Inserted tally
Adhoc vote count started by yannoshka on Jul 14, 2019 at 3:59 AM, finished with 20 posts and 6 votes.

  • [X] Plan: Branch Again
    -[X] All three children will get specialized education (can take maximum two specializations; specializations can be taken multiple times).
    --[X] Thalia
    ---[X] Botany
    ---[X] Alchemy
    --[X] Anastacio
    ---[X] Intrigue and spywork
    ---[X] Law
    --[X] Tessa
    ---[X] Arts
    [X] Plan: Bloom and Grow
    -[X] All three children will get specialized education (can take maximum two specializations; specializations can be taken multiple times).
    --[X] Thalia
    ---[X] Botany
    ---[X] Animal husbandry
    --[X] Anastacio
    ---[X] Alchemy
    ---[X] Medicine
    --[X] Tessa
    ---[X] Governance
    ---[X] Law
    [X] Plan: From Cinders:
    -[X] All three children will get specialized education (can take maximum two specializations; specializations can be taken multiple times).
    --[X] Thalia
    ---[X] Alchemy
    ---[X] Linguistics
    --[X] Anastacio
    ---[X] Botany
    ---[X] Outdoorsmanship and survival
    --[X] Tessa
    ---[X] Intrigue and spywork
    ---[X] Governance
 
Well, we have 3-way tie going on right now.
Any tiebreakers in the audience, or is someone perchance willing to switch votes so we can proceed?
 
Danke.

Plan: From Cinders:
-[X] All three children will get specialized education (can take maximum two specializations; specializations can be taken multiple times).
--[X] Thalia
---[X] Alchemy
---[X] Linguistics
--[X] Anastacio
---[X] Botany
---[X] Outdoorsmanship and survival
--[X] Tessa
---[X] Intrigue and spywork
---[X] Governance

wins!
Missing char sheets will come whenever (for Taesta's remaining get) and after War Turns for Anora's.
Eh, might as well tell you now, Tessa is the heir with 33% purity, with her siblings staying at Ana's 30.

War turns will begin within the span of 12-30h (family matters, nothing bad, just time consuming)
 
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Setup Turn 2.WT-1
It has been said that War never changes...

Respectfully, Thomas Tasakar thought that was a steaming pile of baloney.
In his considered opinion, and boy was it ever considered long and hard, usually while in the company of his brother in law and copious amounts of mulled wine, war was change.

Oh, don't get him wrong.
He knew and understood as well as anyone that war was more often than not won by proper application of tried and true principles, rather than holding out for pie in the sky, paradigm-shattering advances in warfighting.
But, and that was a big but, what is tried and true, is also stale and predictable, and in the chaos of open fighting predictable meant certain death.

As his tutors had taught him, the true measure of a good general was in their ability to balance on the very knife-edge between the rigidity of proper strategic planning and tactical flexibility that allowed one to seize an advantage when one unexpectedly opens but also to realize when it is best to just cut one's losses.

The impetus to take command of the campaign against the barbarians was one that had cooked in his head for a very long time, which was not at all surprising to anyone familiar with Thomas. The firstborn prince preferred taking things at his own pace.
The ideas were planted when his military tutors assigned him theoretical exercises requiring him to plan for everything from scouting runs all the way up to full-blown campaigns of eradication and used the barbarians as the adversarial forces, because well, that was the most likely foes he could conceivably face in his life.
It proceeded to germinate over the years in his sessions of shooting wind with Nicholas and attending his mother's court.
Finally, it came to bloom as the royal court established itself, and the military was finally brought to a proper semblance of order and organization.
By that time he was already something of a veteran of the frequent small-scale skirmishes with the barbs, so when he asked leave of his mother to assume the overall control of all the operations, while Lord Marshal and Lord Protector both felt that he might be a tad inexperienced with the big picture side of things, ultimately neither had problems accepting his overall command.

Loyal as ever, Nicholas almost jumped at the opportunity to join him and offer his own advice and observations.
Just as predictably, Taesta buggered off, having no patience for the interminable minutiae necessary for a proper campaign. His specific words were: "Just call me when you need me to wreck shit up. In the meantime, I have no time for military dog-and-pony crap." Eloquence, thy name is Taesta Tasakar. Not.

Reports were poured over.
Scouts were interrogated.
Captives were interrogated even more.
Officers were consulted and reconsulted on a million and one issues.
Copious amounts of herbal drinks and mulled wine got drunk.
And finally, the first step was taken.

It was not glamorous at all, as such things never are, outside of a bard's fancy.
The overall initial strategy of the campaign was decided.

This is how I'm going to do this, by which I mean war turns. There are basically two parts of the planning process. In the first portion, you will get to make some decisions that will afford you die. In the second portion, you have parts of the war effort to which you will assign the die. I will do the same (well, more-or-less) for your opponents in the background. Then, I will cast the die, tally up the results and write up the resolution, and lead you to the next part. At times, you will also be asked to make a decision as to the direction you want to take the war/battle. Even if those directions do not directly affect your War effort, be assured that they will affect things behind the scenes.

Your starting hero/command units award you:
Thomas - 1 security d20, 5 general d20
Nicholas - 1 logistics d20, 1 combat d20, 1 general d20
Lord Martial - 1 logistics d20, 1 scouting d20, 2 combat d20
Scoutmaster General - 1 scouting d20
Lord Protector - 2 logistics d20, 2 security d20
Patrol-captain General - 1 security d20, 1 combat d20

Gryfford Aertys, the Lord Protector, is a cautious man well suited to his position. He believes that the best way to proceed from where you are is to do it slowly, steadily and carefully.
Nicholas, however, points that turtling up and proceeding slowly is liable to negatively affect both the troop morale and the morale of the populace at large, and cautions that it is never a smart idea to surrender the initiative to the enemy. He advises going hard and fast to break the spine of the resistance, and then taking your time mopping the rest up.
Commandant Gunthar, the Scoutmaster General agrees with Nicholas that protracted warfare would be less than optimal, but cautions against rushing too much, pointing out that the barbarians know the terrain much better than you, and overextending would be a fatal mistake to make.
Lord Martial, the honorable Tyr Ladislaus comes down the middle advising a cautious but aggressive approach.

(chose 1)
[] Lord Protector has the right idea, slow and steady wins the race. (+4 security d20, +4 logistics d20, +2 scouting d20, +10 general d20; morale malus; +50% die for the barbarians)
[] Nicholas is right, playing it safe has never won any wars! (+2 scouting d20, +5 combat d20, +5 general d20; -30% die for barbarians)
[] Information and initiative are what wins wars. You will go with Scoutmaster's recommendation. (+2 logistics d20, +5 scouting d20, +3 combat d20, +3 general d20; -20% die for barbarians)
[] You and Lord Martial are of one mind, this campaign requires a more balanced approach. (+3 security d20, +4 logistics d20, +4 scouting d20, +5 combat d20)

as for the target priorities, it has been decided that:

(chose 1)
[] You shall leave Lord Protector to hold the wall and prevent the barbarian incursion from the forest while you clear out the plains (loose Lord protector die)
-[] You shall leave him the entirety of his troops including the Patrol-captain General (loose PcG die, totally negates chances of incursions from the forest)
-[] You will leave him the majority of his forces, but for the Patrol-captain General and a few necessary personnel (+1 security d20, incursions from the forest -80% malus)
-[] You will take Patrol-captain General and about a third of his available troops with you (+1 security d20, +5 general d20; incursions from the forest -66% malus)
-[] You will leave him Patrol-captain General but take about a half of his troops (+8 general d20; incursions from the forest -50% malus)
[] You shall conquer the barbarian villages and then proceed from there. Lord Protector and his forces shall remain behind and hold the fort (loose Lord Protector and PcG die; -3 security d20, +3 scouting d20; +3 combat d20; -33% Forest barbarian die, +25% Plains barbarian die)
[] You will split your forces and wage war on two fronts (assign all hero/command units either to plains or forest, Lord Protector is automatically assigned to plains; -3 general d20; -20% Forest barbarian die, -20% Plains barbarian die)
-[] Thomas will command Plains campaign
-[] Thomas will command Forest campaign
-[] Nicholas will join Plains campaign
-[] Nicholas will join Forest campaign
-[] Lord martial will join Plains campaign
-[] Lord martial will join Forest campaign
-[] Scoutmaster General will join Plains campaign
-[] Scoutmaster General will join Forest campaign (+2 scouting d20)
-[] Patrol-captain General will join Plains campaign (+2 security d20)
-[] Patrol-captain General will join Forest campaign

The final part of the agenda was what to do with Royal Guard

(chose 1)
[] Their primary function is as bodyguards. Assign them to protect officers (+1 security die)
[] Whatever their purpose, they are undoubtedly the best warriors of the known world. Assign them to the front ranks. (+1 combat d20)

Please vote by plans.
There will be a 4-hour moratorium to encourage discussion. During this time, feel free to ask me for any clarifications.
To preempt the most probable questions
- there will be actions that either only take the dedicated die, or need a certain number of the dedicated die before any general die can be assigned.
- Flavius' Rope will automatically affect the security or combat rolls witch I determine to be the most consequential, rather than the ones with the greatest degree of roll disparity.
 
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[] Plan: I Have no Idea
-[] You and Lord Martial are of one mind, this campaign requires a more balanced approach. (+3 security d20, +4 logistics d20, +4 scouting d20, +5 combat d20)
-[] You shall conquer the barbarian villages and then proceed from there. Lord Protector and his forces shall remain behind and hold the fort (loose Lord Protector and PcG die; -3 security d20, +3 scouting d20; +3 combat d20; -33% Forest barbarian die, +25% Plains barbarian die)
-[] Their primary function is as bodyguards. Assign them to protect officers (+1 security die)

Total die results = +1 security d20, +4 logistics d20, +7 scouting d20, +8 combat d20, -33% Forest Barbarian die pool, +25% Plains Barbarian Die Pool

Your starting hero/command units award you:
Thomas - 1 security d20, 5 general d20
Nicholas - 1 logistics d20, 1 combat d20, 1 general d20
Lord Martial - 1 logistics d20, 1 scouting d20, 2 combat d20
Scoutmaster General - 1 scouting d20
Lord Protector - 2 logistics d20, 2 security d20
Patrol-captain General - 1 security d20, 1 combat d20


True Total die = +2 Security d20, +6 logistics d20, +9 scouting d20, +11 combat d20, +6 general d20, -33% Forest Barbarian die pool, +25% Plains Barbarian Die Pool


The system looks simple. A combat pool at the start, assign the die, then a roll result sheet the following update.

This campaign is to take down all the barbarian tribes into our aegis, not just those on the high shelf?

@yannoshka What are security, logistics, scouting, general, and combat? I have little understanding of what those names represent they are for when it comes to what they would do with a dice pool.
 
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What are security, logistics, scouting, general, and combat? I have little understanding of what those names represent they are for when it comes to what they would do with a dice pool.
They are, broadly speaking, action categories.
In the next update, you will get a series of possible actions you can assign your die to.

Security includes defensive actions that are mostly concerned with countering enemy scouting and combat.
Logistics contain support actions that support/buff security and combat.
Scouting are options that contain information gathering and asymmetrical warfare. They affect combat and disrupt enemy logistics.
And, finally, combat contains options to directly assault and fight the enemy.

EDIT
accidentally hit post.

This campaign is to take down all the barbarian tribes into our aegis, not just those on the high shelf?
The campaign deals with barbarians on the plains portion of the shelf and the near reaches of the forest.
Depending on how it goes for you, you might even expand into mid reaches of the forest, but at this time, you have no chance of reaching any of the inner edges of the high shelf.
 
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[] Plan: Emphasize scouting
-[] Information and initiative are what wins wars. You will go with Scoutmaster's recommendation. (+2 logistics d20, +5 scouting d20, +3 combat d20, +3 general d20; -20% die for barbarians)
-[] You shall leave Lord Protector to hold the wall and prevent the barbarian incursion from the forest while you clear out the plains (loose Lord protector die)
--[] You will leave him the majority of his forces, but for the Patrol-captain General and a few necessary personnel (+1 security d20, incursions from the forest -80% malus)
[] Their primary function is as bodyguards. Assign them to protect officers (+1 security die)

Hero dice:
Thomas - 1 security d20, 5 general d20
Nicholas - 1 logistics d20, 1 combat d20, 1 general d20
Lord Martial - 1 logistics d20, 1 scouting d20, 2 combat d20
Scoutmaster General - 1 scouting d20
Patrol-captain General - 1 security d20, 1 combat d20

Total die results = +4 security d20, +4 logistics d20, +7 scouting d20, +7 combat d20, +9 general d20, -80% Forest Barbarian malus, -20% all Barbarian Die Pool

@yannoshka Did I do that correctly? Adding the hero dice after for the total dice available to our expedition?
 
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Did I do that correctly? Adding the hero dice after for the total dice available to our expedition?
Yep, that is how it works.
Where you made a mistake is
-100% Forest Barbarian die pool
"incursions from the forest -80% malus" means that barbarians and monsters from the Forrest are automatically countered if they roll under 80 on the event table, which is separate from the combat tables.
 
Some alternative plans:

[] Plan: Super Aggressive
-[] Nicholas is right, playing it safe has never won any wars! (+2 scouting d20, +5 combat d20, +5 general d20; -30% die for barbarians)
-[] You will split your forces and wage war on two fronts (assign all hero/command units either to plains or forest, Lord Protector is automatically assigned to plains; -3 general d20; -20% Forest barbarian die, -20% Plains barbarian die)
--[] Thomas will command Forest campaign
--[] Nicholas will join Forest campaign
--[] Lord martial will join Forest campaign
--[] Scoutmaster General will join Forest campaign (+2 scouting d20)
--[] Patrol-captain General will join Plains campaign (+2 security d20)
-[] Their primary function is as bodyguards. Assign them to protect officers (+1 security die)

Thomas - 1 security d20, 5 general d20
Nicholas - 1 logistics d20, 1 combat d20, 1 general d20
Lord Martial - 1 logistics d20, 1 scouting d20, 2 combat d20
Scoutmaster General - 1 scouting d20
Lord Protector - 2 logistics d20, 2 security d20
Patrol-captain General - 1 security d20, 1 combat d20

Results in the following dice totals and effects:
Plains Campaign: 4 security d20; 2 logistics d20; 0 scouting d20; 1 combat dice; 0 general d20
Forest Campaign: 1 security d20; 2 logistics d20; 4 scouting d20; 3 combat d20; 6 general d20
Dice pool for both Campaigns: 1 security dice; 0 logistics dice, 2 scouting d20; 5 combat d20; 2 general d20; All barbarians -50% dice

@yannoshka Is that correct? I'm assuming that the hero unit dice are locked into whichever campaign the hero goes with. For the generally available dice, do we have to decide at the start of the campaign where they go? Or can we decide as events happen? Or does both campaigns get those dice?

Surprisingly this actually seems like a viable strategy. Scouting is less important on the Plains, and more important in the forest. Plus scouting and security can compensate for eachother I would think. All of the general dice available for both campaigns would have to go to the Plains. The main attraction of course is that the barbarians would get -50% dice.

[] Plan: Slow Grind In both directions
-[] Lord Protector has the right idea, slow and steady wins the race. (+4 security d20, +4 logistics d20, +2 scouting d20, +10 general d20; morale malus; +50% die for the barbarians)
[] You will split your forces and wage war on two fronts (assign all hero/command units either to plains or forest, Lord Protector is automatically assigned to plains; -3 general d20; -20% Forest barbarian die, -20% Plains barbarian die)
--[] Thomas will command Forest campaign
--[] Nicholas will join Plains campaign
--[] Lord martial will join Forest campaign
--[] Scoutmaster General will join Forest campaign (+2 scouting d20)
--[] Patrol-captain General will join Plains campaign (+2 security d20)
-[] Whatever their purpose, they are undoubtedly the best warriors of the known world. Assign them to the front ranks. (+1 combat d20)

Results in the following dice totals and effects:
Plains Campaign: 4 security d20; 3 logistics d20; 0 scouting d20; 2 combat dice; 1 general d20
Forest Campaign: 1 security d20; 1 logistics d20; 4 scouting d20; 2 combat d20; 5 general d20
Dice pool for both Campaigns: 4 security dice; 4 logistics dice, 2 scouting d20; 0 combat d20; 7 general d20; Morale malus; All barbarians +30% dice

A lot more dice, but much less attractive than super aggressive I think.

[] Plan: Balanced
-[] You and Lord Martial are of one mind, this campaign requires a more balanced approach. (+3 security d20, +4 logistics d20, +4 scouting d20, +5 combat d20)
-[] You shall leave Lord Protector to hold the wall and prevent the barbarian incursion from the forest while you clear out the plains (loose Lord protector die)
--[] You will take Patrol-captain General and about a third of his available troops with you (+1 security d20, +5 general d20; incursions from the forest -66% malus)
-[] Whatever their purpose, they are undoubtedly the best warriors of the known world. Assign them to the front ranks. (+1 combat d20)

Hero dice:
Thomas - 1 security d20, 5 general d20
Nicholas - 1 logistics d20, 1 combat d20, 1 general d20
Lord Martial - 1 logistics d20, 1 scouting d20, 2 combat d20
Scoutmaster General - 1 scouting d20
Patrol-captain General - 1 security d20, 1 combat d20

Total die results = +6 security d20, +6 logistics d20, +6 scouting d20, +10 combat d20, +11 general d20, -66% Forest Barbarian malus.

Not bad, gets us a lot of dice. Though I think I'd prefer the Emphasize Scouting plan, this is actually pretty decent. Almost as many total dice as Slow Grind above (39 vs 40) and doesn't have all those negative malus that Slow Grind does. If we just want a lot of dice this is probably the best plan.

There are a lot of other combinations available if people want to play around with it.

[] Plan: I Have no Idea
-[] You and Lord Martial are of one mind, this campaign requires a more balanced approach. (+3 security d20, +4 logistics d20, +4 scouting d20, +5 combat d20)
-[] You shall conquer the barbarian villages and then proceed from there. Lord Protector and his forces shall remain behind and hold the fort (loose Lord Protector and PcG die; -3 security d20, +3 scouting d20; +3 combat d20; -33% Forest barbarian die, +25% Plains barbarian die)
-[] Their primary function is as bodyguards. Assign them to protect officers (+1 security die)

Total die results = +1 security d20, +4 logistics d20, +7 scouting d20, +8 combat d20, -33% Forest Barbarian die pool, +25% Plains Barbarian Die Pool

Your starting hero/command units award you:
Thomas - 1 security d20, 5 general d20
Nicholas - 1 logistics d20, 1 combat d20, 1 general d20
Lord Martial - 1 logistics d20, 1 scouting d20, 2 combat d20
Scoutmaster General - 1 scouting d20
Lord Protector - 2 logistics d20, 2 security d20
Patrol-captain General - 1 security d20, 1 combat d20

True Total die = +3 Security d20, +6 logistics d20, +9 scouting d20, +12 combat d20, +6 general d20, -33% Forest Barbarian die pool, +25% Plains Barbarian Die Pool

Don't forget, you've selected a plan that leaves the Patrol-captain General behind in addition to the Lord Protector, so his hero dice are not available. That's -1 security, and -1 combat.
 
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For the generally available dice, do we have to decide at the start of the campaign where they do?
this is correct. Or rather, at the start of the turn

Now, mind all of you, this is just the initial setup. As the campaign progresses, and you win/lose objectives and lose troops things are bound to change.
Like - going after the plains first does not mean you will not also fight in the forest. It just means you have left that for after you've achieved sufficient success with the plains.
 
Wellp, the moratorium is abein' liften', ye kin get ta votin' ta yer heart's content, me merry maties!

The vote will be open for approx. 48h during which I will still respond to any questions, though I will not be as readily available.
 
[X] Plan: Emphasize Scouting
-[X] Information and initiative are what wins wars. You will go with Scoutmaster's recommendation. (+2 logistics d20, +5 scouting d20, +3 combat d20, +3 general d20; -20% die for barbarians)
-[X] You shall leave Lord Protector to hold the wall and prevent the barbarian incursion from the forest while you clear out the plains (loose Lord protector die)
--[X] You will leave him the majority of his forces, but for the Patrol-captain General and a few necessary personnel (+1 security d20, incursions from the forest -80% malus)
[X] Their primary function is as bodyguards. Assign them to protect officers (+1 security die)

Hero dice:
Thomas - 1 security d20, 5 general d20
Nicholas - 1 logistics d20, 1 combat d20, 1 general d20
Lord Martial - 1 logistics d20, 1 scouting d20, 2 combat d20
Scoutmaster General - 1 scouting d20
Patrol-captain General - 1 security d20, 1 combat d20

Total die results = +4 security d20, +4 logistics d20, +7 scouting d20, +7 combat d20, +9 general d20, -80% Forest Barbarian malus, -20% all Barbarian Die Pool

I suggest this as the alternative if people want a more balanced plan with more dice:

[] Plan: Balanced
-[] You and Lord Martial are of one mind, this campaign requires a more balanced approach. (+3 security d20, +4 logistics d20, +4 scouting d20, +5 combat d20)
-[] You shall leave Lord Protector to hold the wall and prevent the barbarian incursion from the forest while you clear out the plains (loose Lord protector die)
--[] You will take Patrol-captain General and about a third of his available troops with you (+1 security d20, +5 general d20; incursions from the forest -66% malus)
-[] Whatever their purpose, they are undoubtedly the best warriors of the known world. Assign them to the front ranks. (+1 combat d20)

Hero dice:
Thomas - 1 security d20, 5 general d20
Nicholas - 1 logistics d20, 1 combat d20, 1 general d20
Lord Martial - 1 logistics d20, 1 scouting d20, 2 combat d20
Scoutmaster General - 1 scouting d20
Patrol-captain General - 1 security d20, 1 combat d20

Total die results = +6 security d20, +6 logistics d20, +6 scouting d20, +10 combat d20, +11 general d20, -66% Forest Barbarian malus.
 
[X] Plan: Emphasize Scouting

Right now, it's the first actual campaign against the barbarians. And we don't really know the area around us beyond the generalities. So I'm perfectly happy if we don't actually gain much beyond truly securing our borders and gaining a frontier that doesn't include our capital and heartlands from this. As long as we also learn what else is out there in the frozen north, so next campaign we can go for the objectives that will gain us the most, or break the barbarians in that region.

If we're lucky, we'll be successful enough at scouting we can start achieving that this campaign, but I'm not depending on it.
 
[X] Plan: Emphasize Scouting

I think we need a lot of scouting done to get proper information on our enemies and so that we can then take actions against them. Securing the plains behind the wall also takes precedence over getting more forest territory and let's not forget that we have a new group of Ice Barbarians to contact trough scouting during all of this. Also found just one error:
Nicholas, however, points that turtling up and proceeding slowly is liable to negatively affect both the troop morale and the morale of the populace at large, and cautions that it is never a smart idea to surrender the initiative to the enemy. He advises going hard and fast to break the spine of the resistance, and them taking your time mopping the rest up.

"and then taking your time mopping" not "and them taking your time mopping"

Which means either you are getting better at not making errors while writing or I found your writing so engrossing that I only noticed this one error. Or both. It could be both.
 
[X] Plan: Emphasize Scouting
-[X] Information and initiative are what wins wars. You will go with Scoutmaster's recommendation. (+2 logistics d20, +5 scouting d20, +3 combat d20, +3 general d20; -20% die for barbarians)
-[X] You shall leave Lord Protector to hold the wall and prevent the barbarian incursion from the forest while you clear out the plains (loose Lord protector die)
--[X] You will leave him the majority of his forces, but for the Patrol-captain General and a few necessary personnel (+1 security d20, incursions from the forest -80% malus)
[X] Their primary function is as bodyguards. Assign them to protect officers (+1 security die)

Seems fine to me. Very much want to fully secure the plains.
 
Inserted tally
Adhoc vote count started by yannoshka on Jul 19, 2019 at 5:32 PM, finished with 13 posts and 6 votes.

  • [X] Plan: Emphasize Scouting
    -[X] Information and initiative are what wins wars. You will go with Scoutmaster's recommendation. (+2 logistics d20, +5 scouting d20, +3 combat d20, +3 general d20; -20% die for barbarians)
    -[X] You shall leave Lord Protector to hold the wall and prevent the barbarian incursion from the forest while you clear out the plains (loose Lord protector die)
    --[X] You will leave him the majority of his forces, but for the Patrol-captain General and a few necessary personnel (+1 security d20, incursions from the forest -80% malus)
    [X] Plan: Emphasize Scouting
    -[X] Information and initiative are what wins wars. You will go with Scoutmaster's recommendation. (+2 logistics d20, +5 scouting d20, +3 combat d20, +3 general d20; -20% die for barbarians)
    -[X] You shall leave Lord Protector to hold the wall and prevent the barbarian incursion from the forest while you clear out the plains (loose Lord protector die)
    --[X] You will leave him the majority of his forces, but for the Patrol-captain General and a few necessary personnel (+1 security d20, incursions from the forest -80% malus)
    [X] Their primary function is as bodyguards. Assign them to protect officers (+1 security die)
 
Well, vote closed I suppose?
I have to say, this was truly a close one to the last moment...
Update upcoming...
After I get some sleep. I've been up for better than 20h and while, statistically speaking, my writing reaches a level beyond when I'm doing it hopped up on fatigue juices, the rest of me tends to fall apart in spectacular fashion, so...
Yeah.
See you folks, once I wake up.
 
Setup Turn 2.WT-2
9 general d20 available
Minimum of 5 die per category required!

Security
4 d20 available
[] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
[] Regularly drill your troops on defensive maneuvers (1 security die, 1 combat die min)
[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (2 security die, 1 logistics die min; can use any die)
[] Regularly patrol the territory you nominally control (2 die max)
[] Establish PoW treatment procedures (2 die max)
[] Establish advanced field hospitals in permanent fortified positions (requires having taken option that provides forts; 3 die max)

Logistic
4 d20 available
[] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
[] Establish a proper logistics train (1 logistics die min)
[] Establish centralized fortified locations for resource and repair depots (2 logistics die min; can use security die)
[] Organize and maintain morale raising events (1 logistics die min)
[] Be on the lookout for strategically significant resource nodes (2 die max)
[] Establish regular gear and kit inspections (2 die max)

Scouting
7 d20 available
[] Keep track of enemy movements (1 scouting die min)
[] Locate enemy staging grounds and other PoI (1 scouting die min)
[] Insert scouts behind enemy lines (can only use scouting die)
[] Organize sabotage missions (1 scouting die min)
[] Organize supply raids and resource denial missions (2 scouting die min; can use logistics and combat die)
[] Set up ambushes (4 die max; can use combat die)

Combat
7 d20 available
[] Intercept enemy movements (1 combat die min; can use scouting die)
[] Respond to enemy provocations (1 combat die min)
[] Hold strategic positions (1 combat die min; can use security die)
[] Besiege enemy fortifications (requires having taken scouting option to locate enemy PoI; 2 combat die min)
[] Advance the lines of battle (2 combat die min; 5 die max)
[] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
[] Draw enemy into combat on the fields of your choosing (5 die max)
[] Secure your posterior (3 die max)


Please vote by plans.
there will be a six-hour moratorium to encourage discussion. During this time, feel free to ask me for any clarifications.
 
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[] Plan: Igloo

Tally for Dies in this Plan's categories; Security (Major Focus = 13 die), Logistics (Relative Weak Focus = 6 die), Scouting (Weak Focus = 5 Die), Combat (Strong Focus = 7 Die)

9 general d20 available
Minimum of 5 die per category required!
Security
4 d20 available
-[] Fortify camps each night as you are progressing (roll difficulty 25; 1 security die min; can use logistics die)
--[] 2 Security Die
-[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (roll difficulty 50; 2 security die, 1 logistics die min; can use any die)
--[] 2 Security Die, 2 General Die, 1 Scouting Die
-[] Regularly patrol the territory you nominally control (2 die max)
--[] 1 General Die
-[] Establish PoW treatment procedures (2 die max)
--[] 2 General Die
-[] Establish advanced field hospitals in permanent fortified positions (requires having taken option that provides forts; 3 die max)
--[] 3 General Die
Logistic
4 d20 available
-[] Organize and establish proper lines of communication (roll difficulty 25; 1 logistics die min; can use scouting die)
--[] 1 General Die, 1 Scouting Die
-[] Establish a proper logistics train (roll difficulty 25; 1 logistics die min)
--[] 2 Logistics Die
-[] Establish centralized fortified locations for resource and repair depots (roll difficulty 30; 2 logistics die min; can use security die)
--[] 2 Logistics Die
Scouting
7 d20 available
-[] Keep track of enemy movements (roll difficulty 30; 1 scouting die min)
--[] 2 Scouting Die
-[] Locate enemy staging grounds and other PoI (roll difficulty 25; 1 scouting die min)
--[] 3 Scouting Die
Combat
7 d20 available
-[] Draw enemy into combat on the fields of your choosing (5 die max)
--[] 5 Combat Die
-[] Secure your posterior (3 die max)
--[] 2 Combat Die

I'm not very good at War plans.
Explanation: This one is kinda a scatterbrained plan trying to do multiple things at once with priority given to claiming land, and people.

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[] Plan: Mess Hall

Tally for Dies in this Plan's categories; Security (Strong Focus = 7 die), Logistics (Strong Focus = 10 die), Scouting (Strong Focus = 7 Die), Combat (Strong Focus = 7 Die)

9 general d20 available
Minimum of 5 die per category required!
Security
4 d20 available
-[] Fortify camps each night as you are progressing (roll difficulty 25; 1 security die min; can use logistics die)
--[] 2 Security Die
-[] Regularly drill your troops on defensive maneuvers (roll difficulty 25; 1 security die, 1 combat die min)
--[] 2 Security Die
-[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (roll difficulty 50; 2 security die, 1 logistics die min; can use any die)
--[] 3 General Die
Logistic
4 d20 available
-[] Organize and establish proper lines of communication (roll difficulty 25; 1 logistics die min; can use scouting die)
--[] 2 Logistics Die
-[] Establish a proper logistics train (roll difficulty 25; 1 logistics die min)
--[] 2 Logistics Die
-[] Establish centralized fortified locations for resource and repair depots (roll difficulty 30; 2 logistics die min; can use security die)
--[] 2 General Die
-[] Be on the lookout for strategically significant resource nodes (2 die max)
--[] 2 General Die
-[] Establish regular gear and kit inspections (2 die max)
--[] 2 General Die
Scouting
7 d20 available
-[] Locate enemy staging grounds and other PoI (roll difficulty 25; 1 scouting die min)
--[] 2 Scouting Die
-[] Organize sabotage missions (roll difficulty 30; 1 scouting die min)
--[] 5 Scouting Die
Combat
7 d20 available
-[] Besiege enemy fortifications (requires having taken scouting option to locate enemy PoI; roll difficulty 40; 2 combat die min)
--[] 5 Combat Die
-[] Secure your posterior (3 die max)
--[] 2 Combat Die

Explanation: Geared more towards the Logistics side of things, this plan has a direct assault on the enemy.

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[] Plan: Caravel

Tally for Dies in this Plan's categories; Security (Weak Focus = 5 die), Logistics (Weak Focus = 5 die), Scouting (Major Focus = 14 Die), Combat (Strong Focus = 7 Die)

9 general d20 available
Minimum of 5 die per category required!
Security
4 d20 available
-[] Fortify camps each night as you are progressing (roll difficulty 25; 1 security die min; can use logistics die)
--[] 2 General Die
-[] Regularly patrol the territory you nominally control (2 die max)
--[] 2 Security Die
-[] Establish PoW treatment procedures (2 die max)
--[] 1 Security Die
Logistic
4 d20 available
-[] Organize and establish proper lines of communication (roll difficulty 25; 1 logistics die min; can use scouting die)
--[] 2 Logistics Die
-[] Establish a proper logistics train (roll difficulty 25; 1 logistics die min)
--[] 2 Logistics Die
-[] Establish regular gear and kit inspections (2 die max)
--[] 1 General Die
Scouting
7 d20 available
-[] Keep track of enemy movements (roll difficulty 30; 1 scouting die min)
--[] 3 Scouting Die
-[] Insert scouts behind enemy lines (roll difficulty 30; can only use scouting die)
--[] 3 Scouting Die
-[] Organize sabotage missions (roll difficulty 30; 1 scouting die min)
--[] 1 Scouting Die, 3 General Die
-[] Set up ambushes (4 die max; can use combat die)
--[] 4 General Die
Combat
7 d20 available
-[] Draw enemy into combat on the fields of your choosing (5 die max)
--[] 5 Combat Die
-[] Secure your posterior (3 die max)
--[] 2 Combat Die

Explanation: Using the Scouting Major pool of die for absurd ambushes on the enemy.

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@yannoshka is there anything wrong with these plans? General dice can be used everywhere in this part of the War Turns, or would we want to save them for later?

Edit: Apparently I messed up.
 
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@yannoshka is there anything wrong with these plans? General dice can be used everywhere in this part of the War Turns, or would we want to save them for later?
You seem to misunderstand what min die means.
It means that you have to use the described minimal amount of dedicated die for the action in question.
Example:
[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (roll difficulty 50; 2 security die, 1 logistics die min; can use any die)
means you need to use a minimum of 2 security d20 and 1 logistics d20 before you can use any other die.
The can accept/use # die, means that you can use the described dedicated die for this action as if they were general die.
 
You seem to misunderstand what min die means.
It means that you have to use the described minimal amount of dedicated die for the action in question.
Example:

means you need to use a minimum of 2 security d20 and 1 logistics d20 before you can use any other die.
The can accept/use # die, means that you can use the described dedicated die for this action as if they were general die.
Fantastic, what does ....
[] Be on the lookout for strategically significant resource nodes (2 die max)
(2 die max) mean? any die, or specific to the category?

Edit: I am very sleepy. I think I got the 2 die max stuff right, but only had an issue with the min requirements. Just not sure if my assumption is the case.
 
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Fantastic, what does ....
(2 die max) mean? any die, or specific to the category?
category-specific or general.
And, no, you do not need to save any die, nor would you want to save them.
You will get to see a progress meter once the results come in, after which you either continue with the same die pool, plus/minus any die you win/lose in the results until you have filled up the meter, or if you had reached the progression point you get back to the strategy part to form new pools and decide further direction of the campaign.
 
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