Rising in the East - Redux (OOC)

I'd say Verusha for generalmajor, Kiril for spymaster, Gregory for quartermaster.

Now, put me in charge of the cavalry and no one gets hurt.
 
Kiril would be an interesting choice for spymaster, I think. But a good one... mm.
I mentioned it in the discord, but my list was shooting for a balance between the military and functional elements of the role. There's a certain level of IC bias too, what with the alternatives putting these children in high ranking staff officer positions.

Kiril would need someone like Oktavia assigned for processing collected recon, but that's hardly a flaw with the arrangement.
 
I mentioned it in the discord, but my list was shooting for a balance between the military and functional elements of the role. There's a certain level of IC bias too, what with the alternatives putting these children in high ranking staff officer positions.

Kiril would need someone like Oktavia assigned for processing collected recon, but that's hardly a flaw with the arrangement.
I think with the assistance of Oktavia I could find no problems with your suggestions.
 
GENERAL HIGH COMMANDER WITCH OF THE ASSEMBLED FORCE, GENERALLY AWESOME PERSON OLDER THAN ALL Y'ALL GRANDMOTHERS(Commander): Verusha

Int officer: Kiril

Quatermaster: Gregory
 
Umm so quick question, why are we making the guys who has a 1 in the stat that is focused on making sense of Intelligence reports into our Intel officer?
 
IC Thread is up - Game Mechanics
Game Mechanics
Movement

IC Thread

The Army and You

Unlike in the first game of this name, you are not only commanding your custom troops - instead you are in charge of the complete expedition army, ranging from your troops to the bulk of bog-standard the Tsar has sent along with you: thousands of man and weapons obeying your whims and commands - for the most time. Your chosen General is in charge of deciding which parts of the army are going to go out on their merry way on their own, which are going to stay with the camp and more importantly: which of your officers will be assigned which command. As noteworthy and slightly famous individuals, your presence and leadership over a body of troops can sway battles depending on your actions and its the Generals decision which units will be put under your command and which will stay with the NPC commanders of their own, while you gallivate away to explore this brave new world.

Campaign Movement


Congratulations - you have succesfully made your way from one world to another, without towel and without ending up as red coloured stain on the metaphysical garden wall keeping it apart from your home. You have now been let loose on a region that would make up a medium sized country - in Europe that is. Depending on where your units are at the beginning of a turn, you will get an cut-out of the map to orientate yourself and slowly piece together the wider world you find yourself in - for now knowing the whole thing will be reserved to your GM.

When you move bodies of troops, it's usually expected that you are shifting "forces" or "bodies" of soldiers, operating together under a single commander (PC or NPC) with all elements in it close enough to fight together if things come to push and shove. From the perspective of the map, this simply means that all troops are no the same HEX field. Their travel speed is typically depending on the slowest element in the force and you can expect their standard speed to be:

Foot: 12 milya per day/ 2 Hex
Mounted: 18 milya per day/ 3 Hex
Mechanized: 24 milya per day/ 4 Hex
Slow Air: 30 milya per day/ 5 Hex
Fast Air: Instant support everywhere in their theatre of operations.

Unsurprisingly there can be many factors quickening or slowing down the speed of your units, ranging from a lack of streets, to bad weather, sudden frost or even monster incursions on your travelling line. These are mostly factors you have no control of - on the other hand there are ways in which you can tweak your travelling speed, if you call for a
Forced March that x1.5 your travel speed at the chance of causalities, or call for a night march that adds half of your days travelling speed if you have the Night vision perk. You may also opt to forget security in friendly territory, doubling your marching speed, but giving you a malus to recon challenges should you meet the enemy. On land a force without recon elements moves at half speed if in unknown territory.


=}+{=
 
Welcome to the army!

(My reasons were mostly age and balancing temperaments. Oktavia makes for a better subordinate than commander imo)
True, plus she is a bit fanatical.

So speaking of which looking at our situation in the IC thread I think Oktavia's forces would be best used either harassing the Frog people, getting us better scouting information and turning the swamp into a boobytrapped hellhole.

Also setting the place on fire but that's an option that is always available for her.
 
Oh god, *swamps*. That'll be fun. Earth witches do have the engineering tag, so they should be able to create "roads" of relatively stabilised soil. We do have a dedicated scouting/fast moving player, so we might as well use them... mm
 
I will drill.

And drill.

And drill.

Until we have roads to ground that doesn't eat horses, and then I will murder.
 
Back
Top