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I believe that it was Hampshire back then, just as it is now, and the very quick google to pull up wikipedia's Wessex map agrees, but that map looks very similar to the modern counties so it may be that it has the current counties to show you where stuff is for whatever reason. I don't know, and I don't really want to put more effort into working it out. Thanks for the update mate.

He is armed with Good quality mail and a shield, but his sword appears to be Fine in quality. He seems to have relatively few clever tricks, just excellent fundamentals and stamina that, if not quite matching Audrey's, is more than enough that the melee will end before he tires. He does not seem to plan on grappling.
So, the sword is a +4 to attacks and deals 10 damage per basic hit, and I can't find a table anywhere for chainmail or shield health, although I feel like the shield has 3? shield uses, although I don't really remember the quality progression. Chainmail I'm gonna guess is something like 60-90hp? and a +3 to defence if it gets a defence boost? A Good Gambeson like we have is 40hp so the higher end of that hp range feels right, but it doesn't have a defence boost. We have +14 to everything from our armour, and 100 armour hp + 60 Hama hp and 50 Focus hp, meaning our gear numbers are much bigger than his. He is also running a different cultivation system, so he probably? doesn't have Hama, meaning every attack that lands will deal permeant damage and he, thank FUCK, doesn't have rebuke.

Moves wise, I'm leaning Francisca Toss to open, nab the +1 Initiative and wreak his shield, and then pop buffs unless we can pop buffs before the toss without losing the +1 Initiative from Toss being the first thing we do in combat. Buff wise, Prayer For Perseverance and Vanguard's Prayer seem required, and I would like to run Strandsense and Perfect Footing. That's half our capacity and 11 Fervour per turn, leaving 29 replenish each turn. Proper moves wise, I'd go Francisca Toss, Clever Deflection, Faulty Ground, and at least one of Black Scratch and Giant Killing Blow. With the pick between Black Scratch and GKB, they both deal the same minimum armour damage so maybe lead with Black Scratch as we can throw twice as many and don't need openings to lob them at him. If we get a Stance edit when his shield or armour breaks, then we might want to swap it for GKB, as a single good hit from that will most likely put him very close to down once we're through his armour.

Stance wise, I feel that its obvious we go for Hard-Fall Style + Frydsman Yt Wol, as we get Frydsman on either of the styles and between Hard-Fall and Hordebreaker I would like the Tactics and Opening buff boosts more than +2 Rebuke. Later on, when Audrey is much stronger, increasing Rebuke by like 5 or whatever will be very nice even in duels, but the +2 we get currently is not going to help much, as his less trained moves will be 6-8 cost going off what ours started at, and his very well trained ones will be like 1-3 so they bracket around our current Rebuke very nicely.

Overall here's my plan so far, any comments?
[] Prospective Combat Plan
-[] Stance: Prayer For Perseverance (5/turn), Vanguard's Prayer (6/turn), Perfect Footing, Strandsense, Black Scratch, Faulty Ground, Francisca Toss, Clever Deflection
-[] Expenditures: 11 Fervour per turn on passives, no Zeal, 8/8 Capacity used
-[] Tactics: Lob an axe at him hoping to break his shield, pop all our buffs (unless we can buff before the toss and still get Toss's +1 initiative), then rush him in melee and spam Clever Deflection against every attack from him, and spam Black Scratch as our main attack with a Faulty Ground every turn or two to keep him from being able to predict it.


I was gonna put in a second Francisca Toss to make sure that his shield is dealt with and cover our charge in, but turns out we only have one of them, so could we think about getting a second one at some point?

EDIT: Deadman made a point about armour and stuff on discord, new plan
 
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Overall here's my plan so far, any comments?
[ ] Prospective Combat Plan
-[ ] Stance: Prayer For Perseverance (5/turn), Vanguard's Prayer (6/turn), Perfect Footing, Strandsense, Black Scratch, Faulty Ground, Francisca Toss, Clever Deflection
-[ ] Expenditures: 11 Fervour per turn on passives, no Zeal, 8/8 Capacity used
-[ ] Tactics: Lob an axe at him hoping to break his shield, pop all our buffs (unless we can buff before the toss and still get Toss's +1 initiative), then rush him in melee and spam Clever Deflection against every attack from him, and spam Black Scratch as our main attack with a Faulty Ground every turn or two to keep him from being able to predict it.
It's been a while, but IIRC our Prayer buffs are continous from their inclusion in the stance and don't have to be activated per se. Which doesn't affect the plan too much, but means you can take out that clause in Tactics.

I like the plan overall, I think it's very solid. Basic, but we're fighting a basic opponent, so that only makes sense. The one thing I would suggest is that we drop Strandsense. I just don't think it's going to be relevant. Its main utility is against tricksy stuff, but again, basic opponent: No tricksy stuff expected, so it's kind of just sitting there.

As a replacement, we could put in Darting Strike, but that's fairly marginal. Alternatively, and what I'm leaning towards, is replacing it with Pulling the Web in case he has any disarming moves prepared to deblade us.
 
It's been a while, but IIRC our Prayer buffs are continous from their inclusion in the stance and don't have to be activated per se. Which doesn't affect the plan too much, but means you can take out that clause in Tactics.
Fair point, I don't remember either so I'll leave it in till one of the rules guys says something.

I like the plan overall, I think it's very solid. Basic, but we're fighting a basic opponent, so that only makes sense. The one thing I would suggest is that we drop Strandsense. I just don't think it's going to be relevant. Its main utility is against tricksy stuff, but again, basic opponent: No tricksy stuff expected, so it's kind of just sitting there.

As a replacement, we could put in Darting Strike, but that's fairly marginal. Alternatively, and what I'm leaning towards, is replacing it with Pulling the Web in case he has any disarming moves prepared to deblade us.
My thinking with Strandsense is more to let us know if someone turns up behind us, as afaik there are no rules in about respecting 1v1s, so if someone rocks up behind us we have a hope in hell of noticing them before they land a massive attack on us. I'll change it out for Pulling the Web if a couple people want that disarm recovery ability or Darting Strike if people want to close the gap with that even if the main value of Darting Strike in my eyes is the +1 Initiative for the first round, and Toss is better in that regard as the Initiative boost is permeant for the fight compared to Darting Strike's one only lasting a round. Unless that is a rules text cockup, which it might be. Plus, he might have a rush move that he opens with, which would close out our ability to use Darting Strike unless we make distance with the boot's movement effect, and I feel we should save that for a more important fight.
 
With the pick between Black Scratch and GKB, they both deal the same minimum armour damage so maybe lead with Black Scratch as we can throw twice as many and don't need openings to lob them at him.

Just to be clear, Giant-Killing Blow does not require an opening any more than Black Scratch does. Both are usable at will and at no penalty. Giant-Killing Blow is expensive enough that you usually want an opening before putting in the investment, but it does not require openings. Again, just to be clear.

If we get a Stance edit when his shield or armour breaks, then we might want to swap it for GKB, as a single good hit from that will most likely put him very close to down once we're through his armour.

You won't be getting a stance edit from armour breaking. Also, if you did, you wouldn't want to use GKB afterwards as it would kill most foes outright. Carolingians maybe not, but basically everyone else once all armour is gone? Probably dead outright.

In a competition like this, you want to use GKB as an opener more than a closer, so as to not actually kill people.
 
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Gotta ask, how likely is it that someone will interrupt our fight and/or we/someone else accidentally/purposefully gets knocked into another duel.
 
Just to be clear, Giant-Killing Blow does not require an opening any more than Black Scratch does. Both are usable at will and at no penalty. Giant-Killing Blow is expensive enough that you usually want an opening before putting in the investment, but it does not require openings. Again, just to be clear.
Oh, ok. My poor memory had it as giving the opponent an opening if we didn't use it during an opening. And ye, I was running the "will GKB instakill him" math off of our health, which was a poor idea.

Also, just to check, Darting Strike gives +1 Initiative on the first round, whereas Francisca Toss gives +1 Initiative flat. This reads as Toss's Initiative boost being better, but I have a feeling that it isn't meant to be like that just from how I'm used to games like pathfinder running stuff like that. Could we have clarification on if it's actually meant to be like that or if both are meant to be one or the other?
 
Gotta ask, how likely is it that someone will interrupt our fight and/or we/someone else accidentally/purposefully gets knocked into another duel.

There's nobody immediately nearby in a position to do that and Audrey's tactical analysis is that Jory isn't gonna try for it. It's not impossible, but Audrey would not consider it likely in this specific fight.

Oh, ok. My poor memory had it as giving the opponent an opening if we didn't use it during an opening. And ye, I was running the "will GKB instakill him" math off of our health, which was a poor idea.

Also, just to check, Darting Strike gives +1 Initiative on the first round, whereas Francisca Toss gives +1 Initiative flat. This reads as Toss's Initiative boost being better, but I have a feeling that it isn't meant to be like that just from how I'm used to games like pathfinder running stuff like that. Could we have clarification on if it's actually meant to be like that or if both are meant to be one or the other?

Francisca Toss only gives you that initiative on the round when you use it. So yeah, in practice the circumstances under which each give initiative are basically the same. Instant effects granting anything that lasts would go out of their way to say so, but since there's confusion the wording 'for the round' has been added to Francisca Toss.
 
[X] Prospective Combat Plan
-[x] Stance: Prayer For Perseverance (5/turn), Vanguard's Prayer (6/turn), Perfect Footing, Strandsense, Black Scratch, Faulty Ground, Francisca Toss, Clever Deflection
-[x] Expenditures: 11 Fervour per turn on passives, no Zeal, 8/8 Capacity used
-[x] Tactics: Lob an axe at him hoping to break his shield, pop all our buffs (unless we can buff before the toss and still get Toss's +1 initiative), then rush him in melee and spam Clever Deflection against every attack from him, and spam Black Scratch as our main attack with a Faulty Ground every turn or two to keep him from being able to predict it.
 
EDIT: Deadman made a point about armour and stuff on discord, new plan

For the record, the point in question was this:

It's worth noting that any damage you take to your armour either requires Zeal to repair or will persist for the whole melee. Battles of attrition are thus bad for your long-term prospects, and probably good to avoid if you can avoid them.
 
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[X] Set up then crush him
-[X] Stance: Prayer For Perseverance (5/turn), Vanguard's Prayer (6/turn), Perfect Footing, Strandsense, Giant-Killing Blow, Faulty Ground, Francisca Toss, Clever Deflection
-[X] Expenditures: 11 Fervour per turn on passives, no Zeal, 8/8 Capacity used
-[X] Tactics: Open with Francisca Toss to damage/break his shield, then use Clever Deflection to set up a Giant-Killing Blow. After this connects, alternate Faulty Ground and basic attacks to finish him off, using Clever Deflection for defense. Strandsense to warn us if someone else tries to interrupt.

Alternate plan that uses Giant-Killing blow instead. I'd rather try and finish him off quickly so we can limit our Armour damage, and I think this will overall use less Fervour.
 
New Plan
[X] Prospective Combat Plan v2, Lead With A Nuke
-[X] Stance: Prayer For Perseverance (5/turn), Vanguard's Prayer (6/turn), Perfect Footing, Giant-Killing Blow, Black Scratch, Faulty Ground, Francisca Toss, Clever Deflection
-[X] Expenditures: 11 Fervour per turn on passives, no Zeal, 8/8 Capacity used
-[X] Tactics: Lob an axe at him hoping to break his shield, then rush him in melee with a GKB to start. Spam Black Scratch and Clever Deflection as our attack and defence, mix a Faulty Ground in every turn after the first and make one Basic attack a turn instead of a Black Scratch if we are going to hit 0 Fervour.

The new stuff in this plan is I have swapped Strandsense for GKB, and used GKB on the charge/very first blow in melee. The reasoning is that we have our Hama Field of 60hp, which regenerates if we don't get jumped right after this fight, but any damage that gets through the field goes to our amour and that sticks around for the whole day unless we spend some of our zeal to get back hp at 1 Zeal -> 10hp. We have hopefully 4 more fights after this, and we want all the armour we can get. I dropped Strandsense as there is apparently no-one nearby, so we should be ok without it.
 
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[X] Prospective Combat Plan v2, Lead With A Nuke

I'm pretty happy with this. Voting for this over the other GKB plan largely because I think we do want something between Nuclear Strike and Poke With Sharp Stick when we're trying to get the enemy down to a certain threshold without killing them.
 
Alternate plan that uses Giant-Killing blow instead. I'd rather try and finish him off quickly so we can limit our Armour damage, and I think this will overall use less Fervour.
Our Fervour fully regens in 2 turns of not fighting, we don't need to save Fervour over the course of the day. Basics do half the base damage of Black Scratch and a third the Armour damage, we down him faster with Scratches than Basics
 
[X] Subduing though Deception
-[X] Stance: Prayer For Perseverance (5/turn), Vanguard's Prayer (6/turn), Perfect Footing, Black Scratch, Faulty Ground, Stunning Blow, Clever Deflection, Pulling the Web
-[X] Expenditures: 11 Fervour per turn on passives, no Zeal, 8/8 Capacity used
-[X] Tactics: Begin with Giant-Killing Blow for heavy attacks, slowly leaving off into a more defensive posture with Clever Deflection & basic attacks in order to feign exhaustion. Once Jory moves in & revels an opening we rush him by switching to Faulty Ground to bring him to the ground & using Stunning Blow to keep him their. Pulling the Web is encase the attempt at grappling fails, either for picking up our weapon or steal his.

Plan built around the observations of Jory Grouse, hoping to take advantage of his confidence in his stamina & perceived lack of preparations for grappling.
Edit: Decided to swap Giant-Killing Blow with Black Scratch
 
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@Kiera Hi, could you add the following to the prayer repository. Sorry about the ping for a thread you may not follow any more.
Hordebreaker - Ablative Armour - This Hordebreaker Prayer layers fervour around the Knight, granting a small extra layer of armour that gets hit first, and regenerates/layers more on top each round.
 
Hordebreaker - Ablative Armour - This Hordebreaker Prayer layers fervour around the Knight, granting a small extra layer of armour that gets hit first, and regenerates/layers more on top each round.

Notes for clarity: This would not work like Armour. It'd work more like Focus, only it'd get hit first, even before Hama Field. It would be a Meditation with a mid-range cost for those and would not, under any circumstances, layer more on top, you'd get, like, 20 (or whatever the number winds up being) that regenerates per round if damaged. If that never got chipped away? Then you still have 20 the next round.
 
Ah, ok. Thanks for clarifying that, I must have misunderstood your explanation on discord.
 
Other versions of 'extra armour' as a concept would potentially work differently, but the Hordbreaker version is basically to shrug off any small attacks that your Rebuke doesn't take care of and thus increase how long you can keep fighting in mass combat. That's not the only use case, but it's why such a Meditation fits in Hordebreaker at all, and that use is what shapes how it works.

Note that while other 'extra armour' stuff is possible, it'd generally be under a Revelation, Shape, or Martial Style, and in Audrey's case only Hordebreaker really has that as part of its thematic niche.
 
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