We aren't doing a single year, or couple of years at campaign here. What is happening is basically a barbarian suppression campaign lasting a couple of decades.
No more than 13-15 years, but you are basically correct.

As for the vote, I'm tentatively puting 24h from now it closing...
Still feeling like shit, the vote will stay open for a bit.
 
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Inserted tally
Adhoc vote count started by yannoshka on Jul 25, 2019 at 12:33 PM, finished with 32 posts and 6 votes.

  • [X] Plan Economy of Action:
    -[X] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
    --[X] 1 security die
    -[X] Regularly drill your troops on defensive maneuvers (1 security die, 1 combat die min)
    --[X] 1 security die, 1 combat die
    -[X] 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)
    --[X] 2 security die, 1 logistics die
    -[X] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
    --[X] 1 logistic die, 1 scouting die
    -[X] Establish a proper logistics train (1 logistics die min)
    --[X] 1 logistic die
    -[X] Organize and maintain morale raising events (1 logistics die min)
    -[X] Establish regular gear and kit inspections (2 die max)
    --[X] 2 general die
    -[X] Keep track of enemy movements (1 scouting die min)
    --[X] 1 scouting die
    -[X] Locate enemy staging grounds and other PoI (1 scouting die min)
    -[X] Insert scouts behind enemy lines (can only use scouting die)
    -[X] Organize sabotage missions (1 scouting die min)
    -[X] Organize supply raids and resource denial missions (2 scouting die min; can use logistics and combat die)
    --[X] 2 scouting die
    -[X] Set up ambushes (4 die max; can use combat die)
    --[X] 1 combat die, 3 general dice
    -[X] Intercept enemy movements (1 combat die min; can use scouting die)
    --[X] 1 combat die
    -[X] Hold strategic positions (1 combat die min; can use security die)
    -[X] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
    -[X] Secure your posterior (3 die max)
    --[X] 2 combat die, 1 general die
    [X] Plan: Bases, Logistics, and Ambushes
    -[X] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
    --[X] 1 security die, 1 general die
    [X] Plan: Bases, Logistics, and Ambushes
    -[X] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
    --[X] 1 security die, 1 general die
    [X] 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)
    --[X] 2 security dice, 1 logistic die, 1 general die
    -[X] Establish PoW treatment procedures (2 die max)
    --[X] 1 general die
    -[X] Establish a proper logistics train (1 logistics die min)
    --[X] 1 logistics die, 2 general dice
    -[X] Establish centralized fortified locations for resource and repair depots (2 logistics die min; can use security die)
    --[X] 2 logistics dice, 1 security die
    -[X] Keep track of enemy movements (1 scouting die min)
    --[X] 2 scouting dice, 1 general die
    -[X] Set up ambushes (4 die max; can use combat die)
    --[X] 4 Scouting Dice
    -[X] Intercept enemy movements (1 combat die min; can use scouting die)
    --[X] 1 combat die, 1 scouting die, 1 general die
    -[X] Hold strategic positions (1 combat die min; can use security die)
    --[X] 1 combat die, 1 general die
    -[X] Secure your posterior (3 die max)
    --[X] 2 combat dice
    -[X] Draw enemy into combat on the fields of your choosing (5 die max)
    --[X] 3 Combat dice, 1 general die
 
Well, there you have it folks
Plan: Bases, Logistics, and Ambushes
-[X] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[X] 1 security die, 1 general die
[X] 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)
--[X] 2 security dice, 1 logistic die, 1 general die
-[X] Establish PoW treatment procedures (2 die max)
--[X] 1 general die
-[X] Establish a proper logistics train (1 logistics die min)
--[X] 1 logistics die, 2 general dice
-[X] Establish centralized fortified locations for resource and repair depots (2 logistics die min; can use security die)
--[X] 2 logistics dice, 1 security die
-[X] Keep track of enemy movements (1 scouting die min)
--[X] 2 scouting dice, 1 general die
-[X] Set up ambushes (4 die max; can use combat die)
--[X] 4 Scouting Dice
-[X] Intercept enemy movements (1 combat die min; can use scouting die)
--[X] 1 combat die, 1 scouting die, 1 general die
-[X] Hold strategic positions (1 combat die min; can use security die)
--[X] 1 combat die, 1 general die
-[X] Secure your posterior (3 die max)
--[X] 2 combat dice
-[X] Draw enemy into combat on the fields of your choosing (5 die max)
--[X] 3 Combat dice, 1 general die
wins.

Rolling and writing.
Barring, any further delays (and with me, those are always a possibility) update incoming in 4-12h
 
Setup Turn 2.WT-3
Let the bards and storytellers prattle on about honor, grace and indomitable will, the true virtues of soldiery have ever been, and shall remain so organization, information and constant drilling.

The decision to leave Lord Protector to hold the Wall between the plains and forest while everyone else concentrated on pacifying the plains was an easy one.
Barbarian incursion attempts
69<80; 35<80; 3<80; 51<80; all fail
Monster incursion attempts
57<80; 31<80; 54<80; all fail
And, in that initial year of the campaign, the decision proved more than sound.
Only one, the first, assault by the forest barbarians even managed to reach the wall in the first place, and they were easily repelled and routed with your keeping forces only suffering some few dozen easily treatable wounded as casualties.
All other incursions, beast and barb alike never even managed to approach the ramparts.

Security
Fortify camps each night as you are progressing
2d20=21+10(border legion doctrine)+4(logistics train)-9(barbarian raids)=26
+2 to all scouting and combat actions
-2 to enemy scouting and combat actions

Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations
4d20=45+10+5(depot)+4-9=55
+5 to all non-security actions
-5 to enemy scouting and combat actions
+20 to holding actions (supersedes general bonus)
+5 progression points
+1 Security d20

Establish PoW treatment procedures
1d20=13+5(institutionalized practices)+4=22
+1 morale
+2 to scouting and combat progression gains this turn
+1 general d20

Barbarian raids denied
+5 to logistics actions

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+4=59
+1 morale
+5 to establishing forts
+5 to securing posterior
+5 progression points
+1 Logistic d20

Scouting
Keep track of enemy movements
3d20=41+10+2(fortified camps)+5+4-5(enemy scouting)=55
+5 to scouting and combat actions
-5 to enemy scouting and combat actions

Set up ambushes
4d20=39+2+5+4+5(tracking enemy)-5=50
-5 to enemy combat actions
(Your)Attack roll 1d100=69+50=119
(Enemy)Counteratack roll 1d100=53-50=3
119>3; enemy losses 12% enemy troops (total); your losses 0
+5+2 progression points

Combat
Intercept enemy movements
3d20=15+2+5+4+5-15(enemy intercept)-3(enemy bloodrites)=13
(Y)Attack roll 1d100=86+13=99
(E)Counteratack roll=63-13=50
99>50; enemy losses 10% troops; your losses 3% troops (total)
+1+2 progression point

Hold strategic positions
2d20=11+10+2+20+4+5-3-35(enemy advance)=14
(E)Attack roll 1d100=14-7=7
(Y)Counteratack roll=42+7=56
7<56; enemy losses 5% troops; your losses 0
+2+2 progression points
+3 progression points for countering enemy advance

Secure your posterior
2d20=22+10+2+5+4+5+5-27-5-3=18
-18 barbarian raids
+1+2 progression point

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

The enemy lost a total of 39% of their troops
+4 progression points
You lost less than 10% of troops
+1 Progression point

Enemy successful actions:
Enacted a grand ritual of blood rites
+3 combat actions
Gathered resources
+2d20
???
+3 Morale

43/50 progression points achieved
Morale 9/12

I'll be honest. These rolls really did a number on me. I've spent literal hours trying to rework the system so it wasn't all so overwhelming. In the end, I decided that, bar a few small things I've since modified, the system is good as it is, and you earned your gains, no matter how unfair they might seem to me.
I did intend this to be tutorial with an easy foe after all

The campaign progress was, overall, a rousing success. You have secured almost total control of almost a third of the plains and established a strong forward presence beyond that.
Unfortunately, most of the barbarian tribes that once occupied the territory you hold now chose to abandon their hamlets and migrate further to south and west, thus swelling and further agitating the main barbarian forces, which, even after losing almost two-fifths of their total forces still massively outnumber you.

Well, The War waits for no man, even a Tasakar.

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)
[] 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 (1 security die, 1 logistics die min; can use any die)
[] Regularly patrol the territory you nominally control (3 die max)
[] Establish advanced field hospitals in permanent fortified positions (requires having taken option that provides forts or depos; 3 die max)

Logistic
6 d20 available
[] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
[] Extend your logistics train (1 logistics die min; 2 die max)
[] Organize and maintain morale raising events (1 logistics die min)
[] Build up abandoned barbarian holdings (1 logistics die min; can use security and scouting die; 4 die max)
[] 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
9 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) Must be taken!
[] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
[] Draw enemy into combat on the fields of your choosing (4 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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Okay... that went pretty well. General thoughts are that in future wars first select those options that increase the number of dice avialable, protect agsinst counter attacks, and then latter shift to progression actions while continuing to protect against counter attacks.

Still don't understand everything, but feeling a lot better about experimenting and figuring out what things do.

[] Tentative Plan
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
-[] 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
-[] 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)
--[] 2 general die

Let's find out what the rest of these do.

Logistic
6 d20 available
-[] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
--[] 2 logistics die
-[] Organize and maintain morale raising events (1 logistics die min)
--[] 1 logistics die
-[] Build up abandoned barbarian holdings (1 logistics die min; can use security and scouting die; 4 die max)
--[] 2 logistics die, 1 security die
-[] Be on the lookout for strategically significant resource nodes (2 die max)
--[] 2 general dice
-[] Establish regular gear and kit inspections (2 die max)
--[] 2 general dice

[] Extend your logistics train (1 logistics die min; 2 die max)

Logistics train will give us more logistics dice, but I think we have enough now, lets determine what the rest do, and secure the abandoned holdings.

Scouting
7 d20 available
-[] Keep track of enemy movements (1 scouting die min)
--[] 2 scouting dice
-[] Locate enemy staging grounds and other PoI (1 scouting die min)
--[] 2 scouting dice
-[] Organize supply raids and resource denial missions (2 scouting die min; can use logistics and combat die)
--[] 2 scouting dice
[] Organize sabotage missions (1 scouting die min)
--[] 1 scouting die

[] Insert scouts behind enemy lines (can only use scouting die)
[] Set up ambushes (4 die max; can use combat die)


Scout behind line almost certainly gives more scouting dice, so lets do the rest of these actions.

Combat
9 d20 available
-[] Hold strategic positions (1 combat die min; can use security die)
--[] 1 combat die, 1 general die
-[] Besiege enemy fortifications (requires having taken scouting option to locate enemy PoI; 2 combat die min)
--[] 2 combat die, 1 general die
-[] Advance the lines of battle (2 combat die min; 5 die max) Must be taken!
--[] 3 combat die, 1 general die
-[] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
--[] 2 general die
-[] Secure your posterior (3 die max)
--[] 2 combat die

[] Intercept enemy movements (1 combat die min; can use scouting die)
[] Respond to enemy provocations (1 combat die min)
[] Draw enemy into combat on the fields of your choosing (4 die max)


Still interested in what "Respond to enemy provocations" would do, but don't want to do it until we have enough dice to put a lot there. (Sounds like something dangerous to do without enough resources dedicated to it).

This probably isn't the most effective plan, but I'm willing to accept some inefficency to figure out what the other options do.
 
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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" o_OUh 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.
 
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"(E)Attack roll 1d100=14-7=0" o_OUh 14-7=0? What.
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
Thanks for catching those. Fixed.
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?
Yes, the losses happened twice.
It is meant to represent ebb-and-flow of battle.
as for minuses, lessehere...
-5 is from enemy scouting rolls
-15 is from enemy intercepts
and -3 is from blood rites
 
My thoughts:

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.

Actually, you didn't take the improving morale option here. Usually I'd agree to continue extending the logistics train, but in this case, since we are doing well, and we are still learning how things work, I'd prefer to take other options (like the morale option) so we can better understand the effects of our different choices.

Scouting
7 d20 available
-[] Keep track of enemy movements (1 scouting die min)
--[] 1 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.

I'd really like to take a lot more of the different actions this turn to see what they do. Since we are on the lookout for resources in logistics, makes sense to me to pick the scouting options that raid and sabotage resources. The bigger question is whether to continue with ambushes, or if we should switch to sieges. I have the feeling we are going to wrap up the Plains next turn, so I'd like to see what sieges do. Also, I suspect that with having routed so many enemy forces that ambushes are going to become more difficult to do, and that sieging their remaining strongholds is likely the action that will net us the most progress at this stage.

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, 3 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.

Like I said above, I tend to feel that we should try out the siege options this turn and figure out what they do. Also, I feel like we should have at least 4 dice on advancing the lines of battle, as that seems like the heaviest commitment to battle this turn. That leaves me short of dice, which is why I dropped Intercept enemy movements (I'd like to see what happens if we don't take it, and feel safe enough this turn to test it), though maybe regiggering dice around would free up enough for a die or two there.

Your thoughts?
 
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Yes, the losses happened twice.
It is meant to represent ebb-and-flow of battle.
as for minuses, lessehere...
-5 is from enemy scouting rolls
-15 is from enemy intercepts
and -3 is from blood rites

Um then how are our losses below 5% since we just lost 6% on just that action?
 
Unless you think you people can score 57+ progression, I'd say you are a tad overoptimistic

Oh, oops, I thought it was 43 out of 50. Didn't realize the plains was a full 100 before shifting to the forest.

EDIT: Wait, it is 43 out of 50, isn't it?

Enemy successful actions:
Enacted a grand ritual of blood rites
+3 combat actions
Gathered resources
+2d20
???
+3 Morale

43/50 progression points achieved
Morale 9/12

EDIT: Oh, okay, so at 50 we make some bigger strategic decisions, and then at 100 we shift tot he forest?
 
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Oh, oops, I thought it was 43 out of 50. Didn't realize the plains was a full 100 before shifting to the forest.
I did spell it out in the flavor text of the update:
You have secured almost total control of almost a third of the plains and established a strong forward presence beyond that.
Anyway, 43/50 is progression bar until you get an opportunity to rethink your strategic stance - the portion you've dealt with in WT-1


Anyway, I'm going Afk for a bit, shouldn't be more than two hours, so I think I'll leave discussion moratorium up until I return.
Be well me hearties.
 
Unless you think you people can score 57+ progression, I'd say you are a tad overoptimistic

Oh, oops, I thought it was 43 out of 50. Didn't realize the plains was a full 100 before shifting to the forest.

It is 43 out of 50 until we expand the battle lines. :jackiechan: Or the OP could make a post about it:

I did spell it out in the flavor text of the update:

Anyway, 43/50 is progression bar until you get an opportunity to rethink your strategic stance - the portion you've dealt with in WT-1


Anyway, I'm going Afk for a bit, shouldn't be more than two hours, so I think I'll leave discussion moratorium up until I return.
Be well me hearties.

Well then. Definitely fortifications of current land gains this turn.

You might want to refresh the page...

Oh. OK then.
 
Well, I'm back, so the moratorium is over.
You are free to vote.
The vote will be 24h at minimum, probably significantly longer.
As always, feel free to ask me for any clarifications or whathaveyou, and I'll do my best to respond in as timely a manner as I can accomplish.
 
[X] Siege and Advance
11 general d20 available
Security
5 d20 available
-[X] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[X] 1 security die
-[X] Regularly drill your troops on defensive maneuvers (1 security die, 1 combat die min)
--[X] 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)
--[X] 1 security die, 1 logistics die
-[X] Regularly patrol the territory you nominally control (3 die max)
--[X] 1 security die, 1 general die
-[X] Establish advanced field hospitals in permanent fortified positions (requires having taken option that provides forts or depos; 3 die max)
--[X] 2 general die



Logistic
6 d20 available
-[X] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
--[X] 2 logistics die
-[X] Organize and maintain morale raising events (1 logistics die min)
--[X] 1 logistics die
-[X] Build up abandoned barbarian holdings (1 logistics die min; can use security and scouting die; 4 die max)
--[X] 2 logistics die, 1 security die
-[X] Be on the lookout for strategically significant resource nodes (2 die max)
--[X] 2 general die
-[X] Establish regular gear and kit inspections (2 die max)
--[X] 2 general dice

Scouting
7 d20 available
-[X] Keep track of enemy movements (1 scouting die min)
--[X] 2 scouting dice
-[X] Locate enemy staging grounds and other PoI (1 scouting die min)
--[X] 2 scouting dice
-[X] Organize supply raids and resource denial missions (2 scouting die min; can use logistics and combat die)
--[X] 2 scouting dice

Combat
9 d20 available
-[X] Hold strategic positions (1 combat die min; can use security die)
--[X] 1 combat die, 1 general die
-[X] Besiege enemy fortifications (requires having taken scouting option to locate enemy PoI; 2 combat die min)
--[X] 2 combat die, 1 general die
-[X] Advance the lines of battle (2 combat die min; 5 die max) Must be taken!
--[X] 3 combat die, 1 general die
-[X] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
--[X] 1 scouting die, 1 general die
-[X] Secure your posterior (3 die max)
--[X] 2 combat die
 
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[X] Plan To Hold, Siege and Sabotage
-[X] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[X] 1 security die
-[X] Regularly drill your troops on defensive maneuvers (1 security die, 1 combat die min)
--[X] 1 security die, 1 combat die
-[X] 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)
--[X] 1 security die, 1 logistics die, 1 general die
-[X] Regularly patrol the territory you nominally control (3 die max)
--[X] 1 general die
-[X] Establish advanced field hospitals in permanent fortified positions (requires having taken option that provides forts or depos; 3 die max)
--[X] 1 general die
-[X] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
--[X] 1 logistics die, 1 general die
-[X] Extend your logistics train (1 logistics die min; 2 die max)
--[X] 1 logistics die
-[X] Organize and maintain morale raising events (1 logistics die min)
--[X] 1 logistics die
-[X] Build up abandoned barbarian holdings (1 logistics die min; can use security and scouting die; 4 die max)
--[X] 1 logistics die, 1 security die, 1 general die
-[X] Establish regular gear and kit inspections (2 die max)
--[X] 1 general die
-[X] Keep track of enemy movements (1 scouting die min)
--[X] 1 scouting die, 1 general die
-[X] Locate enemy staging grounds and other PoI (1 scouting die min)
--[X] 1 scouting die, 1 general die
-[X] Organize sabotage missions (1 scouting die min)
--[X] 1 scouting die, 1 general die
-[X] Organize supply raids and resource denial missions (2 scouting die min; can use logistics and combat die)
--[X] 2 scouting die, 1 logistic die
-[X] Set up ambushes (4 die max; can use combat die)
--[X] 1 combat die, 2 general die
-[X] Intercept enemy movements (1 combat die min; can use scouting die)
--[X] 1 combat die, 1 scouting die
-[X] Hold strategic positions (1 combat die min; can use security die)
--[X] 1 combat die, 1 security die
-[X] Besiege enemy fortifications (requires having taken scouting option to locate enemy PoI; 2 combat die min)
--[X] 2 combat die
-[X] Advance the lines of battle (2 combat die min; 5 die max) Must be taken!
--[X] 2 combat die
-[X] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
--[X] 1 scouting die
-[X] Secure your posterior (3 die max)
--[X] 1 combat die

OK so this is my plan. As it says it's about holding and besieging and sabotage. Because I love me some sabo.
 
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