Rising in the East (OOC)


Professional level RTS nerd(SC1 I hit #1 on my server)
Not far from a free(ish) degree in military history (me and a professor friend spend HOURS chatting and I've learned a lot)
Actual solider
Genius who skipped several years of school
One of the rare people who have studied military psychology (A field only, recently invented) even if only as a hobby

I'm gonna have a few bumps at the start, figuring out how to be an officer, aside from study on leadership and management.
I know in theory how to be an amazing officer. Practice is always a bit different.

Put it all together and throw me in a military 200 years before current?

I will Slaughterif the initial bumps don't kill me.​
 
I considered Stacking, for Grenadiers on a line unit, as a sapper company, maybe see if I can work in earth witches or the shitty non magic builders.

Because 60% fortification destruction might be worth 45 points....
 
My version of heavy cavalry would probably be:

1. Veterans of the Revolutionary Wars (5)
2. Land (0)
3. Heavy Cavalry (10)
4. Mundane - Field Hospital (5)
5. Scientists - Clanker Company + Engineers (15)
6. Alchemists - Close Combat Troops (15)

Trade some melee damage for survivability.
 
My version of heavy cavalry would probably be:

1. Veterans of the Revolutionary Wars (5)
2. Land (0)
3. Heavy Cavalry (10)
4. Mundane - Field Hospital (5)
5. Scientists - Clanker Company + Engineers (15)
6. Alchemists - Close Combat Troops (15)

Trade some melee damage for survivability.

Can clackers ride horses though?

Are you sacrificing speed?
 
Can clackers ride horses though?

Are you sacrificing speed?
There is a regiment of dragoons here which employ clankers.

Supplies are more for strategic movement than tactical movement. Either way, they can still charge the enemy. They're cavalry already, so they'll manage.
 
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Which says Close Range.

Ubes argument is sound.

It says it REQUIRES close range.

Nothing says it grants a close range attack to those that don't have it.

So the argument is that we would get the -40% (as well as everyone else after we did it).
And then the +3 to the roll, except we don't get to roll an attack, so a bonus to that roll does nothing.

From a technical reading of the rules it seems correct.

However, from a lore and IC prespective, it makes less sense.

"I gave my cavalry grenades"
"Sir they can't use those"
"Why?"
"Because the only have pistols, our training manual says you have to have a rifle"
"Sorry I wiped with that book, tell them to use the grenades anyway, or I'll eat there soul"
 
Which is why I'm asking for clarification from the GM.

It would make sense story-wise for cavalry to throw grenades at close range, giving them a close range attack, but the mechanics don't seem to reflect that.
 
Though to be fair some revolvers have a range of 75 meters (for hunting) and optics extend that.

Though that's modern, I would still be surprised if a IC revolver didn't have 20+ yards accuracy and that sounds like close range not melee to me.
 
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