Hold strategic positions
2d20=11+10+2+20+4+5-3-35(enemy advance)=14
(E)Attack roll 1d100=14-7=0
(Y)Counteratack roll=42+7=56
0<56; enemy losses 5% troops; your losses 0
+2+2 progression points
+3 progression points for countering enemy advance
"(E)Attack roll 1d100=14-7=0"
Uh 14-7=0? What.
Logistic
Establish a proper logistics train
3d20=19+15(military doctrine)+5(forts)+5(raids denied)=44
+4 to all actions
+1 Logistic d20
Establish centralized fortified locations for resource and repair depots
3d20=35+10+5+5=55
+1 morale
+5 to establishing forts
+5 to securing posterior
+5 progression points
+1 Logistic d20
It says +4 for all actions. Either change it to all actions outside logistics or change 3d20=35+10+5+5=55 to 3d20=35+10+5+4+5=59
Draw enemy into combat on the fields of your choosing
4d20=54+10+2+5+4+5+4(enemy responds to provocation)-5-15-3=61
(Y)Attack roll 1d100=56+61=117
(E)Counteratack roll=39-14=25
117>25; enemy losses 11% troops; your losses 6%
(E)Attack roll 1d100=21-30=-9
(Y)Counteratack roll=95+30=125
-9<125; enemy losses 12% troops; your losses 0
+6+2 progression points
+1 general d20
+2 Combat d20
Are the losses shown here the same losses? Or did the losses happen twice? Also I can't find what some of the minuses in the barbarian actions mean in this one. A little help here?
well, one tentative plan a discussion does not make.
Consider moratorium extended a further two hours
I'm counting after taking a few Pirate Rum shots and eating a Black Naga spicy sauce on top of a Leskovac Patty. It takes a bit. Now let's see what our options are:
11 general d20 available
Minimum of 5 die per category required!
Security
5 d20 available
[] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
- This one has proven useful so take a die on it.
[] Regularly drill your troops on defensive maneuvers (1 security die, 1 combat die min)
- I want to see how this one synchronizes with the other actions.
[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (1 security die, 1 logistics die min; can use any die)
- A must to keep our advance going and to get another security die.
[] Regularly patrol the territory you nominally control (3 die max)
- We need to move our battles lines this turn so this one is a must. The question is how many dice to put into it.
[] Establish advanced field hospitals in permanent fortified positions (requires having taken option that provides forts or depos; 3 die max)
- Grab this since the decrease in losses means that we gain more progression. We know this now.
Logistic
6 d20 available
[] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
- Take this one since we need to move the battle lines and improved communication will help with that.
[] Extend your logistics train (1 logistics die min; 2 die max)
- This one has a die max of 2. Take it this turn to keep it going.
[] Organize and maintain morale raising events (1 logistics die min)
- Morale is 9/12 and this will improve it, but so will some of the other actions.
[] Build up abandoned barbarian holdings (1 logistics die min; can use security and scouting die; 4 die max)
- This is useful. Especially this war turn when we are shifting the battle lines.
[] Be on the lookout for strategically significant resource nodes (2 die max)
- Could take this with one general die.
[] Establish regular gear and kit inspections (2 die max)
- Should take this now since we have the resource and repair depots.
Scouting
7 d20 available
[] Keep track of enemy movements (1 scouting die min)
- This gives us a bonus to all scouting and combat actions. Take it.
[] Locate enemy staging grounds and other PoI (1 scouting die min)
- This we should take in order to stop both the rituals and the villages being abandoned.
[] Insert scouts behind enemy lines (can only use scouting die)
- Seems useful this turn to get us information on how our enemies are organizing.
[] Organize sabotage missions (1 scouting die min)
- Probably a good idea to do along side the PoI action.
[] Organize supply raids and resource denial missions (2 scouting die min; can use logistics and combat die)
- Resources give our enemies more general dice. Deny them this versatility.
[] Set up ambushes (4 die max; can use combat die)
- This was on of the two big causes of enemy attrition and it was without losing our military units. We're shifting our battle lines this turn so take it. It will pay dividends.
Combat
9 d20 available
[] Intercept enemy movements (1 combat die min; can use scouting die)
- The enemy took this action this turn and we still made them suffer a 10% attrition from it. Take this action this turn as the enemy will most likely repeat their intercept action.
[] Respond to enemy provocations (1 combat die min)
- Not sure this is all that useful to take this turn compared to some of the other actions.
[] Hold strategic positions (1 combat die min; can use security die)
- A must since the enemy will keep attacking our forts. not sure how many dice to put in though.
[] Besiege enemy fortifications (requires having taken scouting option to locate enemy PoI; 2 combat die min)
- Not sure we should take this one this turn. Probably next turn.
[] Advance the lines of battle (2 combat die min; 5 die max) Must be taken!
- Must be taken and should probably be maxed out just to make sure it succeeds.
[] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
- We are advancing the lines of battle so we should also probe the enemy's lines of battle at the same time.
[] Draw enemy into combat on the fields of your choosing (4 die max)
- This gave us more dice to work with. Max it out again for more dice gain.
[] Secure your posterior (3 die max)
- We are moving our lines of battle this turn. One die on this at the least.
So let's see my tentative plan is this:
[] Plan Into the Plains
11 general d20 available
Security
5 d20 available
-[] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[] 1 security die, 1 general die
-[] Regularly drill your troops on defensive maneuvers (1 security die, 1 combat die min)
--[] 1 security die, 1 combat die
-[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (1 security die, 1 logistics die min; can use any die)
--[] 1 security die, 1 logistics die, 1 general die
-[] Regularly patrol the territory you nominally control (3 die max)
--[] 1 security die, 1 general die
-[] Establish advanced field hospitals in permanent fortified positions (requires having taken option that provides forts or depos; 3 die max)
--[] 1 security die, 1 general die
Let's see we need to keep going with the forts and the camp fortifications and every other option is useful. Plus I suspect that field hospitals will be a permanent upgrade like the resource and repair depots.
Logistic
6 d20 available
-[] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
--[] 1 logistics die, 2 general die
-[] Extend your logistics train (1 logistics die min; 2 die max)
--[] 1 logistics die, 1 general die
-[] Build up abandoned barbarian holdings (1 logistics die min; can use security and scouting die; 4 die max)
--[] 1 logistics die, 1 general die
-[] Be on the lookout for strategically significant resource nodes (2 die max)
--[] 1 logistics die
-[] Establish regular gear and kit inspections (2 die max)
--[] 1 logistics die
We can take everything in logistics so why not do so.
Scouting
7 d20 available
-[] Keep track of enemy movements (1 scouting die min)
--[] 2 scouting die
-[] Set up ambushes (4 die max; can use combat die)
--[] 1 scouting die, 2 combat die
We should keep focusing on keeping track of the enemy and ambushing them.
Combat
9 d20 available
-[] Intercept enemy movements (1 combat die min; can use scouting die)
--[] 1 combat die, 2 scouting die
-[] Hold strategic positions (1 combat die min; can use security die)
--[] 1 combat die, 1 general die
-[] Advance the lines of battle (2 combat die min; 5 die max) Must be taken!
--[] 2 combat die, 1 general die
-[] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
--[] 1 combat die, 2 scouting die
-[] Secure your posterior (3 die max)
--[] 1 combat die, 1 general die
Skip the siege options this turn and go for taking and holding the taken territory fully. Also can't draw the enemy into combat this turn. Should focus on holding territory and moving battle lines.