The Campaign Turn 2 (October 9th)
You took a deep breath as you surveyed the prisoners. They were now at your complete mercy, and they knew it. In their ranks, there were whispers about you. "The Demon of the Rus" was your new mockery from them, along with "The Khan of Death".
You preferred the first one compared to the second one. You were nothing like those savages that had destroyed your home. You were not a man who was to be trifled with. Being called a Demon was nothing to you. Those Horsemen who were now your prisoners were far worse than any demon of hell.
Anya and her Cossacks rode in the night before, singing songs of victory against the Mongol scouts. But they were in awe at the tales of your victory. How you killed so many men yourself in the field, how your cannons shattered the lines of enemies like they were leaves in a pile, being blown away by the wind.
But Fulk had let you choose the workload for the Mongol prisoners, seeing how you were the one that saved him.
How will you treat your Mongols?:
[]A Proper Punishment: They are prisoners of war, you will not subject them to anymore then what they deserve. They will do the labor, but they will work the same shifts that your men do. (+10 to Revolt Roll, Cost of Actions will remain at -75% next turn)
[]A Velvet Gloved Approach: You will treat them better than what they deserve, giving them half shifts compared to your men. Maybe you might win some over onto your side. (Revolt Roll will be canceled this turn. Enemy Troop defection roll will occur. Next Turn will have a -50% action cost. Morale of your army will plummet.)
[]What They Truly Deserve: They will be made to suffer the same hell your people have endured. Half rations, regular beatings if work was not done… And all other manners of torture for those that resist your will. (+30 to Revolt Roll, Cost of Actions will increase to -100% next turn. The other Steppe Tribes will be wary of you: -5 to making contact with the Steppe Tribes.)
There is also the matter of if you will march this season, or stay and winter. What will you do?
[]Stay for the Winter: It seems like the best option to do, Fulk needs the Fort repaired, and god knows this place needs it.
[]Continue: You need to keep up the fight on the Mongols, be the aggressor that forces them on the back foot. (Locations will be given if chosen)
Diplomacy: With Fulk's Fort secured, you can manage your forces better.
(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
[]Allies in the Steppes: There are other tribes in the Steppes that have not been subjugated by the Mongols. The Cumans, the Permians, people that hate the Mongols even more than you do. Maybe they can help you. Cost 0 Supplies. Chance of success: 75% Reward: You establish contact with the Steppe Tribes not under the Mongols Influence.
[]Sue for peace: You have destroyed one of the Great Khan's armies, one that was greater in number in a matter of hours. Tales from the survivors must have reached his ears by now. Maybe he will be willing to listen to reason, and bow to your demands. Cost 0 Supplies. Chance of success: 75% Reward: Peace conference Miniturn begins)
[]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. Your battle against the Mongols proved that.
(Choose 3)
[]The Prisoners Watch: You want to be sure these Mongols are not planning an escape: Cost 20 Supplies. Chance of success: 60% Reward: Prisoner Revolt Roll decreased by 5.
[]Scorched Earth: Send riders to the surrounding lands, have them burn everything in sight. You need to deny the Mongols any chance to feed their herds and horses. Cost 50 Supplies. Chance of success: 40% Reward: Supply's for next 4 turns are lowered by 400. The Enemy will suffer attrition coming to you.
[]Drill the Troops: Your men are battle hardened. They are the men of Vasily Aristov. But they can be so much more. They can be an army that will be the envy of the world. Cost 75 Supplies. Chance of success: 20% Reward: All Troops in your army gain Veteran Status.
[]Improving Fortifications: Through the Forts defenses are extensive, they can be better. They can be unbreakable. Cost 250 Supplies. Chance of success: 60% Reward: Fortifications are improved.
[]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.
[]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)
[]Process the Horse Meat: You need to get all that meat that the Mongols horses provides processed and usable before it spoils and rots away. Cost 200 Supplies. Chance of success: 90%???% Reward: +5000 supplies. Potential for even more.
[]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)
[]Information Gathering: Interrogate your prisoners, and see what they know. That information may very well win the war. Cost 50 Supplies. Chance of success: 75% Reward: Information on the Mongols gained.
[]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 15 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 25 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 40 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 100 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 25 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)
[]Sick and Wounded Over Here: You need to separate the sick and wounded from the rest of the men, in case anything happens. Cost 40 Supplies. Chance of success: 45% Reward: You separate the sick and wounded. -30 to disease rolls and +20 to recovery rolls.
[]Continue Practice Maneuvers: You need your men to continue training in how they march against the Mongols. Cost 0 Supplies. Chance of success: 70% Reward: Your enemy will not be able to ambush you. Formations that may be useful at the start of the battle will become highlighted in Bold.
[]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)
[]Be there for Zima: You will be there with Zima, to comfort her while she brings your children into the world. Cost: 0 supplies Chance of success: 100% Reward: Zima sees you while she gives birth. You are there for her.
[]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.
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