trotha's last reported approaching Engelsburg. Preparing for an invasion? It's impossible to say without further intelligence.

La Durance seems to think so. On the roads, there are wagons packed full of families and precious goods. The border villages are emptying. Those with the means to do so head west; the rest hide in their basements or disappear into the woods with their animals and most vital possessions. They have generations of experience on what war on the horizon looks like, and what its consequences for their villages are.

But you cannot enact military strategy based on rumor and the movements of peasants. The Nornish movements may be a show of force, or a defensive maneuver made in anticipation of an attack by you. Such an attack would be rash to the extreme, an act of utter recklessness by Arné, but you cannot honestly say it is not a possibility. The Convention will do as it wills.

Two days later, rumors begin circulating of mobilization in the Grand Duchy of Musselmond-Gelle, Norn's closest Silver Realm puppet. The smaller nation is not renowned for its military might or heritage, but there is no such thing as too many soldiers on one's side. As an immediate concern, that is more de Montelivet's department. Her station is on the Musselmond-Gellish border, watching the coast.

The troops are confident despite these growing dangers. They sent two regiments of Norn's best to enjoy Arnése hospitality in a prison camp somewhere. If the rest of them are so keen to join the dwarven legions, they may as well come for a visit.

***​

Orders come in as the month changes, on the 1st of Beltiale. The couriers are trailed by towering black clouds climbing down peaks of the Massif-Central. They reach Antreville on the evening of the next day, blanketing the city in shadow and lashing its streets with torrents of heavy rain. Outside the city limits, the roads turn to mud and the Vaud begins to swell rapidly. It bodes ill for any battlefields in the coming weeks.

Your orders are simple: Nornish invasion possible. Mobilize V. Army & prevent enemy advance beyond Antreville. III. Army to march for Damterre & invade Gelle-Musselmond in event of war. VI. Army to muster at Veyard & march for Antreville by 12th latest. The patrie calls upon you to fulfill your duty.

Well, well. You are given a fair amount of operational freedom. The simplest course would be to remain at Antreville, of course, but you wonder. A more aggressive defense may be in order, redeploying to Martelnac, or the river crossing between it and Antreville at Grigny-sur-Vaud; or perhaps the Fifth should undertake a march across the Mauvais to stare down von Trotha at the border, where its presence would force both Nornish generals to consider their movements much more carefully.

Where does the Fifth Army march?

[] 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.
[] 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.
[] 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 2 days by road or 5 days overland. 4 Army Actions allowed.
[] On the Nornish border, facing von Trotha. Sometimes, an aggressive posture is best. You could march the Fifth across the Mauvais, and stare von Trotha down from across the Raoille river. Distance estimates: Engelsburg 3 days (via Kriegpfad crossing), Daurstein 5 days, Martelnac 6 days, Antreville 8 days. 3 Army Actions allowed.
[] Somewhere else. Write-in.


Army Actions

Cohesion

[] Drill and practice. The troops require additional drill and training in formation warfare. Lose Munitions equal to number of Units (-14). Gain +1 Drill.
[] 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.
[] Extra rations. There's nothing better for getting the mood up than full bellies and good wine. Lose Supplies equal to number of Units (-14). Gain +1 Morale.
[] Let loose. A good, old-fashioned few days of destruction and debauchery soothes the worst sting of defeat. Whatever happens may reflect poorly on your reputation, of course. Lose Supplies equal to number of Units (-14). Gain +2 Morale. Lose 5d10 Influence.

Logistics


[] Additional foraging. An army needs to live off the land. You'll send off additional scrounging parties to forage for food and necessities. Gain 5d10 Supplies.
[] Extort supplies. You could get more supplies by sending troops to "requisition" stocks from the locals. It's not pretty, but it's for the cause. Gain 10d10 Supplies. Lose Influence if in friendly territory or reduce number of available recruits if in hostile territory.
[] Manufacture munitions. Basic powder, wadding and repairs can usually be managed with local materials. We could set the men to work filling up our stocks of ammunition. Gain 5d10 Munitions.

Recruitment


[] Recruit locals. It's a fact of war that an army bleeds warm bodies constantly, in and out of battle. We could try recruiting from the local population to fill our ranks. Gain Reserve Manpower. Recruitment in hostile territory has an Influence cost. Available in La Durance: elves, humans, hobgoblins, halflings, dwarves, devils, nymphs.
-[] Elves. Gain 5d100+100 Reserve Manpower.
-[] Humans. Gain 5d100+150 Reserve Manpower.
-[] Hobgoblins. Gain 5d100+100 Reserve Manpower.
-[] Halflings. Gain 5d100+250 Reserve Manpower.
-[] Dwarves. Gain 5d100+50 Reserve Manpower.
-[] Devils. Gain 5d100-150 Reserve Manpower.
-[] Nymphs. Gain 5d100-150 Reserve Manpower.

[] Found new regiment. You have enough idle men and equipment to establish a new regiment for the army. Gain new Unit, which will begin at Green XP Rank and promote to Trained Rank after one March. You must have the necessary amount of appropriate Reserve Manpower and the equipment for the Unit.

Personal


[] Attend to correspondence. A soldier only needs think about the battle ahead, but a general must also consider the battles being fought at home. A flurry of letters sent to the right people should keep your name known and your friends positively disposed. Gain 10d10 Influence.

[] 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).

***​

Influence Actions

[] [-100 Influence] Remove CO.
There's good officers and there's bad. The bad need to be gotten rid of, but to do so one must cut through the web of political patronage and connections around the officer corps. Write-in CO. Gets rid of a CO entirely. Influence cost may be increased for certain COs.
[] [-25 Influence] Transfer CO. Sometimes a rotten officer can still cause less harm in command of a different unit. You can arrange for a transfer, as long as you take care not to step on anyone's toes doing so. Write-in COs. Switches placement of two COs. Influence cost may be increased if transfer target has lesser XP Rank. Switching a CO to different Unit type requires a further retraining effort.

[] Requisition equipment. The Army provides only what it sees fit. Pulling a few strings, greasing a few palms and making a few new friends should get you shipments of better arms and armor for your Units. An Unit requires one March turn of time to train with new equipment.
-[] [-10 Influence per Unit] Cabot Muskets. The workhorse of Arnése armies for decades now, the Cabot Musket makes up in reliability what it lacks in range, accuracy or stopping power. Wounding +0, Range 100m/200m/400m.
-[] [-10 Influence per Unit] Sabres. Cavalry sabres and equipment for the close-up work of killing on horseback. Wounding +0.
-[] [-50 Influence per Unit] Canard Rifles. Rifled Canard muskets are far more onerous to fabricate and maintain, but they offer greater range and accuracy than smoothbore muskets. Wounding +0, Range 200m/300m/500m.
-[] [-100 Influence per Unit] Lances. Heavy lances are some of the most fearsome cavalry weapons to exist. A shipment of well-made lances would allow you to create a new regiment of lancers for the army. Wounding +1, Concealment -1, Movement -2, additional Charge Advantage.
-[] [-100 Influence per Unit] Cavalry Cuirasses. A steel cuirass provides some useful protection for cavalry, especially in melee. The weight and size of it does limit a cuirassier's mobility somewhat, however. Wound Threshold +1, Movement -3.
-[] [-150 Influence per Unit] Field Artillery. Cannons and howitzers for an unit of field artillery. Wounding +3, Range 200m/700m/1400m.
-[] [-250 Influence per Unit] Horse Artillery. Light cannons and trained horses for an unit of horse artillery. Wounding +2, Movement +4, Range 200m/600m/1200m
-[] [-250 Influence per Unit] Siege Artillery. Heavy artillery capable of bringing down buildings with its devastating barrages. Wounding +3, 100m/800m/1600m, consumes additional Munitions when Firing, reduces certain Hexes to special Ruins Terrain on sufficient Hits
-[] [-500 Influence per Unit] Silvium Cuirasses. Silvium is far lighter than steel, and can thus be laid far thicker as well. This creates durable but lightweight cuirasses that do not slow down rider and horse. Cavalry only. Wound Threshold +1, no Movement reduction.
-[] [-500 Influence per Unit] Silvium Plate.
Silvium is far lighter than steel and more flexible as well. Steel plate is a thing of the past, but silvium allows us to give our infantry armor that offers some protection without sacrificing mobility or visibility. Infantry or Artillery. Wound Threshold +1.

[] Requisition experienced recruits. It is far easier to integrate veterans into your service than to train new units from scratch. You might be able to get experienced recruits and replacements sent your way if you talk to the right people. Experienced recruits can be used to found new Regiments of higher XP rank. Experienced replacements can be used to avoid XP loss if they are of equal or higher rank than the Unit they are joining. Write-in desired race of recruits. Available: Elves, humans, dwarves, halflings, hobgoblins.
-[] [-5 Influence per 100] Regular. Soldiers who have seen at least some action and come through their trial by fire.
-[] [-10 Influence per 100] Professional. Soldiers who have real fighting experience and don't shy away from the chaos of battle.
-[] [-20 Influence per 100] Experienced. Soldiers who are truly hardened to war and have at least one campaign behind them.
-[] [-50 Influence per 100] Veteran. Soldiers who are veterans of several campaigns and are expert hands in the business of killing.

[-] Request temporary command of unit. Some of the finest regiments in the Nation are sitting idle when there's fighting to be had. A word in the right ear could see one such unit placed under your command for this campaign. May choose from specific high-quality units available. Cost varies. Currently unavailable.

[] [-50 Influence] Request additional supply. The logistics of running an army is both tiresome and vitally important. The Army could be more generous with providing you supplies and munitions if you had the favor of someone important. Gain 50 Supplies and 50 Munitions each time you take this Action.

[] [-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.

[] [-250 Influence] Call in favors to have de Montelivet reassigned. It'll burn a great deal of goodwill, but you have a better use for her III. Army than a risky invasion of Musselmond-Gelle. Write-in alternate orders.

***​

Fifth Army

MoraleDrillSuppliesMunitionsInfluence
Current8 (warm afterglow of victory)3 (ill-disciplined)93185230
Projected74185
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: 184 Regular, 200 Trained
-Human: 178 Regular, 500 Trained
-Hobgoblin: 400 Regular, 792 Trained (-2 Supplies)
-Halflings: 5 Regular, 203 Trained
Casualties: (no bonus to casualty recovery)
-None

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

Our Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
200th Hob.2/10, Regular1000/100012/12+1010/105/5333Cabot Musket
Bayonets
HobgoblinAlho Kléber
Offensive Genius
72nd Hum.3/5, Regular1000/100020/20+1010/105/5333Cabot Musket
Bayonets
HumanGereon Oberlin
Teacher
148th Hum.4/5, Regular1000/100020/20+1010/105/5333Cabot Musket
Bayonets
HumanLiberté Chastain
Inspiring
42nd Elv.8/10, Trained1000/100011/11+010/105/5353Cabot Musket
Bayonets
ElvenM. de Montmorency
Unsteady
45th Elv.8/10, Trained1000/100011/11+010/105/5353Cabot Musket
Bayonets
ElvenJean de Sangeaux
Maverick
16th Half.0/10, Regular1000/100012/12+1010/105/5533Cabot Musket
Bayonets
HalflingMaïwenFirmin
???
19th Half. Pfd.0/10, Regular1000/100012/12+1010/105/5533Canard Rifle
Bayonets
HalflingSophie Tasse
Rapid
28th Half. Pfd.3/10, Regular1000/100012/12+1010/105/5533Canard Rifle
Bayonets
HalflingGeorges Villiers
Unsteady
55th Elv. Hsr.6/10, Trained500/50011/11+05/5359SabresElvenBerenice de Toucy
???
108th Elv. Hsr.4/40, Professional500/50013/13+205/5359SabresElvenAugustin de Goyon
???
13th Hob. Lan.3/10, Regular500/50012/12+105/5237LancesHobgoblinKaro Bonnaire
Optimist
84th Elv. Art.7/10, Trained50/5011/11+010/105/5371Field ArtilleryElvenJules de Maistre
Watchful
31st Elv. Art.7/10, Trained50/5011/11+010/105/5Field ArtilleryElvenMarie de Lamartine
Incompetent
5th Hob. H. Art.12/40, Experienced50/5014/14+308/83/3335Horse ArtilleryHobgoblinArka Faucher
Careless
HQ145731
*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


***​
 
Last edited:
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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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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Brutet: Deployment 1
[X] Follow the Vaud towards Daurstein.

The choice is clear. From what you've learned of von Wachenheim, he is not the type of general to take risks. Continuing onwards towards Martelnac when you are approaching from the west is a clear risk. And if he does, well, you'll be able to fall upon his rear at your leisure. With all this mind, you give the order for a crosscountry march along the Vaud to the east.

You estimate at least four days of travel after you abandon the Via Peregrina. Given the weather, you doubt you'll shorten that travel time.

The Fifth returns to the march. The first day is good progress despite the rain, but as the torrent continues, the dirt roads you follow become indistinguishable from the sea of mud soon surrounding them. You pass sleepy little riverside villages and scattered farms, whose inhabitants have either fled or hidden themselves from the enemy. There's hardly a soul to be seen. It's all rather eerie.

The Fifth performs well. All in all, you only lose two days to the damnable weather. Late on the sixth day, your scouts report von Wachenheim's Army of the West to be camped out only a few kilometres south of the river. He must have stopped his advance the moment he heard of you approaching. By nightfall, you've approached within an hour's march of his force.

You make camp for the night. Morning comes with news that von Wachenheim is marching out to meet you. The battlefield is set, then. This is a stretch of land rich in nature, but sparse in settlement. The nearest town is Brutet, south of here. Perhaps they'll name the battle after it, in the absence of anything more fitting. You take in the lay of the land during the morning. As expected, this is rougher country, broken by hills, woods and wetlands. The latter have swelled threateningly from the rains.

***

BATTLE OF BRUTET, ROUND 0
+Primary Objective: Defeat the Army of the West.



Von Wachenheim aims to block your thrust here, amidst the hills and overfilled wetlands draining into the Vaud. A handful of old buildings sit by the river, the sum total of all settlement here. Locals who you interrogate report it to be an old elven lazaret. The river is on your left flank, forming a solid barrier, swelled with days of rain and almost threatening to escape its banks. The ground here may have suited a battle decently well before this damned weather set in, but now the scarce flat terrain of the area has succumbed to foul muck that sinks under your soldiers' feet as they march. It's testament to the quality of your formation movement that you are able to deploy as well as you can.

Mud inflicts an additional +1 Movement Cost on all Terrain types except Road, Urban, Fortified and Bridge.

The rains have kept up; you could wait for them to die down before committing to a battle. Von Wachenheim cannot be too enthused by the prospect of fighting in this downpour either. It's still early in the day, with the sun barely risen over the horizon. There's good light for hours still. Yet even a half-day's passing will be time lost on a broader scale. Von Trotha will not be sitting idle.

Visibility is low due to heavy rain. This provides +2 Concealment for all Units. The rain is also spoiling cartridges, causing ranged attacks to expend 1 additional Munitions.

[] Wait for the rains to end. You'll not enter battle with your gunners blind and your people marching about with rain-spoilt cartridges. Better to wait for the rains to clear. Von Wachenheim may still choose to commence battle by attacking.
-[] Wait some hours.
You'll wait a few hours for the weather to improve. Whether it does or not, you'll have to launch your attack then.
-[] Wait until late afternoon.
You'll wait for the rain to end until the late afternoon. Whether it does or not, you'll have to launch your attack then before it starts getting dark.
-[] Wait as long as it takes.
You can't control the weather, but it can certainly control the battlefield. You'll not attack until the weather's cleared up and you can actually see something.

[] Commence battle.
Is the Fifth Army made of sugar? No! Time is a-wasting. You'll commit to battle immediately.

***​
Our Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
251st Hob.2/5, Trained1000/100012/12+010/105/5333Cabot Musket
Bayonets
HobgoblinVeka Bonheur
???
10th Hum Art.0/5, 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
HalflingMaïwen Firmin
???
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


***​

Enemy Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
Lie 1st Hum HsrTrained500/500?/15+0?3?3?9SabresHuman
Cavalry
?
Lie 2nd Hum HsrTrained500/500?/15+0?3?3?9SabresHuman
Cavalry
?
Gal 14th Half JägRegular1000/1000?/12+10??5?3?3Falke Rifle
Bayonets
Halfling?
Gal 20th Half JägRegular1000/1000?/12+10??5?3?3Falke Rifle
Bayonets
Halfling?
Dau 86th ElvTrained1000/1000?/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Dau 90th ElvTrained1000/1000?/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Dau 93th ElvTrained1000/1000?/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Bil 15th DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Bil 20th DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Daur 14th HumTrained1000/1000?/15+0??3?3?3Erlkönig Musket
Bayonets
Human?
Eng 177th HumTrained1000/1000?/15+0??3?3?3Erlkönig Musket
Bayonets
Human?
Eng 100th DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Eng 102nd DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Mrk Nym RngProfessional1000/1000?/13+20??3?3?3Erlkönig Musket
Bayonets
Nymph?
61st Elv ArtRegular50/50?/12+10??3?5?1Field ArtilleryElven
Artillery
?
75th Elv ArtRegular50/50?/12+10??3?5?1Field ArtilleryElven
Artillery
?
Dwa Vol ArtTrained50/50?/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


***​
 
Brutet: Deployment 2
[X] Commence battle. Is the Fifth Army made of sugar? No! Time is a-wasting. You'll commit to battle immediately.

Timidity does not win wars. You give orders to deploy in battle formation. The Fifth Army breaks from columns into lines over the rain-lashed expanse of mud that is to be your battlefield. Von Wachenheim will not make this easy for you, but you intend to shatter him here and drive his foreign mob back over the Vaud.

***

BATTLE OF BRUTET, ROUND 0
+Primary Objective: Defeat the Army of the West.



The battlefield at Brutet. You may deploy your Units in the blue area as you like.
The enemy will deploy in the white area.

The Lazaret building hexes are Village. Note that there are several Wooded Hills, Forested Hills and Forested Wetlands on the map, which inflict the highest Terrain modifier of each type.

[] Deploy Units. Write-in where you wish your Units to form up. Please also indicate where you would like your HQ to be: this acts as a supply depot and the location of Raka during the battle, unless otherwise specified. The HQ has a Move of 1.

***​
Our Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
251st Hob.2/5, Trained1000/100012/12+010/105/5333Cabot Musket
Bayonets
HobgoblinVeka Bonheur
???
10th Hum Art.0/5, 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
HalflingMaïwen Firmin
???
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


***​

Enemy Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
Lie 1st Hum HsrTrained500/500?/15+0?3?3?9SabresHuman
Cavalry
?
Lie 2nd Hum HsrTrained500/500?/15+0?3?3?9SabresHuman
Cavalry
?
Gal 14th Half JägRegular1000/1000?/12+10??5?3?3Falke Rifle
Bayonets
Halfling?
Gal 20th Half JägRegular1000/1000?/12+10??5?3?3Falke Rifle
Bayonets
Halfling?
Dau 86th ElvTrained1000/1000?/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Dau 90th ElvTrained1000/1000?/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Dau 93th ElvTrained1000/1000?/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Bil 15th DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Bil 20th DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Daur 14th HumTrained1000/1000?/15+0??3?3?3Erlkönig Musket
Bayonets
Human?
Eng 177th HumTrained1000/1000?/15+0??3?3?3Erlkönig Musket
Bayonets
Human?
Eng 100th DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Eng 102nd DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Mrk Nym RngProfessional1000/1000?/13+20??3?3?3Erlkönig Musket
Bayonets
Nymph?
61st Elv ArtRegular50/50?/12+10??3?5?1Field ArtilleryElven
Artillery
?
75th Elv ArtRegular50/50?/12+10??3?5?1Field ArtilleryElven
Artillery
?
Dwa Vol ArtTrained50/50?/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


***​
 
Brutet: Round 0
[X] Plan Cult Of Mobility
-[X] RR Deployment Brutet
-[X] 84th Elv. Art.: easternmost hill in deployment zone, south of street
-[X] 16th Half.: NW of 84th Elv. Art.
-[X] 108th Elv. Husr.: NE of 84th Elv. Art.
-[X] 31st Elv. Art.: E of 84th Elv. Art.
-[X] 28th Half. Pfd.: SE of 84th Elv. Art.
-[X] HQ: W of 84th Elv. Art.
-[X] 19th Half. Pfd.: E of 28th Half. Pfd.
-[X] 55th Elv. Hsr.: SE of 28th Half. Pfd.
-[X] 148th Hum: NW of 108th Elv. Hsr.
-[X] 13th Hob. Lanc.: NE of 108th Elven Hsr.
-[X] 251th Hob.: NW of 148th Hum.
-[X] 200th Hob.: NE of 148th Hum.
-[X] 72nd Hum. W of 148th Hum.
-[X] 45th Elv.: W of 72nd Hum
-[X] 5th Hob. H. Art.: E of 200th Hob.
-[X] 42nd Elv.: NW of 5th Hob. Art.
-[X] 10th Hum. Art. E of 108th Elv. Hsr.

Albrecht Philipp von Wachenheim, General of the Royal Army of the West, Markgraf von Wachenheim and knight of the Carmine Banner of Teufelstein, struggles bravely through the morning paper. The Daursteiner Zeitung is full of jingoistic wartime cheer and rosy satires of Arnése beggars being ground underfoot by marching Nornish heroes. You'd think it was a parade march to Loutharc from the way the halfwits write about it.

But here he is, drowning in mud with raw recruits and grumbling subordinates, barely a stone's throw from where he set off. Sitting tight and squeezing our unmentionables, as his hobgoblin manservant had used to say. Waiting to bloody the nose of this Durand so that they could get on with the business of winning this war.

The flap of his tent splashes open to permit a drenched aide-de-camp. Von Wachenheim sighs.

"What is it, Ernst?" he asks. "It is good news, yes? I've not had one bit of good news since we crossed the border. I'm dying for good news."

"Sir! Report from the forward position. The enemy is forming up and intends to advance."

"What? In this weather?" von Wachenheim asks. He shakes his head. "Astonishing. Attack, attack, attack, that's all these Arnése ever think to do. I said to von Trotha, it'll only get worse with a hob in charge, and what do we see? I am right again. Phenomenally aggressive, those Arnése hobs. Ours are downright docile in comparison. Well, it can't be helped. Let us form up and see to the business of the day. For the King and so forth."

He buries his head in his hands when the aide departs. Good God, this'll be dismal. His first real victory deserves a far grander stage than this muddy wasteland.

***​

The Fifth Army moves with admirable speed and precision. In comparison, the vaunted Nornish drill appears amateurish. Your line is already on the move towards the Lazaret by the time von Wachenheim's finished setting up his.

The rain continues coming down without pause. Visibility is poor. Only elven eyes can penetrate the thicket of the downpour at this distance. You rely on their reports; only the front of the enemy line can be made out, anchored between the river and a range of hills to their south. Where the rest of his force is remains to be seen. Fortunately, he'll have a hell of a time spotting your soldiers in turn.

The weather can't dampen your spirits. This'll be an interesting contest. In a few hours, you'll either have buried the Fifth in the mud or pushed von Wachenheim into the Vaud. You are inclined to believe in the latter.

***

BATTLE OF BRUTET, ROUND 0
+Primary Objective: Defeat the Army of the West.



To clarify, since I realize I was unclear in the earlier discussion: Units cannot see through other Units, even on Hills. This is how it has gone in the previous battles, this is how it goes now. Artillery can still Fire over Units, since they're getting instructions from observers for elevated fire. This does mean, for example, that the 84th can't currently make use of its Watchful Spotting of 7+1, since it can't see much anything.

Your Halfling Units are mistakenly marked as Hidden 5 when they are Hidden 7 (or Hidden 8 in the case of the 19th Pfd). This will be fixed for the next turn.


Orders

Vote by plan, please!

200th Hobgoblin Fusiliers Regiment:
[]
72nd Human Regiment of Foot:
[]
148th Human Regiment of Foot:
[]
42nd Elven Regiment of Foot:
[]
45th Elven Regiment of Foot:
[]
16th Halfling Light Regiment:
[]
251st Hobgoblin Fusiliers Regiment:
[]
19th Halfling Pathfinders Regiment:
[]
28th Halfling Pathfinders Regiment:
[]
55th Elven Hussars Regiment:
[]
108th Elven Hussars Regiment:
[]
13th Hobgoblin Lancers Regiment:
[]
84th Elven Artillery Battery:
[]
10th Human Artillery Battery:
[]
5th
Hobgoblin Horse Artillery Battery:
[]


***​

Our Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
251st Hob.2/5, Trained1000/100012/12+010/105/5333Cabot Musket
Bayonets
HobgoblinVeka Bonheur
???
10th Hum Art.0/5, 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
HalflingMaïwen Firmin
???
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


***​

Enemy Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
Lie 1st Hum HsrTrained500/500?/15+0?3?3?9SabresHuman
Cavalry
?
Lie 2nd Hum HsrTrained500/500?/15+0?3?3?9SabresHuman
Cavalry
?
Gal 14th Half JägRegular1000/1000?/12+10??5?3?3Falke Rifle
Bayonets
Halfling?
Gal 20th Half JägRegular1000/1000?/12+10??5?3?3Falke Rifle
Bayonets
Halfling?
Dau 86th ElvTrained1000/1000?/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Dau 90th ElvTrained1000/1000?/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Dau 93th ElvTrained1000/1000?/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Bil 15th DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Bil 20th DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Daur 14th HumTrained1000/1000?/15+0??3?3?3Erlkönig Musket
Bayonets
Human?
Eng 177th HumTrained1000/1000?/15+0??3?3?3Erlkönig Musket
Bayonets
Human?
Eng 100th DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Eng 102nd DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Mrk Nym RngProfessional1000/1000?/13+20??3?3?3Erlkönig Musket
Bayonets
Nymph?
61st Elv ArtRegular50/50?/12+10??3?5?1Field ArtilleryElven
Artillery
?
75th Elv ArtRegular50/50?/12+10??3?5?1Field ArtilleryElven
Artillery
?
Dwa Vol ArtTrained50/50?/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
 
Last edited:
Brutet: Round 1
-[X] Plan Seizing The Initiative
-[X] Positioning Turn 1 rev
-[X]13th Hob. Lancers (go first): E,NE,E,E,NE STOP IF Enemy infantry within 2 tiles OR enemy cavalry within 3 tiles of you [stop at central village]
-[X]13th Hob. Lancers (go first) : ELSE move NW [move to river village]
-[X] 108th Elv. Hsr.: NE,E,E (go second)
-[X] 5th Hob. H. Art.: E, NE
-[X] 42nd Elves: E
-[X] 10th Hum. Art.: Ready Fire (NE,E, Medium Range}
-[X] 31st Elv. Art.: Ready Fire (NE,E, Medium Range}
-[X] 84th Elv Art.: Ready Fire (NE,E, Medium Range}
-[X] 200th Hob.: E,E
-[X] 16th Half.: E,NE,E
-[X] 148th Hum E,NE
-[X] 72nd Hum E,E
-[X] 45th Elv.: SE,E,E
-[X] HQ: NE (Move Last)
-[X] 251th Hob.: E
-[X] 55th Elv. Hsr.: E,NE,E,NE
-[X] 19th Half Pfd.: NE, E (rapid)
-[X] 28th Half. Pfd.: E

Karo Bonnaire grimaces as the 13th Hobgoblin ride head-on into the rain. The downpour lashes his face and leaves the stone blocks making up the road slick and flowing with brown grime. The fine cloaks adorning the shoulders of his hobs are already specked dun by spraying mud. Their horses look scarcely more comfortable than their riders.

He notes a curiosity by the roadside as they near the woods around the lazaret. There are small craters in the soil, now flooded full, and scattered remnants of cannonballs. The ground's been properly churned up. Someone's been using the edge of the wood as target practice.

This is followed a few paces later by a crude hay-and-wood effigy of a person in tattered Arnése uniform, set upright on the roadside with a sign around its neck. He can just make out the words as he moves past it: KINDLY STAND STILL AND PRAY.

"Shit," he says, as realization dawns. "Brace for impact!"

The enemy guns boom in the distance as the 13th moves into the treeline. They have their elevation and direction fixed and the target well familiar by now. The barrage lands square in the middle of the front of his column, and he cries out in anguished fury as he sees the bodies of his comrades and their faithful steeds go tumbling through exploding stone and wood and mud.

***​

The lines advance. You cannot make out much of the enemy. Visibility is terrible and you are not blessed with elven eyesight. You are forced to rely on the sightings of others, relayed to you from your officers.

Those who can make use of the road do so. The stone-paved route cuts through the worst of the mud. It's a convenience that no competent general would choose to ignore. But though von Wachenheim cannot stop you from using it, he can punish you for it.

The front ranks of the 13th Hobgoblin Lancers dissolve as cannonballs impact on the stones before them and leap forward deep into the column with deadly force. The enemy's elven gunners must have had the edge of the wood locked in before you even got moving. They're masterfully accurate. Even from this distance, through the rain, it is clear that the barrage exacts a heavy toll.

Nevertheless, Bonnaire does not stop. He drives the 13th through the bombardment and into the woods, towards the lazaret, stubbornly defying the terrible fury of the enemy guns. The shelter of the trees saves the rest of his lancers from the worst of the artillery. The Fifth marches on through the mired expanse of the field. First blood to the enemy, but you'll make them pay for it soon enough.

***​

10th Hum Art Ready Fires
31st Elv Art Ready Fires
84th Elv Art Ready Fires

61st Elv Art Ready Fires

42nd Elv Moves E
200th Hob Moves E, E
251st Hob Moves E
5th Hob Art Moves E, NE

93rd Elv Moves W, halfway W
90th Elv Moves W, halfway W

45th Elv Moves SE, E, E
72nd Hum Moves E, E
148th Hum Moves E, NE
13th Hob Lan Moves E, NE, E, E, NE, NW

61st Elv Art Ready Fire triggered! (W-NW, 700m; 13th Hob Lan)
61st Elv Art Fires on 13th Hob Lan!
>CO Trait revealed!
>>61st Elv Art CO: [4], Careless (Unit can carry -2 Supplies and Munitions.)
>Hits: 100!-20-20+10=70; 63 Casualties

20th Dwa Moves W, W
Nym Rng Moves W, NW, NW
102th Dwa Moves ???, SW, W

16th Half Moves E, NE, E
19th Half Pfd Free Moves NE, Moves E
28th Half Pfd
Moves halfway E
55th Elv Hsr Moves E, NE, E, NE

13th Hob Lan gained +1 XP.

13th Hob Lan lost -6 Cohesion from Casualties.

***

BATTLE OF BRUTET, ROUND 1
+Primary Objective: Defeat the Army of the West.



Enemy 102th Dwa spotted! Our 108th Elv Hsr spotted!

Units with black arrows behind them are in the process of moving between Hexes due to insufficient movement. They are counted as being in the Hex they depart from (the source of the arrow) for all mechanical purposes. They will spend whatever Movement they still require to move into that Hex at the start of their next turn, or as much towards it as possible if it is still insufficient.


Orders

Vote by plan, please!

200th Hobgoblin Fusiliers Regiment:
[]
72nd Human Regiment of Foot:
[]
148th Human Regiment of Foot:
[]
42nd Elven Regiment of Foot:
[]
45th Elven Regiment of Foot:
[]
16th Halfling Light Regiment:
[]
251st Hobgoblin Fusiliers Regiment:
[]
19th Halfling Pathfinders Regiment:
[]
28th Halfling Pathfinders Regiment:
[]
55th Elven Hussars Regiment:
[]
108th Elven Hussars Regiment:
[]
13th Hobgoblin Lancers Regiment:
[]
84th Elven Artillery Battery:
[]
10th Human Artillery Battery:
[]
5th
Hobgoblin Horse Artillery Battery:
[]


***​

Our Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
251st Hob.2/5, Trained1000/100012/12+010/105/5333Cabot Musket
Bayonets
HobgoblinVeka Bonheur
???
10th Hum Art.0/5, 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
HalflingMaïwen Firmin
???
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.4/10, Regular437/5007/13+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+012/127/7351Field 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


***​

Enemy Units

Unit
XP
Str.Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
EquipmentTraitsCO
Lie 1st Hum HsrTrained500/500?/15+0?3?3?9SabresHuman
Cavalry
?
Lie 2nd Hum HsrTrained500/500?/15+0?3?3?9SabresHuman
Cavalry
?
Gal 14th Half JägRegular1000/1000?/12+10??5?3?3Falke Rifle
Bayonets
Halfling?
Gal 20th Half JägRegular1000/1000?/12+10??5?3?3Falke Rifle
Bayonets
Halfling?
Dau 86th ElvTrained1000/1000?/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Dau 90th ElvTrained1000/1000?/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Dau 93th ElvTrained1000/1000?/11+0??3?5?3Erlkönig Musket
Bayonets
Elven?
Bil 15th DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Bil 20th DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Daur 14th HumTrained1000/1000?/15+0??3?3?3Erlkönig Musket
Bayonets
Human?
Eng 177th HumTrained1000/1000?/15+0??3?3?3Erlkönig Musket
Bayonets
Human?
Eng 100th DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Eng 102nd DwaTrained1000/1000?/18+0??3?3?3Erlkönig Musket
Bayonets
Dwarven?
Mrk Nym RngProfessional1000/1000?/13+20??3?3?3Erlkönig Musket
Bayonets
Nymph?
61st Elv ArtRegular50/50?/12+10??3?5?1Field ArtilleryElven
Artillery
Careless
75th Elv ArtRegular50/50?/12+10??3?5?1Field ArtilleryElven
Artillery
?
Dwa Vol ArtTrained50/50?/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

First roll of the battle is a 100! Norn starts out with a bang. To be clear, the stuff about the prepared practice target is flavor for the nat 100; they did not have any special modifier or anything for that Hex.
 
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