Sartier Quest: A Tale of Song, Gods, and Trouble (CK2-Let's Go Hunt Gods, SV!)

Can someone tell me what were doing?
At the moment, it's in the middle of the third turn, and the forces of House Tellar with some friendly allied forces are clearing out a base of pirates that was recently discovered adjacent to one of your major trade lanes. The defensive fleet has been decisively defeated, and now the objective is to capture the castle so everyone can pack up and go home to deal with the brewing Teuvian trouble there.
 
Thanks for the answers @OneirosTheWriter
Major reason is that your fleet is in disorder and will be for a considerable time as it processes over a thousand pirate prisoners, twelve prize ships, and hundreds of casualties. Only Alice's and Harriet's ships not entangled and are currently covering your transport galleys. But with ten ships escaped and unaccounted for, the soldiers on the ships want to get on dry land and off of their vulnerable transports.
What ships do we have available? Alice and Harriet's ships? But it sounds like we do potentially have Elite Songweaver support from Rita and Monica? What ship are they on?
Firing from elevation generates an additional point of range, so those in the towers or on the walls will hit out to range three (it's part of why they picked that island, so they could cover every part of the island from the castle).
I presume this counts out to the sea squares for the elevation bonus?

Now Antonia and Luna would fairly happily take the Dread hit for standing back and hitting the enemy rather than going in, but Lana and the Dale Spellknights are not here for being militarily expedient: she's hitting those castle gates whether the rest of the army is coming with her or no.
Hmmm. Actually, can you expand on what causes Dread/Chivalry checks for behavior in battle? I'm surprised to see that Chivalry would view that artillerying the enemy as distasteful. Did our choice to start as a Ranged Battle against the fleet earlier cause Chivalry hits?
Also, the archers for those Flutes were left behind so they could ferry the Spellknights. They've basically been re-purposed from low-quality warships to (relatively) high-speed, armoured transports because no one fancied putting the flower of Arbalen chivalry on a transport galley.
Sorry, I guess I wasn't clear. I meant from the perspective of the Longbow Regiments who are also embarked.

Can someone tell me what were doing?
Beating up acceptable targets for stat gains. (See Oneiros's answer.)
 
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Chivalry Details
What ships do we have available? Alice and Harriet's ships? But it sounds like we do potentially have Elite Songweaver support from Rita and Monica? What ship are they on?
On Victory and Ironsides, who will swing out to maximum range to hit the anchor points (the top right and left dark blue squares are where this is) so they can stay out of range of the harbour keep. The Royal Navy is not eager to get involved in a missile duel with shore fortifications when they've already taken substantial casualties in their marine component.

I presume this counts out to the sea squares for the elevation bonus?
Correct.

Hmmm. Actually, can you expand on what causes Dread/Chivalry checks for behavior in battle? I'm surprised to see that Chivalry would view that artillerying the enemy as distasteful. Did our choice to start as a Ranged Battle against the fleet earlier cause Chivalry hits?
Chivalry has a lot of political advantages and bonuses. It's downside, however, is that sometimes you have to turn down the militarily expedient in favour of the honourable. The feudal battlefield is not the Somme, after all. A noble should never be afraid to get to the grips with their enemy and meet them face-to-face (I mean you're toting enough armour to kit out a battleship). And of course, you are not locked into Chivalry (although strongly Chivalrous characters will not go along with some acts).

As a general rule, expect Dread checks when a character...
...does something to preserve their own hide rather than face danger head on (this doesn't equal committing functional suicide, mind)
...fails to protect the weak against the strong (at least attempt if they were able)
...when they value expediency over honour (read: stand up fight)
...when they decline a fair challenge, when they strike those would are helpless to resist (like charging down fleeing soldiers, double-plus so fleeing noble soldiers or those from noble houses)
...recoiling in the face of the enemy.

By contrast, expect Chivalry gain checks when a character...
...attacks in spite of number
...accepts an issued challenge from an equal or lesser character, win or lose
...issues a challenge to an equal or higher character, win or lose
...accepts the surrender of an enemy or declines to run down those who have abandoned battle (this is especially the case between noble Houses, and is something that sprang forth from wanting to keep the nation from excessive bloodletting)
...makes a stand when others would withdraw (there is a middle ground between "fleeing" and "reckless stand" of course, that triggers neither)
...generally has the opportunity to do something underhanded (Dread incurring) but chooses the high road

It's not an automatic thing, and Tranquility is fairly despised so you get more leeway. However, those are the major points.

Basically think to yourself, is this noble, or is this expedient? Some of it interacts in complicated ways (for instance, flanking/rear charges are considered just part of doing business; if soldiers are assaulting the wall and taking the attention of the garrison anyway, then it hardly matters if a Songweaver is belting out songs from outside bow-range; support magic vs battle magic; when on the defensive if the enemy want to sit in a range where you can hit them but they can't hit you then on their heads be it). Not everyone is perfectly Chivalrous, and every commander cuts corners from time to time. Once a character gets to about Chivalry 4 though, they stop being much less flexible on this stuff. Naval ranged battle is fine because both sides were coming head on (the fleet didn't try to hold to range 4, after all) and would soon be exchanging fire. But the prolonged hammering of someone who is helpless to reply is unchivalrous. Still, it's worth considering that relatively few Sartieran nobles are all that enamoured with the sea and their fleets. Dominic Rios with Chiv 10, for instance and to follow on from both previous points, had a non-zero chance of at some point saying 'fuck this cowardice, ramming speed' if directed to maintain ranged battle only for too many turns, especially as the Corsairs started to come apart at the seams from damage.

orry, I guess I wasn't clear. I meant from the perspective of the Longbow Regiments who are also embarked.
You can do that, though at a -1 CDP penalty to reflect the fact that they're packed like sardines on a transport rather than on a properly laid out warship. In the interests of not blind-siding you with things characters would know, here are the relevant stats of the Sartieran transport galley:

Transport Galley
Armour Mod: 2d6h1
Hull: Hp6/8T
Speed/Agility: 3d10+d8
 
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On Victory and Ironsides, who will swing out to maximum range to hit the anchor points (the top right and left dark blue squares are where this is) so they can stay out of range of the harbour keep. The Royal Navy is not eager to get involved in a missile duel with shore fortifications when they've already taken substantial casualties in their marine component.
I see. Well, I suppose I'll have to ask directly: Would they decline to partake in my Clever Plan of landing the entire force on the southern side and having the appropriate ships close to Range 3 on the Ram's Gate so that Rita and Monica can Typhoon it? The enemy archers should have their hands full in this scenario of shooting all the infantry.

Separately, would they also decline to get into range for Rita and Monica to cast against the harbour keep (or any other portion that had a garrison) if those positions were already shooting at other targets?

Further, do we have confirmation on the original scouting report that gates are not yet installed in the gatehouses?

Basically think to yourself, is this noble, or is this expedient?
Fascinating. Well, I'll probably ask more questions at later junctures, because defining "noble" is always a tricky thing.

Dominic Rios with Chiv 10, for instance and to follow on from both previous points, had a non-zero chance of at some point saying 'fuck this cowardice, ramming speed' if directed to maintain ranged battle only for too many turns, especially as the Corsairs started to come apart at the seams from damage.
Well then. That would've been hilarious had such a thing occurred. Yet another thing to keep track of. XD

You can do that, though at a -1 CDP penalty to reflect the fact that they're packed like sardines on a transport rather than on a properly laid out warship. In the interests of not blind-siding you with things characters would know, here are the relevant stats of the Sartieran transport galley:

Transport Galley
Armour Mod: 2d6h1
Hull: Hp6/8T
Speed/Agility: 3d10+d8
Hmmmm. -1 CDP isn't a small thing but gaining 3.5 (ish, highest is an annoying mental calculation) flat armor and the half casualties ship trait isn't anything to dismiss if they're getting shot at either.
 
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Well, I suppose I'll have to ask directly: Would they decline to partake in my Clever Plan of landing the entire force on the southern side and having the appropriate ships close to Range 3 on the Ram's Gate so that Rita and Monica can Typhoon it? The enemy archers should have their hands full in this scenario of shooting all the infantry.
They would go along with that.

(PS, Typhoon = Range 2, AoE <casting dice>d20h2+d<Magic Bonus> hitting adjacent regiments as well, Tornado = Range 3, single-regiment, <casting dice>d20h3+d<Magic Bonus>, both of them Tier 3 magic that incurs additional malus to end of battle fatality rolls for targeted side.)

Separately, would they also decline to get into range for Rita and Monica to cast against the harbour keep (or any other portion that had a garrison) if those positions were already shooting at other targets?
That as well.

Further, do we have confirmation on the original scouting report that gates are not yet installed in the gatehouses?
As per the mid-turn...
As for the bad news, scouts and spies from Hamid have reported back on the Nune Reef base. The gates had been fitted to the stronghold there, and the fleet numbers defending the base have come in at 28 ships, four of them Lords. That said, the bulk of them were simple Warrior types, so you should be okay, especially with the Royal Navy reinforcements.

Yes, gates have been installed. Normal castle gates are Hp8/12T. These may be weaker and more makeshift in nature than that.
 
They would go along with that.

(PS, Typhoon = Range 2, AoE <casting dice>d20h2+d<Magic Bonus> hitting adjacent regiments as well, Tornado = Range 3, single-regiment, <casting dice>d20h3+d<Magic Bonus>, both of them Tier 3 magic that incurs additional malus to end of battle fatality rolls for targeted side.)
Ffffff I meant Tornado but thank you for figuring out what I probably meant.
Yes, gates have been installed. Normal castle gates are Hp8/12T. These may be weaker and more makeshift in nature than that.
BLAH. Okay, Clever Plan is a go, then, I think we'll need it. I'll post it separately in a sec.
 
[X] [LANDING] ... a green field, gently sloping up to the tall earthen walls of Tidespray Castle, where you can see many small figures moving between the arrow shelters already.
[X] [CAPO] ... the rest of the Capo landing force, joining your assault wave, and the Dale Spellknights.
[X] [MAGIC] ... keeping those damned arrows off ... (Support focus)

[X] Melee infantry will disembark immediately and begin moving for Ram's Gate.
-[X] Dale Spellknights and Brigade TM will seek to conquer the Castle Keep as primary objective.
-[X] Brigade CM will bypass the Keep and seek to take Reef Gate from the inside and hold it, unless it is obvious that all remaining enemies are inside the Keep and none would be coming from the north.
[X] Longbows will delay one turn to allow melee infantry to disembark ahead of them and shoot at Ram's Gate while still embarked.
-[X] Afterwards, they will disembark and follow the infantry in while shooting at targets of opportunity.
-[X] If Ram's Gate would offer protection or an advantageous position against known enemy forces, they can occupy it after the others have moved in and through. Otherwise, if Brigade CM can occupy Reef Gate, they will join them there.
[X] Ground Songweavers are free to switch to offensive spells if they believe there is already sufficient coverage against enemy arrows.
[X] Royals with Elite Songweavers will approach one turn behind the first infantry disembarking into Tornado range of the Ram's Gate on the southern side of the island and seek to cause a breach for friendly forces to use.
-[X] Once Songweavers can no longer hit enemy targets due to being out of range or at risk of hitting friendly forces, Royals should attempt to circle the island to get just outside range of the Harbour fortifications. If enemy defenders then use those fortifications to engage allied forces on land, Royals should get into range themselves to let Songweavers cast against them.

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Comments:
The gates are there and need to be dealt with. Outside of that, our forces should win straight up minus fortifications barring horrendous surprises from the new hidden enemy commander. So let's have our Songweavers blow up their fortifications while we move in in an orderly fashion. Going through urban fighting in the north would only favor the defenders and any tricks they might have there. If there are any enemy troops stuck to the north, they'll have to work their way back through in order to fight us at the south and if they all stacked to the south to contest the landing then they'll get murdered by Tornadoes anyway.

Conservative order to protect Monica should be obvious. Archer orders because they're squishier and hilariously more valuable and can still contribute reasonably from the ships on the first turn.

@OneirosTheWriter If any of the above looks hilariously stupid based on IC reactions, I'd of course appreciate a holler. ;X <3

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Version 1.1:
Tweaked Royals orders to have both ships wait one turn for safety.
 
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[X] [LANDING] ... a green field, gently sloping up to the tall earthen walls of Tidespray Castle, where you can see many small figures moving between the arrow shelters already.
[X] [CAPO] ... the rest of the Capo landing force, joining your assault wave, and the Dale Spellknights.
[X] [MAGIC] ... keeping those damned arrows off ... (Support focus)

[X] Royals with Elite Songweavers will approach simultaneously with the transports to Tornado range of the Ram's Gate on the southern side of the island.
-[X] Rita has freedom to open up as soon as they are within range with the goal of breaching the gate. Monica should wait belowdecks until the infantry have disembarked and the enemy archers are definitely targeting them before joining Rita abovedecks and contributing her own firepower.
-[X] Once Songweavers can no longer hit enemy targets due to being out of range or at risk of hitting friendly forces, Royals should attempt to circle the island to get just outside range of the Harbour fortifications. If enemy defenders then use those fortifications to engage allied forces on land, Royals should get into range themselves to let Songweavers cast against them.
[X] Melee infantry will disembark immediately and begin moving for Ram's Gate.
-[X] Dale Spellknights and Brigade TM will seek to conquer the Castle Keep as primary objective.
-[X] Brigade CM will bypass the Keep and seek to take Reef Gate from the inside and hold it, unless it is obvious that all remaining enemies are inside the Keep and none would be coming from the north.
[X] Longbows will delay one turn to allow melee infantry to disembark ahead of them and shoot at Ram's Gate while still embarked.
-[X] Afterwards, they will disembark and follow the infantry in while shooting at targets of opportunity.
-[X] If Ram's Gate would offer protection or an advantageous position against known enemy forces, they can occupy it after the others have moved in and through. Otherwise, if Brigade CM can occupy Reef Gate, they will join them there.
[X] Ground Songweavers are free to switch to offensive spells if they believe there is already sufficient coverage against enemy arrows.

---

Comments:
The gates are there and need to be dealt with. Outside of that, our forces should win straight up minus fortifications barring horrendous surprises from the new hidden enemy commander. So let's have our Songweavers blow up their fortifications while we move in in an orderly fashion. Going through urban fighting in the north would only favor the defenders and any tricks they might have there. If there are any enemy troops stuck to the north, they'll have to work their way back through in order to fight us at the south and if they all stacked to the south to contest the landing then they'll get murdered by Tornadoes anyway.

Conservative order to protect Monica should be obvious. Archer orders because they're squishier and hilariously more valuable and can still contribute reasonably from the ships on the first turn.

@OneirosTheWriter If any of the above looks hilariously stupid based on IC reactions, I'd of course appreciate a holler. ;X <3

No IC objections, probably a few of your more chivalrous types happy to avoid fighting through a slum with all the attendant problems.
 
[x] Spectrum

It seems Spectrum has put the most thought into the assault so I may as well go with his judgement, especially as the default options he chose I intended to go for anyway.
 
[X] [LANDING] ... a dingy, half-built harbour, and slum-like settlement behind it, with the castle rising up behind it.
[X] [CAPO] ... the Flutes carrying the Spellknights of Dale, with Lana and two of her Minor House Marshalls behind her.
[X] [MAGIC] ... keeping those whoresgets off the wall ... (Attack focus)

I get the impression our elites are better than Tranquility's, so we have an advantage in urban combat where we can pressure them with magic and make better use of numerically inferior, qualitatively superior forces in street-fighting and choke points. Topically enough, it might even give us options for heroic (and therefore chivalrous) charges to spare the peasantry.
 
Topically enough, it might even give us options for heroic (and therefore chivalrous) charges to spare the peasantry.
I'm going to say that deliberately fighting in an area with someone else's civilians probably negates any theoretical gains to be had by someone attempting to be chivalrous and farm them for gains by dint of their being on the battlefield.
 
I was referring to our own common-born troops.
Then I'm not sure what you're envisioning, because it'd be them that are doing any charges. Leaders attached to regiments are notable but are not Dynasty Warriors level officers capable of wiping out a regiment on their own. (At least, not in melee.)

At any rate, I hold that your contention is exactly the opposite of what is correct: Because our elites are better than Tranquility's, the exact place we don't want to be is the north. An open plain gives us the most even match possible if they do come to sally forth and if they don't then we force the keep through a straight shot anyway. Coming in from the north means we're stuck in FIBUA while our forces are getting shot at from the castle the entire time, advantage is heavily to the defender there. That kind of urban fighting gives them the most opportunity to equalize any unit quality disparity and attempt to locally overwhelm a particular unit while the others are stuck elsewhere in the area.
 
Then I'm not sure what you're envisioning, because it'd be them that are doing any charges. Leaders attached to regiments are notable but are not Dynasty Warriors level officers capable of wiping out a regiment on their own. (At least, not in melee.)
Characters come with Lifeguards, and we have 200 Spellknights, who are basically as good as it gets, pound for pound. We've got the elites to lead charges.
At any rate, I hold that your contention is exactly the opposite of what is correct: Because our elites are better than Tranquility's, the exact place we don't want to be is the north. An open plain gives us the most even match possible if they do come to sally forth and if they don't then we force the keep through a straight shot anyway. Coming in from the north means we're stuck in FIBUA while our forces are getting shot at from the castle the entire time, advantage is heavily to the defender there. That kind of urban fighting gives them the most opportunity to equalize any unit quality disparity and attempt to locally overwhelm a particular unit while the others are stuck elsewhere in the area.
I think you have this backwards. Open field combat favours shooting power and numerical superiority, since there's little cover and plenty of room for a larger force to manoeuvre to bring its greater numbers to bear. Urban combat greatly restricts freedom of movement for large numbers, making better-quality troops disproportionately more effective thanks to easy access to cover from shooting and choke points where a ten-to-one fight can be turned into something closer to a succession of one-on-ones.

Further, this isn't modern warfare, people don't have ready access to digital communication networks, satellite imaging and other C3 gadgetry. Ordering an army around with screaming, runners, drums and signal flags is hard enough on a clear plain, trying to maintain a cohesive enough understanding of a city battle to locally overwhelm specific portions of the enemy is a bad joke. It comes down to the quality and initiative of the boots on the ground and, once again, we have two hundred Spellknights.
 
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Except we have a range advantage due to Magic and longbows and close enough parity in melee for an open plain to be fine. What we don't want is to engage in the urban environment where the spellknights frontal charge into a trap where someone literally drops a building on them. Fighting in an urban area is slow, tiring work where they're going to be skirmished the entire time on enemy ground, it's the opposite of where we want to be. You can't use chokepoints in hostile terrain you don't know when the enemy can hit and fade on you from every building and rooftop.
 
If people have specific questions on matters that should be known IC, feel free to ask. (Not guaranteeing a reply, but feel free to ask)
Since Victory is here, does that mean we have access to Evelyn? Though she doesn't have the range to hit out to 3, she can do 2 if something does wander closer, no? In lieu of that, how good is her anti-archery spell?

Would there be any merit to requesting Monica to transfer to the Victory so that she can be under Evelyn's anti-archery cover instead? Would that be judged safe enough for her to shoot on the first action instead of waiting belowdecks for enemy fire to pick a different target (to protect her because she's already Wounded)?
 
Since Victory is here, does that mean we have access to Evelyn? Though she doesn't have the range to hit out to 3, she can do 2 if something does wander closer, no? In lieu of that, how good is her anti-archery spell?

Evelyn has disembarked and is hurriedly attempting to reorganise the fleet post battle. Keep in mind that your entire battle-line was mixed up with the Corsair flotilla by the end of the battle and she has command obligations to fulfill.

Every full Songweaver has access to a Song that stirs winds around the target regiment to deflect and disperse arrows (+Magic Bonus*2 to a parry mod against missile attacks, but also affects outgoing fire). You could specify that Yvonne Dale transferred at the same time to provide that support. On a Royal, which provides +3 MB to any caster, she could still summon up a good +20 parry shield which would do mean any incoming fire needs to achieve a Wound Roll of 35 before they even start to cause casualties, not counting ship's armour.

Would there be any merit to requesting Monica to transfer to the Victory so that she can be under Evelyn's anti-archery cover instead? Would that be judged safe enough for her to shoot on the first action instead of waiting belowdecks for enemy fire to pick a different target (to protect her because she's already Wounded)?
Okay, been having a critical think-over of the situation.

Honestly, if you want her to be safer, don't arrive simultaneously with the landing force. You'll still have a couple turns to cast at the walls if you arrive the turn after, and the troops will by then be targeted by the defenders. You'll make the Royal Navy (who are only grudgingly reentering a fight where they feel they have already done their part and would like to just rest and tend to their casualties and are viewing the prospect of directly engaging the Harbour Keep with about as much enthusiasm as a root canal) certainly a lot more comfortable with the action.
 
Every full Songweaver has access to a Song that stirs winds around the target regiment to deflect and disperse arrows (+Magic Bonus*2 to a parry mod against missile attacks, but also affects outgoing fire). You could specify that Yvonne Dale transferred at the same time to provide that support. On a Royal, which provides +3 MB to any caster, she could still summon up a good +20 parry shield which would do mean any incoming fire needs to achieve a Wound Roll of 35 before they even start to cause casualties, not counting ship's armour.
Yvonne Dale was also already injured. Hrm. Would it be possible to steal Georgie Hulland from Dominic's Flotilla?

Okay, been having a critical think-over of the situation.

Honestly, if you want her to be safer, don't arrive simultaneously with the landing force. You'll still have a couple turns to cast at the walls if you arrive the turn after, and the troops will by then be targeted by the defenders. You'll make the Royal Navy (who are only grudgingly reentering a fight where they feel they have already done their part and would like to just rest and tend to their casualties and are viewing the prospect of directly engaging the Harbour Keep with about as much enthusiasm as a root canal) certainly a lot more comfortable with the action.
Noted. I'll probably make that change then, it only removes that initial first turn of Rita blasting. Would this moot bothering to try and snag an unwounded VS from somewhere to cover Monica's ship enough for me not to do so?

edit: Basically, I'm not trying to give you a bunch of extra work or add plan complexity for the sake of plan complexity, y'know?
 
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Yvonne Dale was also already injured. Hrm. Would it be possible to steal Georgie Hulland from Dominic's Flotilla?
Georgie Hulland was on the Harp of the South, which didn't directly ram anyone, so yes, she could be nabbed.

Noted. I'll probably make that change then, it only removes that initial first turn of Rita blasting. Would this moot bothering to try and snag an unwounded VS from somewhere to cover Monica's ship enough for me not to do so?
It would. The archers won't switch targets with infantry approaching the wall in open fields. They can hide behind the walls to break contact with the Elite Songweavers, but they can't hide from infantry coming over the walls.
 
I've edited my plan accordingly now.

Version 1.1:
Tweaked Royals orders to have both ships wait one turn for safety.

Per clarification, not going to make Oneiros keep track of 1-2 more Songweavers rolling defensive spells if he says the archers aren't going to shoot them anyway. (I mean, if it would matter at the end of the battle or in some tiny minutiae for Naval morale that they were even happier with having more casters onboard to protect those two ships, let's just pretend they were there anyway. ;X)
 
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And for this:

Vote tally:
##### 3.21
[][LANDING] ... a dingy, half-built harbour, and slum-like settlement behind it, with the castle rising up behind it.
[][CAPO] ... the Flutes carrying the Spellknights of Dale, with Lana and two of her Minor House Marshalls behind her.
[][MAGIC] ... keeping those damned arrows off ... (Support focus)
No. of votes: 1
veekie

[][LANDING] ... a green field, gently sloping up to the tall earthen walls of Tidespray Castle, where you can see many small figures moving between the arrow shelters already.
[][CAPO] ... the Flutes carrying the Spellknights of Dale, with Lana and two of her Minor House Marshalls behind her.
[][MAGIC] ... keeping those damned arrows off ... (Support focus)
No. of votes: 1
Katreus

[][LANDING] ... a green field, gently sloping up to the tall earthen walls of Tidespray Castle, where you can see many small figures moving between the arrow shelters already.
[][CAPO] ... the rest of the Capo landing force, joining your assault wave, and the Dale Spellknights.
[][MAGIC] ... keeping those damned arrows off ... (Support focus)
[] Melee infantry will disembark immediately and begin moving for Ram's Gate.
-[] Dale Spellknights and Brigade TM will seek to conquer the Castle Keep as primary objective.
-[] Brigade CM will bypass the Keep and seek to take Reef Gate from the inside and hold it, unless it is obvious that all remaining enemies are inside the Keep and none would be coming from the north.
[] Longbows will delay one turn to allow melee infantry to disembark ahead of them and shoot at Ram's Gate while still embarked.
-[] Afterwards, they will disembark and follow the infantry in while shooting at targets of opportunity.
-[] If Ram's Gate would offer protection or an advantageous position against known enemy forces, they can occupy it after the others have moved in and through. Otherwise, if Brigade CM can occupy Reef Gate, they will join them there.
[] Ground Songweavers are free to switch to offensive spells if they believe there is already sufficient coverage against enemy arrows.
[] Royals with Elite Songweavers will approach one turn behind the first infantry disembarking into Tornado range of the Ram's Gate on the southern side of the island and seek to cause a breach for friendly forces to use.
-[] Once Songweavers can no longer hit enemy targets due to being out of range or at risk of hitting friendly forces, Royals should attempt to circle the island to get just outside range of the Harbour fortifications. If enemy defenders then use those fortifications to engage allied forces on land, Royals should get into range themselves to let Songweavers cast against them.
No. of votes: 3
Spectrum, Neptune, Terrabrand

[][LANDING] ... a dingy, half-built harbour, and slum-like settlement behind it, with the castle rising up behind it.
[][CAPO] ... the Flutes carrying the Spellknights of Dale, with Lana and two of her Minor House Marshalls behind her.
[][MAGIC] ... keeping those whoresgets off the wall ... (Attack focus)
No. of votes: 1
Imrix
 
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