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AtMC – The battle below Bull’s Peak

+6
Lady Corrine Marsten
Ser Jorah Holt
Baelon Drakeson
Reader
Yoren longshore
Kevan Lyras
10 posters

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Post by Baelon Drakeson Wed Oct 07, 2015 11:50 pm

Kevan Lyras wrote:[url=Order Golden Arrows (Discipline 9)][/url]: 4d6k3 11
[url=Attack Veteran Raiders][/url]: 4d6 10 vs CD4 =2DoS*5=10 - AR5=5 Damage
-->
1/6 Health
The veterans have 4 Endurance, so they are at 7/12.
I'm assuming Knight of Quality stats for the commander (unless Reader specifies otherwise), so 12 health

Status
Kevan 7/12
Sunguard 3/12, Disorganized: 1/4

Clan Commander: 11/12
Veteran Raiders A: 7/12
Raiders B: Disorganized
Raiders C: Destroyed
Clan Archers E: Routed (off map)
Clan Archers F: Destroyed

Kevan Lyras wrote:Next round
[url=Initiative R2][/url]: 3d6 14 ->
Spend BoTA for +2 so we can go first once more
Alright. You win.

Round 2 Step 5, Siege: No Siege, moving on.
Round 2 Step 6, First Player Actions: Unless someone has a burning desire to detach and/or renounce command and start acting as an individual, moving on.
Round 2 Step 7, Orders: You first.
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Post by Kevan Lyras Thu Oct 08, 2015 8:30 am

Round 2 / Order 1
[url=Order Golden Arrows (Discipline 6)][/url]: 4d6k3 12
[url=Attack undamaged trained raiders (D)][/url]: 4d6 12 vs 5 = 2DoS = 10dmg - AR2 = 8
-->
1/9 Health

Status
Kevan 7/12
Sunguard 3/12, Disorganized: 1/4

Clan Commander: 11/12
Veteran Raiders A: 7/12
Trained Raiders B: Disorganized
Trained Raiders C: Destroyed
Trained Raiders D: 1/9 Health
Clan Archers E: Routed (off map)
Clan Archers F: Destroyed

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Post by Baelon Drakeson Thu Oct 08, 2015 12:01 pm

Round 2, Order 2 (Clan Order 1)

Seeing more one of her clansfolk fall to a volley of arrows, the commander gives up on trying to kill Kevan - for now.
"
Them archers need to die!"


[url=http:
//orokos.
com/roll/331983:1y5t0uvl]Command Trained Raiders (D) [TN 9][/url:1y5t0uvl]: 4d6k3 14
[url=Charge Longshore Archers][/url]: 4d6k3 12 vs Def 6, 2 DoS x 5 = 1- -2 AR = 8, Disorganized

Status
Kevan 7/12
Sunguard 3/12, Disorganized: 1/4
Longshore Archers Disorganized

Clan Commander: 11/12
Veteran Raiders A: 7/12
Trained Raiders B: Disorganized
Trained Raiders C: Destroyed
Trained Raiders D: 1/9 Health
Clan Archers E: Routed (off map)
Clan Archers F: Destroyed


Updated Map:
Code:
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | Key:

---HHHHHHHHHHHHHHHHH---|---|---|---|---|---|---|---|---|---| A - Clan Veteran Raiders (w/commander)
1 H H H A H H | | | | | | | | | | B - Clan Trained Raiders [
disorganized]

---HHHHHHHHHHHHHHHHH---|---|---|---|---|---|---|---|---|---| C - Clan Trained Raiders [
defeated]

2 H H H | | | | | | | | | | | | D - Clan Trained Raiders
---HHHHHHHHH---|---|---|---|---|---|---|---|---|---|---|---| E - Clan Trained Archers [
routed, off map]

3 H H | | | | | | | | | | | | | F - Clan Trained Archers [
defeated]

---HHHHH---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | | | | | | | | | | | | | | | 1 - Longshore Trained Archers
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| 2 - Mercenary Trained Archers
5 | | | | | | | | | | | | | | | 3 - Lyras Veteran Archers
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| 4 - Kriegar Veteran Scouts (w/Kriegar)
6 | | | | | | | | | | | | | | | 5 - Tullison Veteran Guerrillas
---WWWWWWWWFFFFFWWWWWWWWWWWWWWWWWWWWWWWWWWWFFFFFWWWWWWWWWWWW 6 - Lyras Veteran Infantry (w/Kevan) [
prev.
disorg.
once]

7 W W F F W W W W W W F F W W W 7 - Longshore Trained Raiders (w/Leifnar)
---WWWWWWWWFFFFFWWWWWWWWWWWWWWWWWWWWWWWWWWWFFFFFWWWWWWWWWWWW 8 - Coldbrook Elite Personal Guard (w/Garrett)
8 | | | | | | | | | | | | | | | 9 - Coldbrook Veteran Garrison (w/Jorah)
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9 | | | | | | | | | | | | | | | H - Hills (slow movement, +1B vs.
lower elevation)
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| W - Water (slow movement)
10| | | | | | | | | | | | | | | F - Ford (no effect)
---|---|---|---|---|---|---|---|---|---|---|---|---|---HHHHH
11| | | | | | | | | | | | | H H
---|---|---|---|---|---|---|---|---|---|---|---|---HHHHHHHHH
12| | | | | | | | | 8 | B | D | 9 H 7 H 5 H
---|---|---|---|---|---|---|---|---|---|---HHHHHHHHHHHHHHHHH
13| | | | | | | | | | 6 H 4 H 1 H 2 H 3 H
---|---|---|---|---|---|---|---|---|---|---HHHHHHHHHHHHHHHHH
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Post by Yoren longshore Thu Oct 08, 2015 12:33 pm

Baelon: You have to charge in a straight line so you cannot charge unit D from b2 to k12 (unless I'm missing something).
You also have to be in base contact with what you are hitting unless you have ranged weapons.

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Post by Baelon Drakeson Thu Oct 08, 2015 1:10 pm

Yoren longshore wrote:Baelon: You have to charge in a straight line so you cannot charge unit D from b2 to k12 (unless I'm missing something).
I'm afb, but I don't remember that rule. Can you give a citation? It's a moot point in this case as they did charge in a straight line (through the river, which slows but doesn't stop movement), but there have been plenty of other instances, so it is worth knowing for the future.

Yoren longshore wrote:You also have to be in base contact with what you are hitting unless you have ranged weapons.
Of course... but they are in base contact - diagonals have counted as adjacent all game.
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Post by Yoren longshore Thu Oct 08, 2015 1:22 pm

Unless I'm missing something their last turn was at b2, now they are k12, which is not a straight line, heres the qoute
Charge
You command a unit to charge the enemy. The unit then combines a move with a single attack. The unit can charge any foe within its sprint Movement. The unit takes –1D penalty to its Fighting test but increases its base damage by +2 on the attack.
Standing Orders: Once ordered to charge, the unit continues to attack adjacent enemy units each round.
Under the sprint you find this:
Move
This simple command moves a unit at its normal rate (to wheel, change direction, and so on) or sprint. If you order the unit to sprint, the unit must move in a straight line.
This to me makes a charge an action only to happen in a straight line.
And it is not irellevant, as they can only charge straight, that would exlude touching only at the corner, because that is not straight,
The just touching at the corner seems strange to me, but thats another conversation.


Last edited by 145 on Thu Oct 08, 2015 1:52 pm; edited 1 time in total

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Post by Kevan Lyras Thu Oct 08, 2015 1:23 pm

Quote from the book regarding the charge action:
You command a unit to charge the enemy. Th e unit then combines a move with a single attack. Th e unit can charge any foe within its sprint Movement. Th e unit takes –1D penalty to its Fighting test but increases its base damage by +2 on the attack.
So I dont think it has to be in a straight line. For the other discusdion point I have not found a rule yet, but I had the same understanding as Baelon..

Edit: Ninjad by Yoren who also had a better answer :;
):

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Post by Kevan Lyras Thu Oct 08, 2015 7:12 pm

So it seems we have been playing without this rule for quite a bit, there were "
wrong"
charges in both clan battles. What do we do now?
Let units charge like before and change to the correct interpretation after these battles?

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Post by Yoren longshore Thu Oct 08, 2015 7:21 pm

I'm not sure it has been any "
wrong"
charges before, apart from this one.
Additionally, this is just my reading of the rules, so I may be horribly wrong about this... I believe that the Warfare rules will have to be discussed throughly later on anyways, as they have quite a few flaws no matter how you interpret them.

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Post by Kevan Lyras Thu Oct 08, 2015 7:34 pm

I think your order in round for the personal guard to charge was nor in a straight line either if I not mistaken?

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Post by Baelon Drakeson Thu Oct 08, 2015 7:44 pm

Yoren longshore wrote:I'm not sure it has been any "
wrong"
charges before, apart from this one.
Additionally, this is just my reading of the rules, so I may be horribly wrong about this... I believe that the Warfare rules will have to be discussed throughly later on anyways, as they have quite a few flaws no matter how you interpret them.
Kevan is right, in order to charge the uninjured raiders the Coldbrook unit had to loop around the injured raiders.
From what you posted, I think your interpretation of warfare charges is correct, the Coldbrook charge in this battle and the Marsten charge in the other battle involved turning during a charge.

However, either way, this charge WAS in a straight line. They traveled from B2 to K12 without turning. They went straight through the river, not across a ford.

As for the diagonals, there is nothing in the rules that covers it because the rules do not specify using a grid. Even the "
base to base contact"
you mentioned is an import from another game, SIFRPG does not even assume miniatures or maps or anything else. However, we have been using grids and counting diagonals as adjacent for the entire game.
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Post by Yoren longshore Thu Oct 08, 2015 7:57 pm

Kevan Lyras wrote:I think your order in round for the personal guard to charge was nor in a straight line either if I not mistaken?
Yes, sorry about that, I just heard my options and went for the charge Embarassed
We should probably just ignore it for these battles, and solve this in the Rules discussion thread.
Adjacent has to be orthogonal for the future in warfrare, but we should just do this battle as if diagonal counts, I take one damage from the attack, my unit is routed, and it's kevans turn to command.

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Post by Kevan Lyras Thu Oct 08, 2015 8:08 pm

The unit is only disorganized I think. But we should definitely clarify these rules for future battles. Me personally, I dont see why attacking diagonally is not ok, we do it in melee as well and I dont see wht we should create exceptions in the warfare rules.

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Post by Yoren longshore Thu Oct 08, 2015 8:36 pm

We play on and debate in the rules thread, I've made a post. I reason why i don't like diagonal there :;
): Good luck with the rest of this battle folks;
)

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Post by Baelon Drakeson Fri Oct 09, 2015 12:53 am

Kevan is correct, your unit is only disorganized, not routed.
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Post by Kevan Lyras Fri Oct 09, 2015 8:07 am

[url=Command Veteran Guards][/url]: 4d6k3 10
9 -Veteran guards, the Company Grenward (Coldbrook) Awareness 4, Endurance 3, Fighting 4 (Discipline 6*, AR 3, Damage 4) / Movement 4
[url=Attack Raiders D][/url]: 4d6 16 vs 5 = 3DoS = 9dmg - AR2 = 7dmg
->
disorganized


Status
Kevan 7/12
Sunguard 3/12, Disorganized: 1/4
Longshore Archers Disorganized

Clan Commander: 11/12
Veteran Raiders A: 7/12
Trained Raiders B: Disorganized
Trained Raiders C: Destroyed
Trained Raiders D: Disorganized
Clan Archers E: Routed (off map)
Clan Archers F: Destroyed

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Post by Baelon Drakeson Fri Oct 09, 2015 12:36 pm

Round 2, Order 4 (Clan Order 2)

[url=Order Raiders B TN 12][/url]: 4d6k3 7 That would have failed even if they weren't disorganized...

Per page 181, "
Discipline"

Whenever a commander would give an order to a unit, he must make a Warfare test.... on a failed Warfare test, the unit either performs the last standing order it received or, if it has no standing orders, does nothing.

Unit B, having previously been ordered to charge, has a standing order (per page 186, "
Charge"
)
Standing Orders: Once ordered to charge, the unit continues to attack adjacent enemy units each round.

So: [url=Attack Sunguard (-1D for disorganized)][/url]: 4d6k3 10 vs CD 5, 2 DoS, 6 - 3 AR = 3 damage, just enough to disorganize them again.
Kevan takes 3 more damage (1 for unit taking damage, 2 for unit disorganized). Also note that the disorganized penalties are cumulative.


Status
Kevan 4/12
Sunguard Disorganized: 2/4
Longshore Archers Disorganized

Clan Commander: 11/12
Veteran Raiders A: 7/12
Trained Raiders B: Disorganized
Trained Raiders C: Destroyed
Trained Raiders D: Disorganized
Clan Archers E: Routed (off map)
Clan Archers F: Destroyed


Map:
Code:
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | Key:

---HHHHHHHHHHHHHHHHH---|---|---|---|---|---|---|---|---|---| A - Clan Veteran Raiders (w/commander)
1 H H H A H H | | | | | | | | | | B - Clan Trained Raiders [
disorganized]

---HHHHHHHHHHHHHHHHH---|---|---|---|---|---|---|---|---|---| C - Clan Trained Raiders [
defeated]

2 H H H | | | | | | | | | | | | D - Clan Trained Raiders
---HHHHHHHHH---|---|---|---|---|---|---|---|---|---|---|---| E - Clan Trained Archers [
routed, off map]

3 H H | | | | | | | | | | | | | F - Clan Trained Archers [
defeated]

---HHHHH---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | | | | | | | | | | | | | | | 1 - Longshore Trained Archers
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| 2 - Mercenary Trained Archers
5 | | | | | | | | | | | | | | | 3 - Lyras Veteran Archers
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| 4 - Kriegar Veteran Scouts (w/Kriegar)
6 | | | | | | | | | | | | | | | 5 - Tullison Veteran Guerrillas
---WWWWWWWWFFFFFWWWWWWWWWWWWWWWWWWWWWWWWWWWFFFFFWWWWWWWWWWWW 6 - Lyras Veteran Infantry (w/Kevan) [
prev.
disorg.
once]

7 W W F F W W W W W W F F W W W 7 - Longshore Trained Raiders (w/Leifnar)
---WWWWWWWWFFFFFWWWWWWWWWWWWWWWWWWWWWWWWWWWFFFFFWWWWWWWWWWWW 8 - Coldbrook Elite Personal Guard (w/Garrett)
8 | | | | | | | | | | | | | | | 9 - Coldbrook Veteran Garrison (w/Jorah)
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9 | | | | | | | | | | | | | | | H - Hills (slow movement, +1B vs.
lower elevation)
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| W - Water (slow movement)
10| | | | | | | | | | | | | | | F - Ford (no effect)
---|---|---|---|---|---|---|---|---|---|---|---|---|---HHHHH
11| | | | | | | | | | | | | H H
---|---|---|---|---|---|---|---|---|---|---|---|---HHHHHHHHH
12| | | | | | | | | 8 | B | D | 9 H 7 H 5 H
---|---|---|---|---|---|---|---|---|---|---HHHHHHHHHHHHHHHHH
13| | | | | | | | | | 6 H 4 H 1 H 2 H 3 H
---|---|---|---|---|---|---|---|---|---|---HHHHHHHHHHHHHHHHH
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Post by Kevan Lyras Fri Oct 09, 2015 12:44 pm

Unit B, having previously been ordered to charge, has a standing order (per page 186, "
Charge"
Crafty, thinking about spending a DP to make this a miss (will decide before next order)

One question: Is this how it is handled every round? Like, if you had failed this order on the first order of round 2, they would have attacked anyway due to the standing order. Could you then have ordered them again in your next two orders of round 2 again, and no matter whether you failed or not they would each time perform their standing order? Seems a bit exploitive.
I understood it as: If they fail they will perform their standing order during the "
standing order"
phase of each round...

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Post by Baelon Drakeson Fri Oct 09, 2015 1:09 pm

Kevan Lyras wrote:
Unit B, having previously been ordered to charge, has a standing order (per page 186, "
Charge"
Crafty, thinking about spending a DP to make this a miss (will decide before next order)
Really, a DP? Even if you are routed off the field all that happens is that whichever subcommander has the highest status assumes command. You might lose 1 or 2 orders, but that's about it...
You can take an injury to avoid being defeated by the rout damage, so it's not like the "
commander/hero gets killed"
effects would kick in.
Remember that Reader stated that only one DP will refresh before story 2.

Kevan Lyras wrote:One question: Is this how it is handled every round? Like, if you had failed this order on the first order of round 2, they would have attacked anyway due to the standing order. Could then have ordered them again in your next two orders of round 2 again, and no matter whether you failed or not they would each time perform their standing order? Seems a bit exploitive.
I understood it as: If they fail the will perform their standing order during the "
standing order"
phase of each round...

No, the standing orders phase is specifically only for those units that have not been ordered (per pg. 187, bold added for emphasis)
Starting with the side that won initiative, the commander may pick one unit that has not acted yet nor has received orders for the round and resolve any orders that stood from the previous round.

It may seem a little exploitative, but it's only going to come into play when a weak unit is stacked with penalties, or with a bad roll (or both, in this case)... so it's often going to be more like the last-ditch effort in a losing battle than a well reasoned tactical choice. Keep in mind that standing orders are less versatile - the unit can only do one thing, and tactically significant targeting will not always be possible. It's only because my units are surrounded that I can use standing orders tactically - in other words, because they are about to be crushed.
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Post by Kevan Lyras Fri Oct 09, 2015 1:20 pm

Really, a DP? Even if you are routed off the field all that happens is that whichever subcommander has the highest status assumes command. You might lose 1 or 2 orders, but that's about it...
You can take an injury to avoid being defeated by the rout damage, so it's not like the "
commander/hero gets killed"
effects would kick in.
Remember that Reader stated that only one DP will refresh before story 2.

Well, I only have one anyway so it is not a big investment and if it reduces the risk for the unit in the after-battle-roll it may well be worth it.

Starting with the side that won initiative, the commander may pick one unit that has not acted yet nor has received orders for the round and resolve any orders that stood from the previous round.
That is the point though, in my understanding a failed order test means that the commander has failed to give a command and thus the unit has not received an order.

t may seem a little exploitative, but it's only going to come into play when a weak unit is stacked with penalties, or with a bad roll (or both, in this case)... so it's often going to be more like the last-ditch effort in a losing battle than a well reasoned tactical choice.
You could get a high damage unit into a pulk of enemy units and order them every. They will attack every round (even if the original target is destroyed, if there are other enemies next to them). Now imagine they survive 2 hits without being disorganized, they can attack twice without the commander suceeding in any warfare roll. Even if they become disorganized the commander can let them attack again (the increased discipline penalty has no meaning, since a failed order would be as good as a successful one)
This surely cannot be correct...

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Post by Baelon Drakeson Fri Oct 09, 2015 2:13 pm

Sorry if this is messy, it's a phone post.
Kevan Lyras wrote:
Starting with the side that won initiative, the commander may pick one unit that has not acted yet nor has received orders for the round and resolve any orders that stood from the previous round.
That is the point though, in my understanding a failed order test means that the commander has failed to give a command and thus the unit has not received an order.
That would be covered by the "
has not acted yet"
part. Thus the bolded part must cover another case - failed orders with no standing orders to be acted on.

It may seem a little exploitative, but it's only going to come into play when a weak unit is stacked with penalties, or with a bad roll (or both, in this case)... so it's often going to be more like the last-ditch effort in a losing battle than a well reasoned tactical choice.
You could get a high damage unit into a pulk of enemy units and order them every. They will attack every round (even if the original target is destroyed, if there are other enemies next to them). Now imagine they survive 2 hits without being disorganized, they can attack twice without the commander suceeding in any warfare roll. Even if they become disorganized the commander can let them attack again (the increased discipline penalty has no meaning, since a failed order would be as good as a successful one)
This surely cannot be correct...
That scenario would only work if the single unit was much stronger than the mass of units, and the commander was willing to sacrifice them... that's going to be a losing long-term strategy. It might be effective in a single battle, but the power cost from losing that one unit would be staggering. Also, if they are that powerful and tough, they likely have a low order TN anyway, making it unlikely to have failed commands in the first place.
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Post by Reader Fri Oct 09, 2015 4:34 pm

(OOC: tentatively reading this the same way as Baelon, but away from books so ruling subject to change)
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Post by Kevan Lyras Fri Oct 09, 2015 5:06 pm

[OOC: I still think this should be changed for future battles, for reasons stated above, but that is for somewhere else to be discussed]

Actions
Spend DP for -1D on the previous attack, drops a 2 ->
only 1 DoS ->
no damage
Order the Personal Guard (Discipline 0) to attack the Raiders B:
[url=Attack Raiders B][/url]: 6d6 24 vs D5 = 4DoS*6 Damage = 24 - 2AR = 22 (which is more then Health x 2 -->
Destroyed, Endurance 3= 9health)

Status
Kevan 6/12 (I take 1 Damage even if the hit vs the unit does not go through AR, correct?)
Sunguard 3/12, Disorganized: 1/4
Longshore Archers Disorganized

Clan Commander: 11/12
Veteran Raiders A: 7/12
Trained Raiders B: Destroyed
Trained Raiders C: Destroyed
Trained Raiders D: Disorganized
Clan Archers E: Routed (off map)
Clan Archers F: Destroyed

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Post by Baelon Drakeson Fri Oct 09, 2015 6:49 pm

Kevan Lyras wrote:(I take 1 Damage even if the hit vs the unit does not go through AR, correct?)
I was originally going to just say 'no', but the actual rules are a bit vague on whether you take damage even if the amount of damage is 0;
generally speaking taking 0 damage could be rephrased as not taking damage, but a strictly literal reading of the rules does not support that. Still, I would say that taking 0 damage is not being damaged, and thus you do not take the 1 damage;
similarly a damaged unit taking 0 damage would not rout, etc. For completeness I will add that the "
ignores AR"
is (I think) fairly clearly referencing YOUR armor, not the units' AR.

Round 2, Order 6 (Clan Order 3 [final order])
[url=http:
//orokos.
com/roll/332235:2jfniszz]reorganize raiders (D) TN 15 [2nd order, disorganized once][/url:2jfniszz]: 4d6k3 11
Standing Order: [url=Attack Longshore Archers][/url]: 4d6k3 8 1 DoS, 3 - 2AR = 1 Damage, enough to rout them;
they subsequently flee off the map.
(Yoren takes another 6 damage: 1 for his attached unit being damaged, 5 for his attached unit being routed)

[OOC: Perhaps the archers should have been reorganized before destroying a unit that wasn't the only threat? Or perhaps the Longshore Archers should have been put in a less exposed location, why make them more vulnerable than the Mercenary archers? Less than the Kriegar scouts perhaps, but still... it couldn't have been a product of latent anti-Longshore sentiment, could it have been?
*ahem* nothing to see here folks, no riling up of interhouse conflicts, no, not at all... Twisted Evil ]

Status
Kevan 7/12
Sunguard 3/12, Disorganized: 1/4
Longshore Archers Routed (off map)

Clan Commander: 11/12
Veteran Raiders A: 7/12
Trained Raiders B: Destroyed
Trained Raiders C: Destroyed
Trained Raiders D: Disorganized
Clan Archers E: Routed (off map)
Clan Archers F: Destroyed

Code:
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | Key:

---HHHHHHHHHHHHHHHHH---|---|---|---|---|---|---|---|---|---| A - Clan Veteran Raiders (w/commander)
1 H H H A H H | | | | | | | | | | B - Clan Trained Raiders [
defeated]

---HHHHHHHHHHHHHHHHH---|---|---|---|---|---|---|---|---|---| C - Clan Trained Raiders [
defeated]

2 H H H | | | | | | | | | | | | D - Clan Trained Raiders [
disorganized]

---HHHHHHHHH---|---|---|---|---|---|---|---|---|---|---|---| E - Clan Trained Archers [
routed, off map]

3 H H | | | | | | | | | | | | | F - Clan Trained Archers [
defeated]

---HHHHH---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | | | | | | | | | | | | | | | 1 - Longshore Trained Archers[
routed, off map]

---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| 2 - Mercenary Trained Archers
5 | | | | | | | | | | | | | | | 3 - Lyras Veteran Archers
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| 4 - Kriegar Veteran Scouts (w/Kriegar)
6 | | | | | | | | | | | | | | | 5 - Tullison Veteran Guerrillas
---WWWWWWWWFFFFFWWWWWWWWWWWWWWWWWWWWWWWWWWWFFFFFWWWWWWWWWWWW 6 - Lyras Veteran Infantry (w/Kevan) [
prev.
disorg.
once]

7 W W F F W W W W W W F F W W W 7 - Longshore Trained Raiders (w/Leifnar)
---WWWWWWWWFFFFFWWWWWWWWWWWWWWWWWWWWWWWWWWWFFFFFWWWWWWWWWWWW 8 - Coldbrook Elite Personal Guard (w/Garrett)
8 | | | | | | | | | | | | | | | 9 - Coldbrook Veteran Garrison (w/Jorah)
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9 | | | | | | | | | | | | | | | H - Hills (slow movement, +1B vs.
lower elevation)
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| W - Water (slow movement)
10| | | | | | | | | | | | | | | F - Ford (no effect)
---|---|---|---|---|---|---|---|---|---|---|---|---|---HHHHH
11| | | | | | | | | | | | | H H
---|---|---|---|---|---|---|---|---|---|---|---|---HHHHHHHHH
12| | | | | | | | | 8 | | D | 9 H 7 H 5 H
---|---|---|---|---|---|---|---|---|---|---HHHHHHHHHHHHHHHHH
13| | | | | | | | | | 6 H 4 H H 2 H 3 H
---|---|---|---|---|---|---|---|---|---|---HHHHHHHHHHHHHHHHH
Baelon Drakeson
Baelon Drakeson

Posts : 4306
Join date : 2015-03-15
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AtMC – The battle below Bull’s Peak - Page 3 Empty Re: AtMC – The battle below Bull’s Peak

Post by Kevan Lyras Fri Oct 09, 2015 10:40 pm

[OOC: Yeah, that I could have handled better, probably has to be discussed IC in the roleplay thread after this battle...]

Round 2 Order 4 (Kriegar)
Disc. 3: Roll not necessary
[url=Charge Raiders D][/url]: 6d6k5 22 vs D5 = 4DoS*8 Damage = 32 - 2AR = 30 ->
destroyed

Status
Clan Commander: 11/12
Veteran Raiders A: 7/12

Only 1 unit left and too far to charge at 2 bulk, which means at least four orders for us before they can reach any unit..

Kevan Lyras

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Join date : 2015-04-30

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