Rebellion in the land of Veska.

So if I launch a night attack on the nearest bandit camp there would be very little moonlight?

Yeah, and their are four towns of those which would like to hit.

The closest town as
Around 55 bandits in it and seems to be fairly empty other than them the next two are about two thirds of the way between the closest and the farthest town. And they have about 75 and 65 each. In the 75 one their is what looks like a group of cages and carts on the far side of the town while the 65 looks to have a group of tall poles set up in a line. The farthest town has around 70 or so, and there is a large ornate looking carriage currently parked in front of the largest building.
 
Yeah, and their are four towns of those which would like to hit.

The closest town as
Around 55 bandits in it and seems to be fairly empty other than them the next two are about two thirds of the way between the closest and the farthest town. And they have about 75 and 65 each. In the 75 one their is what looks like a group of cages and carts on the far side of the town while the 65 looks to have a group of tall poles set up in a line. The farthest town has around 70 or so, and there is a large ornate looking carriage currently parked in front of the largest building.

Do any bandits look better equipped than militia?
 
Character Creation: In the beginning, your General will be an integral part of your fighting force but, as you expand your army and take on more significant and substantial opposing forces you may decide it is better to keep Him or Her in the rear Commanding and handling Diplomacy.

I have some general questions about this. How is this aspect of our character's as 'hero' (?) units, so to speak, going to be handled? And can we improve on that via training, crafting, etc.?
 
Major Action 1:
-Moo: Lets buy some cows! Xon or his men will reach out to local villages, offering to trade a little of this or that for a few heads of cattle. Rather than use a simple fence, Xon ordered the construction of a short wall the whole way around the enclosure, and a taller one around Rocbourne proper. Though neither wall will help much at all in a siege, the bolstered fence can serve as the basis of a defensive line and slow down forces crossing the pastures, while Xon's archers can shoot from some rudimentary walkways behind the Rocbourne wall. He'll also use this as an excuse to shift men from his lumber crews into permanent carpentry work. (Cost 5 +1 +1) (Gain Cattle Herd, Carpenter, Wooden Wall) (Uses: 1/2 of the archer militia and 1/2 the militiamen escorting the cows back to camp)

Wait...how is this merely costing 7 WR? It's 5 each for those buildings, isn't it?
 
I have the lumber yard. I'm applying the -4 cost to buildings that use a lot of wood to the wall and carpenter.
 
I have some general questions about this. How is this aspect of our character's as 'hero' (?) units, so to speak, going to be handled? And can we improve on that via training, crafting, etc.?

To use your character as an example. Due to her ranger training she is extremely good at tracking, scouting, and archery so, she us more able to do those things. And improving her well, all will be revealed in time.~

Ah, I see.

@See my smile Do I still have time to change my IC actions?

Yeah, there is.
 

Last question (for today! muahahaha...). How do we decide what counts as a wood construction or a stone construction, etc. etc.? Some seem obvious enough, I expect most of the Tier I buildings would be, but what about a Market, for example? Or a Monastery? Does the -4 from a Lumber Camp stack with the carpenter's -2 for a total of -6 for wooden constructs? (to a minimum of 1 WR cost, I expect)
 
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