Rebellion in the land of Veska.

Alexandras Hepantitios, Human, Payevo

Name: Alexandras Hepantitios
Age: 32
Gender: Male
Personality: Vengeful, brave, and incredibly selfish

Background: Born as the third son in a family of 5. His father was a blacksmith, and the family lived in a small town in the Southern Plains. As a child he became an apprentice at a weaponsmith in a nearby town called Payevo, and it was only therefore that he escaped the fate of the rest of his town that was brutally suppressed and soon after exterminated by the tyrant from the Burning Flatlands. Luckily for Payevo and for Alexandras, it was overseen by the Dreaded tyrant as the united army attacked the tyrant in the last futile attempt at securing their independence. 15 years later, Alexandras, nicknamed 'the Blacksmith' (much to his dismay), rules over the town that he arrived at years ago to become a smith. He styles himself Bojar of Payevo.


Abilities and Items


Bow of Piorun. This powerful bow was supposedly made by Piorun, a God of war, and arrows fired from his bow are fired with such speed that they cannot be intercepted. (Cost: ?)

Monetary Assistance (1x): Local lords, merchants and other such folk have pledged to support Alexandras in his fight against the tyrant.

Army: 1x Militiamen, 2x Archer Militia

Town: Payevo, a small town in the Southern Plains that is of no considerable importance. Contains a blacksmith, a tavern, a mill, and small silos.
RobespierreLives threw 4 6-faced dice. Reason: 2 Total: 13
5 5 1 1 3 3 4 4
 
I'm concerned we seem to have an entire group of skirmishers and support staff.

So @See my smile

What would it cost in town parts to start with a level 2 smith?

What would be the point cost of being skilled in metal magic? If I wanted to be able to quickly arm and armor my troops in decent gear. (I'm thinking 5 points so that I can generate my own "War supplies" in the way of metal arms and armor) Actually I'd ask what will 5 points in metal magic get me.

Yeah, I was surprised that no one went for the orcs. You guys have a lot of guerilla fighters but, very few straight combatants.

And on your actual question:

5 points of metal magic would net you the ability to either sense metals in the earth for the purposes of building a mine above it. Or you could get an ability to control metal in a close range to yourself. (Around 10 feet or so.
 
I mean I plan on building up a solid army of dwarvern heavy infantry, probably not something to charge into enemy lines and press them relentlessly but at least enough to act as an anvil to any hammer.
 
Yeah, I was surprised that no one went for the orcs. You guys have a lot of guerilla fighters but, very few straight combatants.

And on your actual question:

5 points of metal magic would net you the ability to either sense metals in the earth for the purposes of building a mine above it. Or you could get an ability to control metal in a close range to yourself. (Around 10 feet or so.

Control as instant or very fast production?

Also can I get a level 2 Smith for 10?
 
We'll have to see our respective racial units are but considering everyone has fought someone with light/heavy units, even us elves, for example, should have (pseudo) heavy units of our own of higher cost and lesser effectiveness. Point being until the GM shuts me down with our respective racial lists, I'm holding on to the belief we can still shore up our lack of Orc players, at higher cost and up to a point anyway.
 
@always_confused

Reading over the army building rules, it looks like you don't have to be an orc to have orc racial units. You just won't have access to them until you ally with a group of them. (Otherwise why include the centaurs and harpies at all)?

Also, it looks like you misstatted your Archer Militia. They should be 1/3/4, not 1/1/2.
 
Control as instant or very fast production?

Also, can I get a level 2 Smith for 10?

1. Your choice. You can go with either just keep in mind that you still need to get metal.

2. You start with what the first level buildings in your settlement because you supposed to be a small out of the way hamlet and that your rebellion is a small grassroots sort of thing.
 
Gorim Steel hand, Orc, Boot-Print
Name: Gorim Steel hand
Age: 46
Gender: Male
Personality: A rough and tough orc, among orcs. He is an intimidating force that goes directly after what he wants preferring brute force and direct action.

Background: Gorim fought in the combined armies from the beginning in fact he managed to stay in nearly constant combat the entire time. At one point his hand lost and replaced by a skilled mage with a metal prosthetic. The trace of magic in this prosthetic is how he has maintained full fighting strength. His continuous fighting eventually earned him something of a legend and with the morale boost he provided he was given a special set of plate armor with red trim so he would be identifiable to allied forces. Where ever he went, he killed and orcs rallied. He continued fighting and winning a foot or two of ground where ever he went. However every where he wasn't was losing acres until he had to fall back to hold the line. He kept fighting until the last day when the surrender went through and he just walked away until he found a small orc village with young orcs dreaming of battle. If he can make those few hundred fight the way he does, maybe he has a chance this time.

Abilities and Items:
Monetary Assistance: While several of the local lords would like to assist you they are unable to do so militarily, so they have instead given you a small sum of money. (+5 to your Army and Town Budget.) (Cost:5)​

Monetary Assistance: While several of the local lords would like to assist you they are unable to do so militarily, so they have instead given you a small sum of money. (+5 to your Army and Town Budget.) (Cost:5)

Army: Thunder Fuck Legion​
2 units of Militiamen: Men that had been armed and armored by the regional governments before the war and hid their equipment and passed it down to their sons and daughters. Poorly maintained swords, shields, and padded linen armor with some leather inserts. (Cost:10) (Defense:2 Offense:2 Mobility:1)(# of Soldiers in a group:50)


Name of Town:Boot Print

Income

Blacksmith Lv 2: Your Town Smith took an apprentice and is getting better at resizing the armor you bring him and making new armor from the scraps of metal. (Cost:10 (7 if you already have a Blacksmith.) (Effect: Add +4 to salvage rolls. And +5 to resources per turn)

Cattle herds: Your town has accesses to a relatively large herd of cattle they give your town milk, meat, and Hide. (Cost:5)(+5 Resources, and -1 to the cost of any troops that require leather.)

Tannery and Butcher: Your town has a small tannery and butchery that uses hides and meat brought in by assorted hunters and farmers. (Cost:6)(Effect:+10 Resources and -2 from the cost of any unit that uses leather in large amounts.)

Tannery and Butcher: Your town has a small tannery and butchery that uses hides and meat brought in by assorted hunters and farmers. (Cost:6)(Effect:+8 Resources and -0 from the cost of any unit that uses leather in large amounts.)

Mill: Your town can produce flour and in turn allowing your town to provide some amount of food. (Cost:3)(Effect:+3 War Resources a turn.)

Discounts

Carpenter: Your town has an accomplished carpenter living in it who is willing and able to work for and with you. (Cost:5)(-2 to any future upgrades or Building projects in this township.)

Lumber Camp: A number of the local villagers make their living by logging and timber falling. (Cost:10)(-4 to any upgrades or buildings that require Wood)

Training

Makeshift Work out area: A series of weights, running exercises, and a sparing ring all allow those that work out to get better at what they do. (Allows the unit that is placed here to gain some experience and a slight bonus to mobility.

Training Ground: A large area that is set aside for the training of men and women who are ready to fight. (Allows for the Training of Orcish Men-at-Arms: Clad in a layered linen undercoat and boiled leather cuirass, gauntlets, and greaves that are considerably better armored than any miltia. Armed with a hand axe, a Kite Sheild, and four Javelins the Man-at-Arms is a good all around Solider if more than a little vulnerable to cavalry. (Offense:4 Defense:4 Mobility:1.) (Able to Charge.) (Orcish Racial Unit.)(Cost:10 WR))) (Cost:12)

Fletcher and Bowyer: A man in your town learned how to fletch arrows and how to make bows currently he's the only man in your village who knows this. (Allows for the training of Archer Militia.) (Cost:10)


Defenses:

Stone Walls: your town has a wall what condition it's in is questionable but, it assists in deterring Bandit attacks. (10 for a Stone Wall.)(Effect: Increases defense of your Township and any Troops that are Stationed within.)

Watchtower: A building built at the edge of your town with the intent to keep an eye on the road and the surrounding lands. (Gives advance warning of attacks.) (Cost:5)
 
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Name: Gorim Steel hand
Age: 46
Gender: Male
Personality: A rough and tough orc, among orcs. He is an intimidating force that goes directly after what he wants preferring brute force and direct action.

Background: Gorim fought in the combined armies from the beginning in fact he managed to stay in nearly constant combat the entire time. At one point his hand lost and replaced by a skilled mage with a metal prosthetic. The trace of magic in this prosthetic is how over the years he learned to manipulate metal. His continuous fighting eventually earned him something of a legend and with the morale boost he provided he was given a special set of plate armor with red trim so he would be identifiable to allied forces. Where ever he went, he killed and orcs rallied. He continued fighting and winning a foot or two of ground where ever he went. However every where he wasn't was losing acres until he had to fall back to hold the line. He kept fighting until the last day when the surrender went through and he just walked away until he found a small orc village with young orcs dreaming of battle. If he can make those few hundred fight the way he does, maybe he has a chance this time.

Abilities and Items:
Magical ability: Metal mage (5) can instantly produce arms and armor from metal for my units as well as manipulating metal in combat.
Monetary Assistance: While several of the local lords would like to assist you they are unable to do so militarily, so they have instead given you a small sum of money. (+5 to your Army and Town Budget.) (Cost:5)​


Army: Thunder Fuck Legion​
5 units of Militiamen: Men that had been armed and armored by the regional governments before the war and hid their equipment and passed it down to their sons and daughters. Poorly maintained swords, shields, and padded linen armor with some leather inserts. (Cost:10) (Defense:2 Offense:2 Mobility:1)(# of Soldiers in a group:50)


Name of Town:Boot Print

Blacksmith: Every town needs a smithy whether it's to reshoe horses or repair farming equipment. In times of war, a simple smithy like this may be used to resize captured armors and repair existing armor. (Cost:5) (Effect: Add +2 to salvage rolls. And +2 to resources per turn)

Cattle herds: Your town has accesses to a relatively large herd of cattle they give your town milk, meat, and Hide. (Cost:5)(+5 Resources, and -1 to the cost of any troops that require leather.)

Tannery and Butcher: Your town has a small tannery and butchery that uses hides and meat brought in by assorted hunters and farmers. (Cost:6)(Effect:+10 Resources and -2 from the cost of any unit that uses leather in large amounts.)
Carpenter: Your town has an accomplished carpenter living in it who is willing and able to work for and with you. (Cost:5)(-2 to any future upgrades or Building projects in this township.)

If militiamen cost 10 each, and you have 5 units, you have used 50 army points. But you only have 20 army points given as a default, or 25 since you have monetary assistance.
 
I don't imagine us doing much head on frontline fighting with just a few hundred people.

Depends on the scale of the battle. It's a big world, our enemy can't have thousands of troops literally everywhere.

Also it's just a start.

If militiamen cost 10 each, and you have 5 units, you have used 50 army points. But you only have 20 army points given as a default, or 25 since you have monetary assistance.

Good catch, but that leads to a question for the GM


@See my smile So I buy 2 units of millitata men and I'm maxed, what happens with those last 5 points, assuming I don't want archers.
I could spend 3 on serfs but what happens to the last two points? Nothing cost two points is there any type of carry over into game play?

Could a milliata archers instead be javelin based unit, throw a few and then be in close combat with javelin and shield. But that would have different stats.....
 
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but that leads to a question for the GM


@See my smile So I buy 2 units of millitata men and I'm maxed, what happens with those last 5, assuming I don't want archers.
I could spend 3 on serfs but what happens to the last two points? Nothing cost two points is there any type of carry over into game play?

Could a milliata archers instead be javelin based unit, throw a few and then be in close combat with javelin and shield. But that would have different stats.....

You mean Skirmishers? There a unit I had down for recruitable after serfs. They were gonna be better serfs for Four WR. There is carry over though so anything bit spent will go into your Resource pool at the start of the game.
 
You mean Skirmishers? There a unit I had down for recruitable after serfs. They were gonna be better serfs for Four WR. There is carry over though so anything bit spent will go into your Resource pool at the start of the game.

Actually historically speaking for most of human history javelins were incredibly common as "Switch hitters" they could carry three or four. Hold ammunition in the same hand as a shield at range throw them, then in close combat, use them as short spears with the shield.

Which is more what I was thinking, strong ass orcs, chucking short spears that via weight and strength will puncture light armor and break bones or knock others on their ass, then shield and spearing it up in closer combat.

Javelin - Wikipedia

They date back half a million years and were used all the way until the middle ages.

In fact it was so ubiquitous that when the roman legions fought zulu warriors they had the same tactics. Even though their clearly hadn't been a lot of tactical trading before then.

They both threw javelins while trying to protect themselves with shields, before moving into close combat.
 
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Actually historically speaking for most of human history javelins were incredibly common as "Switch hitters" they could carry three or four. Hold ammunition in the same hand as a shield at range throw them, then in close combat, use them as short spears with the shield.

Which is more what I was thinking, strong ass orcs, chucking short spears that via weight and strength will puncture light armor and break bones or knock others on their ass, then shield and spearing it up in closer combat.

Javelin - Wikipedia

They date back half a million years and were used all the way until the middle ages.

In fact it was so ubiquitous that when the roman legions fought zulu warriors they had the same tactics. Even though their clearly hadn't been a lot of tactical trading before then.

They both threw javelins while trying to protect themselves with shields, before moving into close combat.

Yeah, I was planning on the Javelin Troops being

Skirmishers.

Check the historical part of the page. Basically irregular Troops used with the intention of breaking up enemy formations before either closing ground or retreating to join the rest of the army.
 
Yeah, I was planning on the Javelin Troops being

Skirmishers.

Check the historical part of the page. Basically irregular Troops used with the intention of breaking up enemy formations before either closing ground or retreating to join the rest of the army.

I know. I'm saying that use some times they were used as skirmishers but that is because they were used for almost half a million years.

Often times, they were "Switch hitters" and I want to do a unit like that.
 
I know. I'm saying that use some times they were used as skirmishers but that is because they were used for almost half a million years.

Often times, they were "Switch hitters" and I want to do a unit like that.

Okay, just to make sure I'm not misunderstanding you or, even worse, talking about the same thing in different way. What is a switch Hitter for you?
 
Okay, just to make sure I'm not misunderstanding you or, even worse, talking about the same thing in different way. What is a switch Hitter for you?

So skirmishers are normally called such, because they "Skirmish"

Skirmishers are light infantry or cavalry soldiers in the role of skirmishing—stationed to act as a vanguard, flank guard, or rearguard, screening a tactical position or a larger body of friendly troops from enemy advances. They are usually deployed in a skirmish line—an irregular open formation much more spread out in depth and breadth than a traditional line formation. Their purpose is to harass the enemy—engaging them in only light or sporadic combat in order to delay their movement, disrupt their attack, or weaken their morale. Skirmishers' open formations and smaller numbers can give them superior mobility over the regular forces, allowing them to fight on more favorable terms, taking advantage of better position or terrain and quickly withdrawing from any threat of superior enemy forces


What's important here, is they aren't a traditional heavy formation.


That's not what I want. I don't want to harass, run away, harass ad infinum. Almost every other player is doing that.


I want a big old square of orcs (probably 5 lines of 10) who, first chuck 3 of their four javelins (assuming they have time) then fight in heavy close combat, with the last javelin and a shield.

They are an infantry unit, who so happens to have a ranged attack to soften up the target.

A "Switch hitter" because they do both ranged and close combat.

I would eventually arm them with heavy armor.


The difference between this



and this

 
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Our enemy does not need thousands of troops everywhere, just where it matters, and hitting the enemy where they aren't is a guerrilla fighter thing anyway.
 
Our enemy does not need thousands of troops everywhere, just where it matters, and hitting the enemy where they aren't is a guerrilla fighter thing anyway.

Yes and no, you can't take a fort with nothing but skirmishers.

So smaller forts and other defenses need some front line troops to attack effectively.


The point is, we can't only have on tool in our tool box and win.


Hell we can look at every instance of guerrilla warfare in recent human history.

0 times was land taken, it's great defensively. It's essentially to fighting a greater invading force. However, we are the invading force this time. If we can never hold land we can never win.

Light infantry with short bows, aren't taking out a fully manned and staffed castle surrounded by an open field and plenty of lights magical or otherwise around it.

So while every one else builds better skirmishers and scouts, me and the dwarf will build a force that will eventually hold the line and take ground.
 
So skirmishers are normally called such, because the "Skirmish"

Skirmishers are light infantry or cavalry soldiers in the role of skirmishing—stationed to act as a vanguard, flank guard, or rearguard, screening a tactical position or a larger body of friendly troops from enemy advances. They are usually deployed in a skirmish line—an irregular open formation much more spread out in depth and breadth than a traditional line formation. Their purpose is to harass the enemy—engaging them in only light or sporadic combat in order to delay their movement, disrupt their attack, or weaken their morale. Skirmishers' open formations and smaller numbers can give them superior mobility over the regular forces, allowing them to fight on more favorable terms, taking advantage of better position or terrain and quickly withdrawing from any threat of superior enemy forces


What's important here, is they aren't a traditional heavy formation.


That's not what I want. I don't want to harass, run away, harass ad infinum. Almost every other player is doing that.


I want a big old square of orcs (probably 5 lines of 10) who, first chuck 3 of their four javelins (assuming they have time) then fight in heavy close combat, with the last javelin and a shield.

They are an infantry unit, who so happens to have a ranged attack to soften up the target.

A "Switch hitter" because they do both ranged and close combat.

I would eventually arm them with heavy armor.


The difference between this



and this


Ah, I see the disconnect for me was. I was thinking to narrowly with the Javelin. I had assumed you wanted a screening force to toss Javelins and then fall slightly behind the frontline troops to assist in pushing/reinforcing any breaks in the line. I wasn't thinking of using the force as the frontline. Got it, then the unit you specifically are looking for are the:

Orcish Men-at-Arms: Clad in a layered linen under coat and boiled leather curiass, gauntlets, and greaves that are considerable better armored than any miltia. Armed with a hand axe, a Kite Sheild, and four Javelins the Man-at-Arms is a good all around Solider if more than a little vulnerable to cavalry. (Offense:4 Defense:4 Mobility:1.) (Able to Charge.) (Orcish Racial Unit.) (Cost:15 WR)
 
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