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Warlord Quest

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Thread replies: 270
Thread images: 51

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You are a up and coming warlord in a period of strife and battle. You will make
your mark on the world through cunning tactics and decisive victories, or you
will die in disgrace trying.

Battles are played on a hexmap with a maximum of 6 units on each side.
The warlord gives orders every turn, the units execute those orders to the best
of their ability. Troops are carried over from battle to battle. The focus is
on communication, tactics and terrain.

Full rules are here: http://pastebin.com/Npt2F5tY

But its not necessary to read it to play, as it will be handled under the hood.

To begin:
>Name

>Stats
# Leadership - Determines how many orders can be given per turn
# Logistics - Measures the aptitude for coordinating attacks and communication
# Wealth - Determines starting wealth, how many troops can be maintained and revenue between battles
# Martial Prowess - A passive bonus to the unit's Force
# Charisma - The bonus to morale units close to the warlord get

You have 5 stat points, 6 is the maximum for each stat.
>>
>>244380
>Name
Aethelwulf of Stergowt

>Stats
Leadership: 2
Logistics: 1
Wealth: 1
Martial Prowess: 0
Charisma: 1
>>
Leadership: 1
Logistics: 1
Wealth: 2
Martial Prowess: 1
Charisma: 0
Name : Xanfried Milfort
>>
>>244380
only two players right?
>>
>>244380
Lenin
2:leadership
1:logistics
0:wealth (communist nation)
1:martial powers
2:charisma
>>
>>244529
This
>>
>>244495
No you all control the warlord, I control the enemy.

You are Aethelwulf of Stergowt son of the clan chief and leader of men by birthright. You father left to war in other lands and you are left to defend your homeland. Though young, your men will follow you to doom and death because your blood is nobler than theirs, but be wary, for you are a stripling and the strength of your arm is not great.


>Stats
Leadership: 2
Logistics: 1
Wealth: 1
Martial Prowess: 0
Charisma: 1

You have the following troops:

(L/E/F = Loyalty/Energy/Force, all are out of 6, higher is better)
>Infantry
# Town Militia
- Stats (L/E/F) - 2/1/1
- Movement: 1
- Cost: 1
# Heavy Infantry
- Stats (L/E/F) - 4/3/4
- Movement: 1
- Cost: 3

>Cavalry
# Barbarian Horde
- Stats (L/E/F) - 5/4/4
- Movement: 2
- Cost: 4
- Special: No penalty for moving in forests or rivers

>Support
# Skirmishers
- Stats (L/E/F) - 2/4/2
- Movement: 1
- Cost: 1
- Special: Can attack one hex away

You have 1 wealth remaining. You can use it to train one of your troops (+Loyalty) or upgrade their equipment (+Force). Or you can save it.

What will you do?
>>
>>244380
Leadership: 3
Logistics: 1
Weath: 0
Martial Prowess: 0
Charisma: 1
>Name
Ivan Braginski
>>
>>244536
What is the surround region like? Is there any villages near by and what are their attitudes to us?

The calverly should scout out the area and map what they can.
>Go to the north!

Have the rest of our soldiers be sent out to start chopping down trees to build a makeshift fort as we plan for action. The peasants will do the brunt of the labor while our higher ranking people will manage construction.
>>
>>244560
I think there's been a misunderstanding, the map in the OP is the battle map. This quest just involves battles (for now).

Please choose:
>Buy Equipment for a unit (which?)
>Get training for a unit (which?)
>Save wealth for later
>>
>>244570
Ohhhhhh now I see.
>But archers better arrows and bows with your extra wealth.
>>
>>244570
Save wealth for later.
>>
Rolled 1 (1d2)

I'll just roll to speed things up:

>>244574
1
>>244575
2
>>
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>>244584
You spend your wealth upgrading your archers with better weapons (+1 Force)

You encounter a roving warband in your patrols, led by Withmulf, a local bandit. It's time to put mettle to metal!

You have the following troops:

(L/E/F = Loyalty/Energy/Force, all are out of 6, higher is better)
>Infantry
# Town Militia
- Stats (L/E/F) - 2/1/1
- Movement: 1
- Cost: 1
# Heavy Infantry
- Stats (L/E/F) - 4/3/4
- Movement: 1
- Cost: 3

>Cavalry
# Barbarian Horde
- Stats (L/E/F) - 5/4/4
- Movement: 2
- Cost: 4
- Special: No penalty for moving in forests or rivers

>Support
# Skirmishers
- Stats (L/E/F) - 2/4/2(+1)
- Movement: 1
- Cost: 1
- Special: Can attack one hex away
- Upgraded equipment (1)

(Your forces are blue)

Choose a 1 unit then give it an order (you can draw on the map if you like)
>>
>>244631
Correction:

You can give 2 orders (since Leadership =2) so choose two units and give them orders
>>
>>244631
>Tell the heavy infantry and town militia to get between the two hills and form a defensive battle line.
>>
>>244641
Cav into the hills on the left and warlord on the southern fall of the central hill
>>
Rolled 1 (1d2)

Coin flip again to keep things rollin'
>>244644
1
>>244646
2
>>
>>244644
If not the cav movement then do what This anon said. Make share the heavy infantry is placed riverside and the militia forest side as shown in prior deployment.
>>
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>>244644
Confirm orders?

>>244655
That's actually a road, it speeds up travel by 1. Rivers will be blue.
>>
>>244659
Yes there is fine.
>Movment 2.
>War Lord should stand behind the line.
>Calverly should go easy around the hills.
>>
>>244659
Nah nah having our sides to the hills are bad, basically do that but the central hill making up the middle, the point being to put our skirmish units at the top of those hills and flank with the cab on the left and the militia on the right. Heavy inf will be center.
>>
>>244675
So put the heavy where the militia is going and put the militia in the light trees on the other side of the hill
>>
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Withmulf is moving to the hill, but his men are holding.

You have 2 orders for this turn. The town militia are still moving into position but the heavy infantry are already in position. What will you do?
>>
>>244671
Supporting
>>
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>>244697
>>244671
Confirm orders?
>>
>>244704
I think the cav should try flanking the other way around -- they might get trapped against the border if they go that way.
>>
>>244711
We will just push the skirms forward and we are going to be in hills anyway
>>
>>244711
I agree with this, the Calvary should go behind the other hill, if we take out the general we can capture and randsom off the army.
>>
>>244724
Also use the road to get to the deep part of the woods.
>Try to stay hidden.
>>
>>244718
I think we're going to have to engage them rather than the other way around. Why would they attack into hills?
>>
>>244729
True, supporting.
>>
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>>244711
>>244724
>>244741

Confirm orders?
>>
>>244744
Sure.
>>
>>244744
Less du it laddies
>>
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Withmulf is still moving to the hills. Everyone has moved into position.

You have 2 orders this turn. What will you do?
>>
>>244779
Move skirms next to heavy inf on the hill. Keep moving cav the long way round into the deep forest, stay hidden
>>
>>244784
Supporting this.
>>
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>>244784
>>244793

Confirm orders?
>>
>>244817
Yep.
>>
>>244817
Yessiree
>>
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Withmulf moves into the hills. Your cavalry has moved too far from you. Your orders may not reach them! You skirmishers are blocked by your heavy infantry.

You have two orders remaining. What will you do?
>>
>>244888
Have our heavy infantry move forward one and have the skirmishers continue on their way.

Will our cavalry act of their own accord or are they just going to sit there now that they don't have any commands?
>>
>>244900
Yup, have the cav lay low, the heavy inf goad the enemy and then the skirms will have a good position to punish
>>
>>244900
They will follow their last given order then hold. You can give orders without penalty to all units within 3 hexes of the warlord (6 if you're on a hill). The penalty is that you'll have to roll against your Logistics stat.
>>
>>244921
Awroight lets do it
>>
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Confirm?
>>
>>244947
Looks good.
>>
Withmulf holds his forces. Your Cavalry are still moving into position in the woods. Your other units are in position.

You may give 2 orders. What are your orders, warlord?
>>
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>>244972
>>
>>244972
Put skirmishes at the left of heavy infantry and push both forward
>>
>>244975
Can our skirmish force out run their army?
>>
>>244981
Yes by 1 tile I think
>>
>>244980
Let's not move forward until everyone is in position -- going even one further would put us at risk of them charging. I think instead we should do as you say with the skirmishers, and then try to give an order to our cavalry to move up a bit more and then charge when we engage.
>>
>>244992
If we can put run the army send out archer forward to leper their lines just to fuck with them.
Also send forward our Calvary to flank the enemy force
>Make them come to us.
>>
>>244992
Alright supporting
>>
>>244998
But the skirmishers can only attack one tile in advance, which would mean that they would be unable to outrun their heavy infantry with the road's bonus to movement.
>>
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>>244980
>>244992
Confirm?
>>
>>245012
Yeah, looks good.
>>
>>245015
Yeah let's instigate movement by the enemy and react accordingly
>>
>>245012
>>245020
Actually, we're still sending our infantry out to their doom. Don't do that. They'll be in a position where they'll be attacked without backup for a turn. And our skirmisher won't get to the forest until two turns from now.
>>
>>245026
Eeeerregh lets just move damnit!
>>
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>>245038
This is what's going to happen though.
>>
>>245048
Then just move skirms and start moving the cav to the end of the forest
>>
>>245058
That sounds fine to me.
>>
Withmulf's heavy infantry march forward to meet your heavy infantry. Your skirmishers and cavalry are still moving into position.

>Exchange: Heavy Infantry vs Heavy Infantry
You: 1d20 +2(morale) +4(force)
Them: 1d20 +1(morale) +4(force)

The enemy force gains the upper hand this exchange and pushes your forces back!

What are your orders?

>>245048
Keep in mind you're opponent is bound by the same constrictions as you, unless he has 3 leadership (he doesn't) he's not going to be able to give three simultaneous orders
>>
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>>245067
>>
>>245073
Note, units adjacent to enemies cannot move past the enemy (they can move back and to the side of the enemy however)
>>
Rolled 9 + 2 (1d20 + 2)

>>245073
Make a hard right with the Calvary and flank the one heavy unit, once you make contact start cycle charges.
Tell the archers to move back one and to the left, once in position send one volly before our infantry charge.
>>
Rolled 16 + 6 (1d20 + 6)

>>245096
Shit sorry.
>>
Rolled 7 + 2 (1d20 + 2)

>>245073
I figured he could move at least two units at once. It's a good thing he can't.

>>245096
I'll go with this.
>>
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>>245096
Confirm orders?

(I should clarify, you don't have to roll. I was just showing you what modifiers go into the roll. Actually you got a natural 1 -- hence why you were pushed back.)
>>
>>245144
Not that far back, on the top of the hill.
>>
>>245198
That'll take you three turns to climb, if the enemy attacks in any of those three turns it will reset. Are you you still want to give this order?
>>
>>245208
Then just straight back.
>>
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>>245214
Confirm?
>>
>>245226
Hell no have the cav go further back and fuck up their warlord.
>>
>>245235
Agreed.
>>
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>>245226
>>245235
>>245311
Ok changed it, confirm?
>>
>>245318
Let's f shit up senpai
>>
>>245318
Yeah that's good.
>>
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>>245318
Miraculously your orders are heard and acknowledged by the cavalry. You make a mental note to pay the drummer boy double this month.

Withmulf holds and brings in another heavy infantry to charge yours!

>Exchange: Heavy Infantry vs Heavy Infantry
You: 1d20 +2(morale) +4(force) - 1(Winded)
Them: 1d20 +1(morale) +4(force) +1(Local Sup.)+1(Charge)

Despite the charge, your troops hold the line and win the exchange! They:
>Lower the enemy's morale
>Lower the enemy's force
>Push the enemy back
>>
Rolled 3 + 5 (1d20 + 5)

>>245369
Start shooting the shit out of the second heavy infantry division.
>Yell who ever hits the commanding officer in the head with a arrow they get some extra money.

Cycle charge the war lord with our Calvary, trying to bait him to come down from the hill.
>>
>>245393
You don't have to roll, I take care of it behind the scenes and only show the results.

Choose from:
>Lower the enemy's morale
>Lower the enemy's force
>Push the enemy back
>>
>>245404
Lower force, that way we can break them down easier and they will do less damage
>>
>>245411
Rodger dodger, cutting them a new asshole.

You have two orders left, what are your orders?
>>
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>>245420
>>
>>245426
Shift the militia to the right and the heavy inf down
>>
>>245450
This won't work because it takes three turns to climb the hill and the infantry won't be able to move into an occupied square. Unless of course you meant move to the top-left?
>>
>>245476
Op imma go to sleep right now thanks for running hope you continue m8
>>
>>245426
>>245393
But aim for the untouched heavy unit.
>>
>>245481
Yeah me too. I'll continue tomorow
>>
what program do you use for this map
>>
>>245548
It looks like hexographer.
>>
I'm back (also bumpin').

You have two orders remaining. What are you orders, warlord?
>>
>>246034
Move the skirmishers to the hill left of them and the heavy infantry to the hill behind them
>>
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>>246169
Confirm orders?
>>
>>246264
Let's do this
Maybe we should wait for 1 more player?
>>
Also I made a mistake earlier when I delayed the Cav entering the woods. I forgot that the cav unit is Barbarian Horde, allowing them to move freely through forests and rivers
>>
>>246278
It's all good m8
>>
Can I join in?
>>
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>>246277
If you build it, they will come. Let's just keep going and bumping the thread :^)

You've ordered your Hv. Inf to retreat to the hills...however!

The enemy's left flank moves into engage your heavy infantry as they try to retreat back to the hills!

>Exchange: Hv. Inf vs Hv. Inf
You: +2(morale) +4(force) -1(Winded)
Them: +1(morale) +4(force) +1(Local Sup.)

Your men fight while they retreat and win the exchange! They:
>Damage the enemy's morale
>Reduce the enemy's forces

Your cavalry rides through the woods, they are hidden from Withmulf, though he was sure to see them disappear behind the hills

>>246308
Of course!
>>
>>246313
Ok so let's lower the heavy infantries force so they do less damage.

As for moves lets fortify the position of the heavy infantry and steady aim for the skirmishers

I don't think that's in the rules but can you home few that stuff? Seems like the best course of action realistically
>>
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>>246332
Heavy Inf. are still moving toward the hills, as are the Skirmishers, do you want to give them new orders?


(It takes 3 moves to climb hills)
>>
>>246342
Looks... pretty good. Although, I don't fully understand this yet.
>>
>>246342
Oh okay then yes do that first
>>
>>246356
>>246354
Ok, in that case you still have two orders this turn. What are your orders, warlord?
>>
>>246354
>>244380
>You are a up and coming warlord in a period of strife and battle. You will make
>your mark on the world through cunning tactics and decisive victories, or you
>will die in disgrace trying.
>Battles are played on a hexmap with a maximum of 6 units on each side.
>The warlord gives orders every turn, the units execute those orders to the best
>of their ability. Troops are carried over from battle to battle. The focus is
>on communication, tactics and terrain.
>Full rules are here: http://pastebin.com/Npt2F5tY

Feel free to ask questions about anything which is unclear.
>>
>>246365
>>246342
Have the warlord taunt the enemy and the militia fortify position making ditches and proper spear walls
>>
>>246373
Luckily I play a lot of strategy games. So we have to take all enemies out. Are there any bonuses for taking the Warlord out?
>>
>>246342
We should just shift the battle line so the enemy troops have their backs to our archers.
Move forward north and east then shift to fight the enemies facing west.
>Also charge the calverly!
>>
>>246389
You're already in the midst of battle so this wouldn't work as it would take too long. You're also a little too far away for him to hear your taunts.

>>246390
Well, taking the warlord out would have a huge hit on the other troops' morale, and may even cause them to immediately start routing. You win the battle by routing or destroying the enemy.

>>246391
Those are actually skirmishers (i.e jav throwers). And the cavalry is already charging through the forest toward the enemy warlord, Withmulf

To clarify:

The warlord can give X orders equal to his Leadership stat. There are three
types of orders namely: Move, Attack and Hold. Every turn each unit will
attempt to execute its last known order or if this is not possible, hold.
Within each order type there may be speciallized orders based on the unit, e.g
most cavalry units can 'Charge', pikemen units can 'Brace', and archers can
'Volley'.

Orders given to units which are 3 (6 if warlord is on a hill) or more hexes
away from the warlord or which are in forests may or may not recieve their
orders (roll against logistics stat).
>>
>>246391
The battle line we have right now is okay, as if a heavy starts to go through to our warlord we can just chase after with our skirms and move the warlord away, it'll be fine.
>>
>>246403
I'm starting to get it. What are our current units and how are their stats?
>>
>>246408

>>244536
>>
>>246413
What did we do with the wealth?
>>
>>246413
Never mind, we spent it on the support units, correct?
>>
>>246426
Yes
>>
>>246431
Good.

Everything seems fine so far.
>>
>>246445
So everyone else holds?
>>
>>246454
I think I'll wait for next turn to make any moves for the team.
>>
>>246404
Then why not keep the heavy infantry where it is And just fight them back for now.
Then have our militia move forward to engage the enemy next turn.
>>
>>246454

Just fortify the militia then and since skirts have 4 move then have them steady aim as well (if they can)
>>
Rolled 2 (1d2)

>>246482
# Skirmishers
- Stats (L/E/F) - 2/4/2
- Movement: 1
- Cost: 1
- Special: Can attack one hex away

Energy =/= Movement, it has to do with following orders when fatigued.
>>
>>246488
Fortify militia then
>>
Rolled 2 (1d2)

>>246481
1
>>246494
2
>>
>>246494
You order your town militia to brace (+1 Force as long as holding).

Your skirmishers continue moving up the hill as do your heavy infantry however, the latter are engaged by the right flank of the enemy's infantry.

>Exchange: Hv. Inf vs Hv. Inf
You: +2(morale) +4(force) -2(Exhausted)
Them: +1(morale) +3(force) +1(Local Sup.)

Miraculously, your exhausted troops hold the line and win the exchange! They continue their retreat up the hill whilst:
>Lowering enemy morale
>Lowering the enemy force

Your cavalry are almost in position are completely hidden in the forest.
>>
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>>
Okay guys, remember, we must plan with each other. We're supposed to work as a team. Now, how do you feel about the position we'll be in next turn?
>>
>>246600
We need to fuck up their warlord right now, full on charge or else we will lose for shure.

Appearantly the enemy doesn't suffer fatigue so that sucks

>lower enemy force so they do less damage
>>
>>246628
They do, but they've been cycling their troops to attack yours, having the other hold and rest while the first engages. You've been engaging continuously without rest.
>>
>>246628
I'm game. Although the Warlord has terrain advantage. Anyone have any opinion about this?
>>
>>246647
Our barbarian horde will f them up either way

For movement
>charge militia forward and charge cav
>>
>>246633
I would say move the militia up for support i, holding the line.
While the skirmishes go and try to hassle the one untouched unit in the northwest.
>>
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>>246691
Confirm orders?
>>
>>246718
Yes
>>
>>246718
Everything seems to check out.
>>
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>>246718
Your cavalry charge from the woods, catching the enemy warlord in surprise!

>Exchange: Withmulf vs. Bar. Horde
You: +4(Force) +1(Charge)
Them: +1(Morale) +5(Force) +1(Hill) -2(Surprised)

Your cavalry wins the exchange,:
>pushing the enemy back(to which tile?)
>lowering enemy morale
>lowering enemy's forces

Meanwhile your heavy infantry climb on to the hill while your town militia takes their place. Your skirmishers also move into position on the hill (doubled range).

The heavy infantry's left flank engages your town militia.

>Exchange: Hv. Inf vs. Twn Militia
You: +1(Morale) +1(Force) +1(Fresh)
Them: +1(Morale) +3(Force)

The enemy force completely slaughters your town militia!

You have two orders remaining, what are your orders, warlord?
>>
>>246807
Push the warlord to the northern tile

Reinforce the heavy infantry position

Taunt with the skirmishers and de buff enemy heavy infantry engaged with our heavies.

I just don't want to take our skirms off the hill quite just yet
>>
>>246833
This sounds good to me.
>>
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Your cavalry force the enemy warlord to retreat from the hill, cutting them off from communications with the heavy infantry!

Confirm orders?
>>
>>246879
Yup
>>
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>>246894
Your skirmishers pepper the enemy heavy infantry with javelins,
>reducing their forces
>reducing their morale

The enemy reserve heavy infantry move to charge your cavalry on the hill.

>Exchange: Hv. Inf. Vs. Bar. Cavalry
You: +4(Force) +1(Hill)
Them: +4(Force) +1(Morale) +1(Fresh) +1(Charge)

But the cavalry hold the hill and win the exchange! They:
>Lower enemy's force
>Lower enemy's morale
>Push enemy back

The other enemy infantry seem to be holding because of broken communication.

You have 2 orders, what are your orders, warlord?
>>
>>246977
Lower enemy force
Charge the warlord into their heavy infantry
Run the cav into the forest
>>
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>>247033
Confirm orders?
>>
>>247069
Yes
>>
>>247069
No wait, we should charge down the hill into the already injured units.
>Let their warlord come back to be captured and rasosmed off.
>>
>>247145
Good point actually
Rear charge is a go
>>
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>>247145
>>247158
Confirm orders?
>>
>>247172
K lets fuck shit up family
>>
>>247172
Yes
>>
>>247182
>>247185
Your cavalry charges the rear of the enemy heavy infantry!

>Exchange: Hv. Inf. vs Bar. Cav
You: +4(Force) +1(Charge) +2(Rear)
Them: +2(Force) +1(Local Sup)

Your cavalry charge is victorious and you win the exchange,
>lowering enemy's morale
>reducing enemy's forces

Meanwhile you charge with your guards against the front of the heavy infantry.

>Exchange: Hv. Inf. vs. Athelwulf
You: +1(Morale) +5(Force) +2(Charge) +1(Fresh) +1 (Local Sup)
Them: +2(Force)

This charge too is successful,
>Lowering enemy morale
>Lowering enemy forces
>Pushing enemy back
>>
>>247220
Lower morale on both fronts.
I'm assuming the heavy infantry is already fortified so I won't worry about them
>Move the cav into the woods
Continue fighting with the warlord.
>Steady shots with the skirms
>>
>>247247
Supporting this.
>>
>>247247
Agreed, but the Calvary should start cycle charges.
>>
>>247247
That's three orders. You can only give two
>>
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>>247247
Your double charge breaks the morale of the enemy infantry and they begin to rout!

You have two orders, what are your orders warlord?
>>
>>247316
The green text are the orders
>>
>>247361
Then the warlord must hold. 'Press/Continue the attack' is technically an order
>>
>>247352
>Move skirmsup to harass the heavy inf and pull the horde back
>>
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>>247374
Confirm orders?
>>
nah nah nah
Pull the horde into the trees, then after we do that we can go ahead and charge the warlord again
>>
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>>247410
Like this?
>>
>>247433
Si senor
>>
>>247433
Looks good
>>
>>247442
>>247454
Your cavalry retreats into the cover of the woods and your skirmishers are still moving into position.

Meanwhile the enemy infantry continue their rout and the Withmulf climbs the hill. Be warned! If Withmulf gains the hill he will rouse the routers to turn and fight!

What are your orders, warlord?
>>
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>>247479
Nope, get denied sucker.
Charge the horde at the enemy warlord and continue to move up the skirms
>>
>>247499
Confirm orders?
>>
>>247562
Yes
>>
>>247562
Could our archer capture the enemy or should we just shoot the shit out of them?
>I don't know how P.O.Ws are taken
>>
>>247597
I dunno good point, takin a break tho
>>
>>247568
Alas! Your orders are not received by the cavalry and they hold. Withmulf takes the hill and rouses his men to fight.

Your skirmishers are in position.

What are your orders, warlord?

>>247607
Same. Be back tonight. Hope everybody is enjoying it so far.
>>
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>>247611
>>
>>247616
Charge the War Lord again with our calverly but after the strike go back into the woods.

Our archers should rain death on the closes unit after backing up 1 space.
>>
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Ok I'm back. >>248099
Confirm orders?
>>
>>249460
Yeah looks good to me
>>
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>>249645
Alas, your cavalry are too far away to receive communications (move within 3 hexes of them or climb a hill).

Your Skirmishers retreat up the hill, it seems the enemy infantry are too exhausted to carry out their orders!

What are your orders, warlord? (2 remaining)
>>
>>249710
Charge our warlord into their heavy infantry closest to our skirmishers and then charge the car into their warlord.
>>
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>>250713
Confirm orders?
>>
>>250767
Yup. Let's wreck these fools, make sure they regret their foolishness
>>
>>250767
Yup, try to take command of their units if possible.
>Is that a charisma action?
>>
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>>250784
Alas your cavalry are still too far away to receive your orders and they hold.

Your warlord charges the enemy heavy infantry!

>Exchange: Hv. Inf. vs Athelwulf
You: +1(Morale) +5(Force) +2(Charge)
Them: +2(Force)

Your charge is successful! You:
>Lower enemy's morale
>Lower enemy's forces
>Push enemy back

However Withmulf pushes his reserve infantry to charge you!

>Exchange: Hv. Inf. vs Warlord
You: +1(Morale) +5(Force) -1 (Winded)
Them: +1(Morale) +4(Force) +1(Fresh) +1(Charging)

But their charge is as water against stone! You:
>Lower their morale
>Lower their forces
>Push them back
>>
>>250801
They may be rabble, but they're still loyal, you can't take command of enemy units. You can capture them by cutting them off while they are routing.
>>
>>250841
Lower force on both fronts
Also we should be in range to charge with the horde right?
>>
>>250841
>Exchange: Hv. Inf. vs Warlord
You: +1(Morale) +5(Force) -1 (Winded)
Them: +1(Morale) +4(Force) +1(Fresh) +1(Charging) +1(Local Sup)*

(Still doesn't change the outcome though, you rolled a miraculous nat 20)
>>
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>>250854
>>250854
You are in range to charge yes, but your orders are not getting through because your warlord is too far away (More than 3 hexes) from your cavalry, requiring him to roll against his logistics (an abysmal 1) stat to give orders. You can move closer or have the warlord climb a hill which will double the range (3->6 hexes away).

What are your orders, warlord? (2 remaining)
>>
>>250878
Fire on their weakened heavy inf with our skirmisher and then roll logistics check to get the horde charging their warlord
>>
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>>250888
Confirm orders?
>>
>>250897
Yes sir
>>
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>>250905
You sound your horn again for the cavalry to charge. And they answer your call! They charge Mithwulf on the hill and catch him by surprise again.

>Exchange: Mithwulf vs. Bar. Horde
You: +4(Force) +1(Charge) +1(Fresh)
Them: +1(Morale) +5(Force) +1(Fresh) +1(Hill) -2(Surprise)

It is a fiercely contested battle, for Mithwulf knows the moment he loses the hill his men will be disheartened and break, but he loses the exchange!

Your cavalry:
>Push Mithwulf off the hill
>Lower his morale
>Lower his force

Meanwhile your skirmishers pepper the weakened infantry with spears.

>Exchange: Hv. Inf vs. Skirmishers
You: +1(Morale) +3(Force) +1(Hill)
Them: N/A

The infantry are unable to resist the attack and they:
>Take casualties
>Lose morale
>Get pushed back

Meanwhile, Mithwulf has ordered his heavy infantry on a desperate attack against you.

>Exchange: Hv. Inf vs. Athelwulf
You: +1(Morale) +5(Force) -2(Exhausted)
Them: +1(Morale) +3(Force) +1(Local Sup)

But even in exhaustion, your troops hold the line! You:
>Lower enemy's force
>Lower enemy's morale
>Push them back

(You guys got incredibly lucky this turn, savor it)
>>
>>250948
The gods favor us

From up to down
Push him off the hill
Lose morale
Lower morale
>>
>>250961
Your cavalry take the hill and push Mithwulf back cutting him off from his men.

The simultaneous loss of their leader and their exchanges break the enemy's spirit and they begin fleeing into the woods en masse!

Mithwulf knows when he is beaten and surrenders.

You have won the battle!

>After Action Report
Your Casualties: Town Militia (200 men)
Their Casualties: Heavy Infantry (1200 men)

This is a crushing victory!

Mithwulf offers to pay you for his freedom (+3 wealth). However, Mithwulf has been a nuisance and you know he will not quit his banditry if released. Perhaps you should publicly execute him, instead, as a message to all rabble that their time is at hand (+1 Stat point).

What will you do?
>>
>>250986
If he comes back, could we defeat him and take more of his gold?
>>
>>250992
Most likely, yes. But he'll be stronger next time.
>>
>>250986
Heavy archers cost 4 right?
So can we upgrade our skirms to them for 3 gold?
>>
>>251000
No, only peasants, town militia and light [unit name] can be upgraded.

Also, you don't have access to the all the units at once (e.g Elephants and Camels)
>>
>>251010
I say we kill him then and just take +1 to logistics for better long range plans
>>
>>251034
Agreed.
>>
>>251034
>>251208
There is only one place for criminals: the gallows. You will not pardon scum for personal wealth. You drag Mithwulf back to your village and publicly hang him as a message to all those who would disturb the peace.

Experience in battle has improved your skill in logistics. Patrols for the next few days are peaceful. Then you receive word from your father armies from the south have broken through the defensive line will and be upon you in a few days. They are lead by Quintus Varus Cassus a commander under the hated foe, Gaius Julius Caesar. He is young and ambitious, like you, but unlike you, he has seen more of combat and is likely to be a formidable foe. However, they are still far from your lands and will not arrive till the end of winter. You have the spring to prepare. Your father does not recommend attacking head on, as his forces are many.

Meanwhile a rivaling tribe has mustered their forces against you, lead by Bowngaf of Urgowt. He seeks to take your father's lands, fearing no reprisal from you.

You:
>Return to your village, fortify and fight him there
>Ambush his troops using the cover of forest
>Meet his troops head to head, and crush him entirely
>Other
>>
>>251331
We have few troops, but even so we should do everything we can to ward him off, so I saw we take a glass cannon approach and ambush the bastard
>>
>>251416
From similar experiences, I'd say we should go with this. I'm still a bit nervous about it, though.
>>
>>251416
>>251460
Also forgot to mention, you gained 1 wealth in revenue from your lands (Wealth stat) as well as 2 wealth from selling Mithwulf's supplies. Do you want to spend it or save it?

You can currently hire the following troops:

== Infantry ==
# Peasant Conscripts
- Stats (L/E/F) - 1/1/1
- Movement: 1
- Cost: 0
# Town Militia
- Stats (L/E/F) - 2/1/1
- Movement: 1
- Cost: 1
# Light Infantry
- Stats (L/E/F) - 3/3/2
- Movement: 1
- Cost: 2
# Heavy Infantry
- Stats (L/E/F) - 4/3/4
- Movement: 1
- Cost: 3
# Spearmen
- Stats (L/E/F) - 3/2/2
- Movement: 1
- Cost: 2
- Special: Gets double force against cavalry
# Pikemen
- Stats (L/E/F) - 3/1/2
- Movement: 1
- Cost: 2
- Special: Gets triple force against cavalry
# Barbarian Mercenaries
- Stats (L/E/F) - 5/4/5
- Movement: 1
- Cost: 4
- Special: May move through forests and rivers at no movement penalty

== Cavalry ==
# Light Cavalry
- Stats (L/E/F) - 2/5/2
- Movement: 3
- Cost: 3
- Special: Charging attack adds +1 to force
# Heavy Cavalry
- Stats (L/E/F) - 4/4/5
- Movement: 2
- Cost: 5
- Special: Charging attack adds +2 to force
# Barbarian Horde
- Stats (L/E/F) - 5/4/4
- Movement: 2
- Cost: 4
- Special: No penalty for moving in forests or rivers

== Support ==
# Skirmishers
- Stats (L/E/F) - 2/4/2
- Movement: 1
- Cost: 1
- Special: Can attack one hex away
# Light Archers
- Stats (L/E/F) - 2/3/2
- Movement: 1
- Cost: 2
- Special: Can attack two hexes away
# Heavy Archers
- Stats (L/E/F) - 3/3/5
- Movement: 1
- Cost: 4
- Special: Can attack four hexes away
>>
>>251504
You can field a maximum of 4+Wealth units, but you can only use 6 units at a time in battles (the reserve forces can be used to reinforce in battle).
>>
>>251504
Spear or Pikemen will be the best option. He'll probably have Cavalry if he's going through the woods.
>>
>>251504
Get a spearman. That's all I have to add.
>>
>>251620
Supporting, save I wealth
>>
>>251504
Oh, and the free unit. We have extra space, correct? We could use this guy as a sacrifice if necessary.
>>
>>251620
>>251651
You hire some spearmen. Your current troops:

(L/E/F = Loyalty/Energy/Force, all are out of 6, higher is better)
>Infantry
# Spearmen
- Stats (L/E/F) - 3/2/2
- Movement: 1
- Cost: 2
- Special: Gets double force against cavalry
# Heavy Infantry
- Stats (L/E/F) - 4/3/4
- Movement: 1
- Cost: 3
- Exp: 1

>Cavalry
# Athelwulf
- Stats (L/E/F) - 4/4/5
- Movement: 2
- Special: Charging attack adds +2 to force
- Units within 3 hexes gain +Cha to morale
- Exp: 1
# Barbarian Horde
- Stats (L/E/F) - 5/4/4
- Movement: 2
- Cost: 4
- Special: No penalty for moving in forests or rivers
- Exp: 1

>Support
# Skirmishers
- Stats (L/E/F) - 2/4/2(+1)
- Movement: 1
- Cost: 1
- Special: Can attack one hex away
- Upgraded Equipment (1)
- Exp: 1

You decide that you will ambush the Bowngaf while he moves his troops through the road.

Ok going to take an extended break to set up the map and enemy troops be back soon
>>
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I'm back!

Tracking Bowngaf is an easy task because he does not hide. You plan to strike him when he enters the forest near Lake Constance. You will wait with your troops in the woods and take out a section of his army, hopefully this will be enough to make him reconsider.

The day of attack arrives. Bowngaf keeps to the rear of his marching army, so you decide to attack his front. They will be cut off from Bowngaf, but you must strike hard and fast or Bowngaf will catch up with his army and reinforce.

You have 10 turns before Bowngaf reinforces. Since this is an ambush, choose where you have set up your troops in the forest (You may put your troops on any hex except the three central columns where the road lies).

Keep in mind:
1. Except for your Bar. Horde, your troops will take penalties for fighting in the forest, so try to draw the enemy into the forest as well
2. Surprise is powerful, but impermanent
3. Dead foes are better than routing foes

(From top to bottom on the map:

Light Cavalry
Heavy Archers
Heavy Infantry
Heavy Infantry
Light Infantry
Barbarian Horde)
>>
>>252706
Put our skirmishes to just in throwing range of the light infantry in the front to the east.
Then our heavy infantry will also be on the east side lining up with heavy archers.
Spear men west of the archers with the war Lord and cave against the enemy heavy troops.
>>
>>252731
Confirm placement?

(Note, your skirmishers are on the hill, so their range is doubled, allowing them to still hit the enemy infantry. Also your skirmishers and heavy infantry may be too far away to receive orders.)

You gave detailed orders to your men before the battle (you can give orders to all your men on the first turn at no penalty or cost)
>>
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>>252750
>>
>>252755
>>252750
Tell the skirmishes to rain down on the light infantry until they are all dead or they run out of ammunition.
>If the light infantry route out of range change to the war Lord other then that don't move.

The heavy infitry need to charge in to attack the heavy archers try to make the archers and clacerly separate from the main force and away from the commander.

First move for our war Lord and Calvary is charge into the enemy heavy infantry to drive them out of line.
>The spear unit should taught the enemy cavalry but stay defensive.
>>
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>>252811
Confirm orders?
>>
>>252973
No the cavalry should just attack the heavy infantry.
>>
>>253018
I agree with this, our skirmishers will just get rid of the light infantry anyway.
>>
>>253018
They are (you can attack any unit adjacent to a hex, I just drew it that way because two units can't occupy the same hex)
>>
>>253121
Then yes all actions are correct.
>>
>>253121
Proceed.
>>
It's a quiet morning, the weather is clear and dew is still on the tips of leaves. Your men are restless and you are anxious. You explained the details of the plan to your lieutenants the night before, you explained to you men the necessity of success in this endeavor. Their mothers and daughters and wives are at stake. Your words were few, for time was short, but to the brave a few words are as good as many.

The enemy troops are sighted. You wait for them to enter into your ambush and then -- horns and drums!

Your forces emerge from the woods and charge! The enemy is caught completely off guard on all sides.

>Exchange: Hv. Archers vs. Hv. Infantry
You: +4(Force) +1(Fresh) +1(Charge)
Them: -2(Surprised) +1(Local Sup)

>Exchange: Hv. Inf vs Athelwulf
You: +1(Morale) +5(Force) +1(Fresh) +2(Charge)
Them: +4(Force) +1(Local Sup) -2(Surprised)

>Exchange: Hv. Inf vs. Bar. Horde
You: +1(Morale) +4(Force) +1(Fresh) +2(Charge)
Them: +4(Force) +1(Local Sup) -2(Surprised)

>Exchange: Light Infantry vs. Skirmishers
You: +3(Force) +1(Hill) +1(Fresh)
Them: -2 (surprised)

Your infantry crash into their archers and dominate them with ease.
>lowering their morale
>lower their forces
>pushing them back

You lead a cavalry charge with your horde against their heavy infantry line, your charge is successful,
>pushing them back
>lowering their morale
>lowering their forces
but the southern flank holds against your horde, pushing them back into the forest.

Your skirmishers pepper the light infantry from the hills,
>reducing their numbers
>lowering their morale
>>
>>253226
Lower the number of the heavy and light infantry But push back the archers the north west.
Tell the spear unit to rush forward to the flank of the archers to sandwich their forces.

Our war Lord should pull back and head north.
>Keep the calverly cycle chargeing into the heavy infantry.
>>
>>253295
Wait no, keep the war Lord and Calvary together.
>>
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>>253295
>>253355
Confirm orders?
>>
>>253398
Yeah looks good.
>If I can could my heavy infantry rush to March against the archers to push them into our spears.
>>
>>253422
That's too many orders (increase your leadership to be able to give more orders per turn)

Your Spearmen charge the archers from the woods.

>Exchange: Hv. Archers vs. Spearmen
You: +1(Morale) +2(Force) +1(Fresh) -1(Forest)
Them: -2(Surprised)

Your spearmen crush the archers underfoot (critical! x2 damage)
>lowering enemy morale
>lowering the enemy's forces

Meanwhile you regroup back to your horde and the rest of the troops hold. Because of your coordinated attack (3/4 successful exchanges on the last turn) and because the enemy is cut off from their leader, they are sluggish and confused in their response.

They can do nothing this turn.
>>
>>253452
>Lower enemy forces
Heavy infantry rush to the light calverly.
The archers should keep raining death on the light infantry.
>If the do that automatically have the war Lord try to intimidate the enemy in to rotating.
>>
This is taking a while.
>>
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>>253465
Confirm orders?
>>253507
Sorry, I accidentally overwrote the last image so I had remake the whole thing again from the beginning
>>
>>253527
Looks good.
>Everyone should be attacking something.
>>
>>253527
This seems decent. confirm.
>>
>>253539
>>253541
You already gave orders for the skirmishers to fire at will until they run out of ammo. They fire their javelins at the enemy light infantry.

>Exchange
You: +3(Force) +1(Hill)
Them: -1(Surprised)

Your skirmishers are successful in the exchange and
>Decimate the light infantry
>Lower their morale

Meanwhile your heavy infantry acts on its previous orders to attack the nearest enemy, this time, the light cavalry.

>Exchange: Light Cav. vs. Hv Inf.
You: +4(Force)
Them: +2(Force) -1(Surprised)

Your heavy infantry cut into the cavalry unit,
>Lowering morale
>Reducing their forces
>Pushing them back

Turn: 3/10

The enemy has recovered its senses, but its counter attack is uncoordinated. They will simply charge whichever unit is closest.
>>
>>253564
Also made a slight error in the last image, the archers should have two strikes since the spearmen got a critical hit last turn.
>>
>>253564
>Decimate the light infantry.
>Lower their numbers.
Have the spear unit try to capture the heavy archers.
Keep the heavy infantry on the attack against the enemy calverly.
>>
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>>253574
The archers aren't routing so you can't capture them.

The light infantry are annihilated and your skirmishers are now attack the heavy cavalry at the front.

Confirm orders (1 order remaining)?
>>
>>253601
Confirm
>>
>>253601
Our Spears should keep putting pressure on the archers.
>>
>>253601
I just realized we have one order remaining.
>>253617
I think we should sneak around and go for the cavalry.

Also, are me, TISXQKBg, and OP the only ones here?
>>
>>253606
Your heavy infantry continue to engage the light cavalry.

>Exchange: Light Cav. vs. Hv Inf.
You: +1(morale) +4(Force)
Them: +2(Force) -1(Winded)

Your heavy infantry continue to slaughter the enemy cavalry,
>Lowering their forces
>Lowering their morale
>Pushing them back

Meanwhile your skirmishers engage the Heavy cavalry.

>Exchange Bar. Horde vs. Skirmishers
You: +3(Force) +1(Hill) -1(Winded)
Them: N/A

The enemy cavalry is able to escape the range of your skirmishers! The enemy cavalry charge your nearest unit, the barbarian horde.

>Exchange: Bar. Horde vs Bar. Horde
You: +1(Morale) +4(Force) +1(Fresh)
Them: +4(Force) -1(Winded)

Your horde just barely holds the line, they
>Lower enemy morale
>Lower enemy forces
>Push the enemy back

Meanwhile the enemy heavy infantry engages you.

>Exchange: Hv. Inf vs. Athelwulf
You: +1(Morale) +5(Force) -1(Forest) +1(Fresh)
Them: +1(Morale) +4(Force)

You hold your position, winning the exchange and
>Lowering their forces
>Lowering their morale
>Pushing them back

The enemy archers fire on your spearmen!

>Exchange: Hv. Archers vs. Spearmen
You: +1(Forest)
Them: +3(Force) -1(Winded)

The archers win the exchange and kill many of your spearmen with their arrows.

The enemy's remaining heavy infantry begin moving into the forest to engage your spearmen

Turn: 4/10

>>253627
It seems so, I don't know why this is so unpopular, any recommendations to improve it?
>>
>>253633
Well in my case, I'm an american with insomnia, and thats the only reason I'm here.
If it were daytime you would get alot more posters.
>>
>>253633
Lurking, don't have the energy/too high/too complex/not a wargamer to contribute. Good work, handjobs for op.
>>
>>253633
>Push the cavalry back into archers
>Lower enemy barb. horde's forces
>Lower enemy h.inf forces

Could you update the map please?
>>
File: warlordqst2.png (147KB, 760x798px) Image search: [Google]
warlordqst2.png
147KB, 760x798px
>>253816
What are your orders warlord? (2 remaining)
>>
>>254555
Have the blue rectangle attack the pentagon. Have the Spearmen retreat towards the mountains.
>>
>>254555
Have the archers Mar h forward to get in throwing range of the enemy war Lord.
Have our warlord and caverly also start attacking the enemy war Lord.
>Try to take the leader alive to randsom him odx
>>
>>254604
Oh yeah, forgot those were archers. Yeah, have them charge forwards.
>>
>>254604
Agreed
>>
>>254604
See>>252706

Bowngaf (the warlord) is not in the battle yet (Warlords are always 5-pointed stars) Did you mean the barbarian cav?
>>
File: warlordqst2.png (148KB, 760x798px) Image search: [Google]
warlordqst2.png
148KB, 760x798px
>>254604
>>254609
Confirm orders?
>>
>>254631
Yes.
>>
>>254631
Looks good
>>
>>254641
You order your horde to move south and charge their horde.

>Exchange: Bar. Horde vs. Bar. Horde
You: +1(Morale) +4(Force)
Them: +4(Force) -2(Exhausted)

Your cavalry is victorious! They:
>Push the enemy back
>Lower their morale
>Lower their forces

You sound the drums to have your skirmishers charge out of the forest and they heed your word despite the distance!

The enemy horde is too exhausted to do anything, as are the enemy archers, but the light cavalry charge your heavy infantry!

>Exchange: Light Cav. vs Hv. Inf
You: +4(Force)
Them: +2(Force) -1(Winded)

Their charge is successful, pushing your infantry back into the forest. Meanwhile their heavy infantry continue to engage you.

>Exchange: Hv. Inf vs. Athelwulf
You: +1(Morale) +5(Force) -1(Forest)
Them: +1(Morale) +4(Force) -1(Winded)

They are successful and push you back into the forest!
>>
File: warlordqst2.png (147KB, 760x798px) Image search: [Google]
warlordqst2.png
147KB, 760x798px
>>
>>254685

>Exchange: Hv. Inf vs. Athelwulf
You: +1(Morale) +5(Force) -1(Forest)
Them: +1(Morale) +3(Force)* -1(Winded)

Made a minor error, but it doesn't make a difference in the result
>>
>>254696
We can retreat into the mountains to get an advantage. However, we'd be in a disadvantage in the meantime. Opinions?
>>
>>254709
Hint: Anytime morale drops below zero, the unit must roll against their Loyalty stat to keep from routing. If morale doesn't show up on the exchange, it means its currently zero
>>
>>254696
Our war Lord should help our spear unit take by taking on the heavy infantry.
Tell our heavy infantry to charge head first though any enemy to get closer to our war Lord.
>>
>>254720
How do we increase morale?
>>
>>254720
Oh shit. Does that mean we can rout their Heavy Infantry/Barbarian Horde?
>>
>>254731
Units next to the warlord get a passive morale boost = to the warlord's Charisma stat. Morale also increases when the battle turns in your favor
>>
>>254738
If you lower their morale and they fail their loyalty check, yes. The probability of this happening is 1/2 and 3/8 respectively
>>
>>254752
*next to = within 3 hexes (or 6 if warlord is on a hill)
>>
>>254696
our warlord should retreat
>>
this was cool, id participate if it ran again
>>
>>256710
I'm going let this thread sage then start a new one with more streamlined rules. It seems like the main problem was that it was too unapproachable.

Any tips would be appreciated, in the meantime its back to the drawing board
>>
>>256767
Don't start again, this story is pretty good for a start. Though for ease of understanding I would put the troop key in every post.
>>
>>256812
Ok. How about something like pic related?
>>
File: warlordqst2.png (165KB, 760x798px) Image search: [Google]
warlordqst2.png
165KB, 760x798px
>>256851
>>
>>256852
Looks great!
>>
>>256852
This woukld be a great help and will surely stop people from giving stupid orders because they thought cavalry was a warlord.
Thread posts: 270
Thread images: 51


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