The Campaign Turn 1 (Summer Year 1 Date: June 24th)
You looked at the columns of men that were marching east. Unlike the men under Otto the Great when he marched east to conquer the Rus, they were not the finest men the world had to offer. That was a fact you painfully knew all too well.
Much of your army were recruits, conscripted and not given the thorough training that the core of your army had. In a real fight, they would not fare well. Against a cavalry charge,, they would break and run.
The polish cavalry and infantry were a welcome addition, but they did not have the raw numbers to make up for the lack of experience that the majority of your army had.
But you had to have faith in them. They had faith in you, after all, so you would give them that same faith in return.
After all, faith could move mountains, and create empires.
"Vasily." The same could not be said for your wife. Seeing her in heavy armor, with a sword by her side was usually a comforting sight. You knew she could defend herself. "Are you alright?"
The unfortunate thing was that even faith could not stop the stubborn, pregnant and loyal wife known as Zima Królowa from staying by your side.
"I'm fine." You replied. A lie, but it's one you kept telling yourself to make her happy. Oh, how you wanted to rage at her decision but you could not convince her to stay behind.
Zima either failed to notice or didn't care. "The other commanders want to know where we are going?"
Ah yes, Where to go to face the Mongol's. The frontier was so vast that you didn't even know where you were needed. Or where your enemy was.
Where do you go?:
[]You go south to the Caspian Sea: You need to operate in a warmer climate, in an area both you and the Mongol Khan, from the intelligence you have gathered, never fought in before. The Georgian kingdom might be able to help you as well. (Date of Arrival: October 27)
(Pros: A potential allied kingdom, A more temperate climate, you're mobile. Ample Supplies.)
(Cons: Unknown terrain, favorable terrain to the enemy, mobile, Open to supply raids)
[]You Continue East Towards General Fulk: You will link up with General Fulk and set up defenses at the southern edge of the Urals, a good defensive fortification. But it will take time to fortify properly and to strike if the Mongols get past you. (Date of Arrival: September 4th)
(Pros: Link up with General Fulk, Good defensive position, will be able to coordinate future actions for less cost, Supplies are not an issue)
(Cons: Time it will take to build defenses, Enemy can sneak past by going further south. Slow reaction time to counter Mongol attacks. Might become under siege)
[]You continue East, going through the Ural Mountains: Hannibal crossed the Alps with his men in Winter, you can as well. Strike the Mongols in the back, and catch them completely by surprise. You hope at least. If this Khan is going to be striking at Fulk's position or is delaying his march west, you might be caught with no way out. (Date of Arrival at the Base of the mountains: October 5)
(Pros: Prime position to ambush the Mongol Army, No one will ever expect you to scale the Urals.)
(Cons: You are crossing the Urals. Supplies are limited in the mountains, Bad things could happen when you are climbing)
[]Go North around the Mountains: The long way around, but it is safer than scaling the Urals. You just have to worry about the other important thing to worry about. General Winter and his fury. (Date of Arrival: November 1st)
(Pros: Safer than crossing the Urals, The terrain is more suited to travel.)
(Cons: Winter is coming, Supplies are nonexistent for an army this size.)
Diplomacy: You need to keep in contact with the other armies.
(Choose 2)
[]Establish communications with General Fulk: You need to set up a line of communications with General Fulk. Cost 0 Supplies. Chance of success: 75% Reward: You establish contact with Fulk
[]Establish communications with Vlad: You need to set up a line of communications with Vlad and his forces. Cost 0 Supplies. Chance of success: 75% Reward: You establish contact with Vlad
[]Connect to the Empire: You need to set up a line of communications with The Empire, you may need their help with supplies, men, and equipment. Cost 50 Supplies. Chance of success: 40% Reward: You establish contact with the empire.
[]The Courier company: You are going to need some dedicated riders that can carry messages for you and the rest of the army. Cost 50 Supplies. Chance of success: 40% Reward: You have a dedicated messenger company. All communications rolls get a +10 bonus.
[]Signal Company: Your voice cannot carry its way across an army, but Banners can carry your orders in simple ways. Cost 50 Supplies. Chance of success: 35% Reward: You train a signal company. All battle rolls get a +5. Changing tactics will now only get a -10 to the rolls.
Martial: You are an army, banded together by duty, unity, and empire. You are better than many forces in the world. But you can be better. You know it.
(Choose 3)
[]Drill the Troops: Your men are raw and inexperienced. You will teach them to be more than what they think themselves as. They are men of the empire… And they are the men of Vasily Aristov. Cost 300 Supplies. Chance of success: 30% Reward: All Recruits are now upgraded to Experienced.
[]Force Assessment: You need to know how well trained and how experienced Zima's troops are, along with their total numbers. Cost 0 Supplies. Chance of success: 90% Reward: You get an accurate number of Zima's troops and their experience.
[]Force March: You need to get your destination at post haste. GRAB THE WHIP AND MARCH TO THE ENDS OF THE EARTH! WE WILL NOT STOP NOT EVEN FOR GOD HIMSELF! Cost 0 Supplies. Chance of success: 100% Reward: You reach your destination one month earlier. Since you have the organizer trait, morale will not be lost.
[]Defend Supplies: You need to protect your supplies, from animals, Mongols, and men. Cost 0 Supplies. Chance of success: 80% Reward: The supplies are protected. Supply rolls will get a +5.
[]Inspect the Troops: You are going to inspect your men, make sure they are in top form. Cost 0 Supplies. Chance of success: 70% Reward: Your troops are inspected. May or may not gain respect with officers. You will also learn the Morale Situation of your men.
[]Prepare for the next Season: You need to plan for the next season. How you're going to fight, how your tactics will be impacted. Cost 10 Supplies. Chance of success: 100% Reward: Supply consumption decreased by 100 next season.
Stewardship: An army marches on its stomach. That sounds like an excellent way to start a journal of your campaign.
(Choose 2)
[]Gather More Supplies: You need to forage for more supplies. Hopefully, your men can find some. Cost 50 Supplies. Chance of success: 70/40/20/5% Reward: Your men gather more supplies for this season.
[]Rations or Slappings: You need to stop this out of control supply situation before you run out of food and have to butcher your horses. Cost 0 Supplies. Chance of success: 80/???% Reward: Your supply consumption lowered for this season.
[]Supply check: You will personally make sure the supplies are getting evenly distributed. Cost 0 Supplies. Chance of success: 70% Reward: The Troops like you more for getting down and dirty with the menial tasks (Morale improvement). Supply consumption is lowered for this season.
[]Double Rations: You have decided to double rations for the men, they need it. Cost 0 Supplies. Chance of success: 100% Reward: Morale improves. Supply consumption for infantry doubled for this season.
[]Supply Run: You will need more supplies, and maybe you can get some from home. If they have a bountiful harvest. Cost 0 Supplies. Chance of success: 55% Reward: You get a boost to your supplies.
Intrigue: All warfare is based on deception, and you need to deceive this enemy if you are going to win this war.
(Choose 2)
[]Coded messages: You need to make sure the Mongols do not read your information, so you will put it in code. Hopefully, it works. Cost 50 Supplies. Chance of success: 65% Reward: You get coded messages. The Mongols will not be able to crack it without an allied officer.
[]Espionage (Locating The Enemy): You need to find the enemy before they find you. Cost 100 Supplies. Chance of success: ???% Reward: You find that bastard's army.
[]Espionage (Sabotage): You will do more trying to disrupt the Mongols through trickery than in open combat. Cost 300 Supplies. Chance of success: ???% Reward: The Enemy army is sabotage in one way or another.
[]Espionage (Assassination): To kill a snake, cut off its head. Cost 750 Supplies. Chance of success: 100% Reward: An enemy officer is killed or wounded.
[]Scout Ahead: Send Scouts ahead to see if the enemy sent their own scouts… And maybe kill a few. Cost 100 Supplies. Chance of success: 70/???% Reward: You find out what lies ahead of you, and learn battle terrain if there is a fight.
Learning: Campaigns are great places to study… when you aren't doing a thousand different things.
(Choose 2)
[]Oh Shit: You needed to go to the latrine… OH, MY GOD! They're washing right next to where they shit! Cost 10 Supplies. Chance of success: 80% Reward: You no longer feel the need to boil your water whenever you look at your latrine situation.
[]Sick and Wounded Over Here: You need to separate the sick and wounded from the rest of the men, in case anything happens. Cost 300 Supplies. Chance of success: 45% Reward: You separate the sick and wounded. -30 to disease rolls and +20 to recovery rolls.
[]Practice Maneuvers: You need your men to start training in how they march against the Mongols. Cost 0 Supplies. Chance of success: 70% Reward: You can use formations in battle preparations, and in the battle itself. Your enemy will not be able to ambush you.
[]Practice writing: You have no idea what came to you, but you wanted to start writing. Maybe your exploits and journals will be like Caesar's conquest of Gaul or Otto the Strong's brilliant strategic victories against your ancestors. Cost: 0 Chance of success: 100% Reward: You start to practice writing. Trait gained: Writer. New actions will become available. Learning stat will increase.
[]A Small Melee: You need to find some good fighters, ones that will protect your bodyguards and generals… And maybe yourself. Cost 200 Supplies. Chance of success: 50% Reward: You examine the men fighting in the tournament to find bodyguards for your bodyguards. Yes, it is rather confusing. +10 to your general's defensive rolls
[]Officers for the Front: You need men who can carry out orders within the army, and you lack Junior officers. So you will find men who fit the qualifications of a junior officer and give them temporary promotions. Cost 100 Supplies. Chance of success: 40% Reward: You have a junior officers corp. +10 to battle rolls for all units. Morale will never go below good.
Personal: There are few things that can make you angry. But Zima is doing everything she can to push you to the limit.
(Choose 2)
[]Convince Zima to go home: You are not going to allow your wife, who is also pregnant to just something as insane as marching with an army! Cost 0 Supplies. Chance of success: 45% Reward: Zima goes home.
[]Write to your sons: You want to make sure your sons are doing well, even if it is only writing to them. Cost 0 Supplies. Chance of success: ??% Reward: You write to your sons
[]Read Messages from home: Many of your soldiers are illiterate but still receive messages from their homes. You will read some of the men to boost morale. Cost 0 Supplies. Chance of success: 100% Reward: Morale improves.
[]Hunt: You need to blow off some steam, and killing some little animals seems like a good way to do something useful with that energy. Cost 0 Supplies. Chance of success: 70% Reward: You hunt, and gain some supplies.
[]Pray: You do not pray to God, not really, but you feel the need to. Cost 0 Supplies. Chance of success: 85% Reward: You have peace of mind.
AN: There is a 3 Hour Moratorium on Voting for discussion and planning.
Enjoy.