Graf of Sudenberg, a Warhammer CKII quest

Da Rulez o' Kombat
Rolling. Also, I am mildly disappointed in myself for getting out fewer seasons here than in the real world. At this rate, We'll die before the Graf does.

Beyond that, I'm gonna try and run the combat over the course of Thanksgiving weekend. You guys will have choices to carry out at the beginning of each "phase" of combat, but cannot personally control anyone but yourself.

Orders for how and when to engage can be given in the skirmish phase and can apply to the whole army. Formations are also decided here.
During the melee phase, your control is limited to whatever unit you embed yourself in and you can only order "attack", "follow me" and "retreat". You can fall back, but that is under "follow me"
The fallback/retreat phase lets you give orders to the whole army again, but you cannot give orders to engage. You can set up for the next phases as they rotate back in, however.

Each phase will rotate out with the others for a set number of rounds per phase.
Skirmish phase gets two rounds, Melee phase gets at least three rounds and up to five rounds, and The fallback phase lasts two rounds while retreat lasts three rounds.

You get attacks yourself, each round, which are decided by a d20 roll with the Personal Combat Prowess score added to the roll. To decide if a wound is dealt, all attacks are opposed rolls. If a units is facing more than one unit, then its attackers get advantages (rerolls) on their d20 rolls. By the same token, they get disadvantages (reroll, take the lower) on their d20 rolls. Regular units have one wound before they die. Heroes, as-of-yet, have five. Wounds can be negated by 1d6 rolls for armor and for wards.

Mind, personal combat will only be done by heroes and in the case of small unit actions, like the clearing of the forecastle. Otherwise, straight 1d100 rolls will be used to determine the flow of battle.

Usually, a units will break before it is wholly killed. If a unit ever fails its opposed d100 roll by more than 30, then it must make a d20 morale saving throw. where the DC is 10+((difference between rolls-30)/10) rounding down. I've yet to decide how much failure constitutes the total destruction of a unit.

Some units get bonuses to these morale saves. Any units with a hero embedded or a units next to a unit with a hero embedded. All units under the highest rulers of a land get a bonus. Certain elite units (Greatswords and Household Guards and others) also get a bonus. These bonuses stack and are equivalent to tens place of martial of the hero unit, the tens place of the diplomacy of the king, and +2 for elite units. If a units crits its morale saving throw, it is considered unbreakable for the rest of the battle and receives a bonus to it's d100 rolls equivalent to the amount above 30 it failed by to enter the morale check. Failing a morale check means the unit flees and has two more d20 morale checks that it must either succeed in or flee the battlefield.

Artillery and Archers can cause friendly fire, but will be on a case-by-case basis.

If there is anything i'm forgetting here, please, for the love of God, tell me.

Also, all of these are -10 because they are landing on the beach
Claytonimor threw 5 100-faced dice. Reason: Counter roll Total: 241
21 21 46 46 45 45 82 82 47 47
 
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Alright, boys. Piece'll be coming out tonight sometime in the far-off future. I need someone to roll...let's say 3, d100's under "unforeseen circumstances".

Also, I'm now a first-cousin once-removed and my Great-grandmother is a great-great-grandmother.
 
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Well, I know who's never gonna roll dice in this quest ever again.

Me, that's who. (-_-)
Bah, the lot of you could have avoided these particular circumstances collectively.

For instance, what do you think the barricades are going to be made of?

BTW, this isn't me trying to punish you. All the options had hidden trip-ups. They're nothing that should kill you, especially given your earlier rolls with the Emira.
 
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Alright guys, since I wanna give you proof that I am actually working, I've got the effects of your barrier.

You lose your first turn of skirmish as you men try to get their footing on the barrier.
On the plus side, the enemy loses their first two turns of melee.

In essence, you'll be shot at twice, then you'll be shooting thrice, if you want your guns to get caught in melee, or you can forfeit your final shooty bit and switch the guns out for the greatswords.

On that note, guns are dead killy compared to bows. Whereas bows get 1/2 regular kills per phase in return for being able to stand behind your own men and fire, guns get regular kills, but must be in front of the line.

If your ranged take up positions in standing buildings, they get 1/2 regular kills. So guns are down to 1/2 while bows go down to 1/4. This is because it is no longer massed fire. On the plus, there is no chance of friendly fire during melee shooting in this case.

If it gets to that. The Emira looks to be doing very well.
 
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Alright. well, Arthur's is first and Auduni's is second because of when they were rolled.

So that's a 24 vs. 83 and a 89 vs. 8. Be right back.
 
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