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AtMC - The battle of Ringing Hills

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Post by Benedict Marsten Mon Sep 28, 2015 5:39 pm

Step 1: Battlefield
Description:
The sun was rising over the nearby mountains. Hopefully on the backs of Kevan and his men. The light was glistening on the morning dew of the low hills. A stiff breeze followed the rays down from the mountain peaks. It pulls at the many scattered mountain flowers growing in the valley.

The Campaign Forces:
Commander: Ben (W3) Subcommanders(3): Baelon, Dyana ?, Jon Roxton(Nathan ?)
1- MC - Elite Cavalry, Her Lady's Lance, Discipline (0) [House Marsten]
2- BC - Trained Cavalry, Discipline (3) [Black Faction]
3- RC - Green Cavalry, Discipline (6) [House Roxton]
4- DA - Veteran Heavy Mounted Archers, Bloodriders, Discipline (0) [House Drakeson]
5- DS - Green support [House Dulver], Discipline (12) (note: noncombatants)
6- A- Trained archers [House Dulver], Discipline (9)
(Were we supposed to get another archer unit from other group when the Mountaineers joined?)

The Clan Forces:
Commander: - Warfare 3 (Command 1B)
7-TC - Trained cavalry
8- VR - Veteran raiders
9- TR - Trained raiders
0- GS - Green scouts


Code:
| A | B | C | D | E | F | G | H | I | J | K | L | M | N |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 |H |H |H |H | | | | |F |F | F | F | F | F |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |H |H |H | | | | | | | | | | F | F |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 |H |H | | | | | | | | | | | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |H | | | | | | | | H | H |H |H | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | | | | | | | | |H |H | H | H | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | | | | | | | | |H |H | H | H | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | | | | | | | | | H | H |H |H | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 | | | | | | | | | | | | | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9 | | | | | | | | | | | | | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10| | | | | | | | | | | | | | F |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
11|H |H | | | | | | | | | | F | F |M |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12|H |H |H |H | | | | | | | F | F |M |M |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
13|H |H |H |H |M |M |M |M |M |M |M |M |M |M |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

M: Mountains (+2B, very slow movement)
H: Hills (+1B, slow movement)
F: Forests Light (cover +2 defense)

Any input or corrections, let me know.


Last edited by 113 on Tue Oct 06, 2015 3:06 pm; edited 5 times in total
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Post by Baelon Drakeson Mon Sep 28, 2015 10:17 pm

Some updated info - the heavy archers (tentatively being called Baelon's Bloodriders or just the Bloodriders - if the Dothraki don't approve of the cultural appropriation they can file a complaint in person) are now Elite, and have a Discipline of 0.

The map looks interesting. Just a few clarification questions, just to make sure everyone is on the same page:
1) Do the various terrains have all of their book effects or just what you have listed? Notably, do the Mountains prevent cavalry movement?
2) Does that hill in the middle block marksmanship attacks?
3) The terrain features only grant bonus dice on attacks against units at lower elevation, correct?
4) Which side are considered the defenders?
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Post by Benedict Marsten Tue Sep 29, 2015 3:08 am

I will update above with your info.

1. I would say yes as book.
2. I would assume.
3. Yes.
4. Since our garrison troops get home field discipline stats per Reader, I would say we are.
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Post by Reader Wed Sep 30, 2015 10:24 pm

Benedict Marsten wrote:I will update above with your info.

1. I would say yes as book.
2. I would assume.
3. Yes.
4. Since our garrison troops get home field discipline stats per Reader, I would say we are.

[size=150:30p3bxhu]APPROVED.
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Post by Benedict Marsten Thu Oct 01, 2015 3:39 pm

Do we have a volunteer Clan commander?

Any of my subcommanders have input on troop placement? Obviously it would be good to control central hill, and place archers there.
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Post by Baelon Drakeson Thu Oct 01, 2015 6:23 pm

Actually, I would take the south edge, put archers in the mountains. Archer range is small enough that other than the "
shadow"
of the hill they would be able to hit anywhere anyway. My horse archers could be dismounted in the mountains or mounted in the hills;
there are advantages to both (mobility to keep the enemy from just hiding behind the hill might be the best bet). Our melee troops can sit in the forest for defense and let the clansfolk come to us. We have significant better ranged capability, we should make full use of that.
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Post by Benedict Marsten Tue Oct 06, 2015 2:57 pm

Code:
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | 1- EC, Her Lady's Lance[
House Marsten]
w/ Ben
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| 2- Trained Cavalry[
Black Faction]
w/ Dyana?
1 |H |H |H |H | | | | |F |F | F | F | F | F | 3- GC [
House Roxton]
w/ Roxton/Nathan?
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| 4- VA Heavy Mounted, Bloodriders w/ Baelon
2 |H |H |H | | | | | | | | | | F | F | 5- Green support[
Dulver]
, Discipline (12)
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| 6-Trained archers[
Dulver]
, Discipline (9)
3 |H |H | | | | | | | | | | | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| Clan
4 |H | | | | | | | | H | H |H |H | | | 7- Trained cavalry w/ commander
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| 8- Veteran raiders
5 | | | | | | | | |H |H | H | H | | | 9- Trained raiders
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| 0- Green scouts
6 | | | | | | | | |H |H | H | H | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| M:
Mountains (+2B, very slow movement)
7 | | | | | | | | | H | H |H |H | | | H:
Hills (+1B, slow movement)
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| F:
Forests Light (cover +2 defense)
8 | | | | | | | | | | | | | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9 | | | | | | | | | | | | | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10| | | | | | | | | | | | | |F 3|
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
11|H |H | | | | | | | | | |F 2|F |M |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12|H |H |H |H 4| | | | | | |F 1| F |M |M |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
13|H |H |H |H 5|M |M |M |M 6|M |M |M |M |M |M |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Post by Benedict Marsten Tue Oct 06, 2015 3:05 pm

Step 2: Unit and Leader Placement
Still need someone to run the Mountain Clans. Their troops can be placed by copying the map or telling me where to place them and I will update the above map.

Step 3: Parlay
Surrender now and we can skip all this mess. :;
):

Step 4: Initiative
Grand Alliance [url=Warfare Initiative][/url]: 3d6 10
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Post by Yoren longshore Tue Oct 06, 2015 4:23 pm

[url=stealth][/url]: 3d6 12 to hide scouts
[url=initiative against Marsten][/url]: 3d6 12
[url=command][/url]: 4d6k3 11
: 4d6 9 (I only keep 3 so the result is 8. 8 dmg times dos, Dos I don't know as the archers aren't statted out.

We need statting for combat:
The cavalry has 3 animal handling and 4 fighting
Scouts have 3 stealth(as they are hidden they are not on the field, but lie in I 7 if you spot them)
Raiders have athletics fighting and endurance 3 the better one has Fighting and athletics improved.


An elderly man looks over the battlefield, a defiant look in his eyes. He had parttaken in big battles protecting his homeland, but none this big. The Marstens has outdone themselves he thinks to himself, before he raises himself in the saddle.I will not go down kneeling, if they want a fight, a fight they shall have. Seeing that the marstens are still jockeying into formation he calls out to his cavalery: "
Charge!!!"



Code:
| A | B | C | D | E | F | G | H | I | J | K | L | M | N |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 |H |H |H |H | | | | |F8 |F9 | F | F | F | F |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |H |H |H | | | | | | | | | | F | F |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 |H |H | | | | | | | | | | | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |H | | | | | | | | H | H |H |H | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | | | | | | | | |H |H | H | H | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | | | | | | | | |H |H | H | H | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | | | | | | | | | H | H |H |H | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 | | | | | | | | | | | | | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9 | | | | | | | | | | | | | | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10| | | | | | | | | | | | | |F 3|
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
11|H |H | | | | | | | | | |F 2|F |M |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12|H |H |H |H 4| | | |7 | | |F 1| F |M |M |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
13|H |H |H |H 5|M |M |M |M 6|M |M |M |M |M |M |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|


Last edited by 145 on Tue Oct 06, 2015 8:23 pm; edited 3 times in total

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Post by Benedict Marsten Tue Oct 06, 2015 4:42 pm

Mountain Clan Troops
7-TC - Trained cavalry
3D ah, 4D fighting
AR 5 AP -3
Dam =AH +3
CD 3 Health 12

8- VR - Veteran raiders
4D athletics, 4D fighting, 3D endurance
AR 2 AP -1
Dam = Ath+1
CD7 Health 9

9- TR - Trained raiders
3D athletics, 3D fighting, 3D endurance
AR 2 AP -1
Dam =Ath+1
CD 6 Health 9

0- GS - Green scouts
3D stealth
AR 2 AP -1
Dam =Ath
CD 5 Health 6

Grand Alliance Troops
1- Her Lady's Lance
Elite Cavalry - 12 power
Discipline (0)
Agility 6D ,Animal Handling 3D, Fighting 4D
CD 9, Health 15, AR 5, Move 80 yards, Damage = AH +3

2 Black Cavalry
Trained Cavalry
Discipline (3)
Agility 4D, AH 2D, Fighting 3D
CD 5 Health 15, AR 5, Damage = Ah +3

3 - Roxton Cavalry
Green Cavalry
Discipline (6)
Agility 3D, AH 2D, Fight 2D
CD 4 Health 15, AR 5, Damage = AH +3

4 - Bloodriders
Elite Heavy Mounted Archers
Discipline (0)
Abilities (see Baelon)
Stats (see above)

5 - Dulver Support
Green Support
Discipline (12)
Healing 3D
CD 6 AR 0, Health 6, Dam = Ath -1

6 - Dulver Archers
Trained Archers
Discipline (9)
Agility 3D, Marksmanship 3D
CD 6 AR 2, Health 6, Dam = Agility +2

(ooc: took the liberty of flushing out borrowed troops to save time. if any of the houses they belong to want them changed let me know asap.)


Last edited by 113 on Wed Oct 07, 2015 11:15 pm; edited 2 times in total
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Post by Yoren longshore Tue Oct 06, 2015 4:52 pm

But I'll need the stats of the opposing units to calculate damage and such... Although with that cavalery charge it's most likely 6 damage to the archers.

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Post by Baelon Drakeson Tue Oct 06, 2015 6:53 pm

Baelon's Bloodriders [Baelon attached]
Elite Archer/Cavalry/Personal Guard [mounted on Rounsies]
5 Agility, 4 Fighting, 4 Marksmanship [4 Athletics, 5 Endurance from mounts]
Discipline TN 0
Personal Guard armor[upgraded], Cavalry Fighting, Archer Marksmanship
Def 7, AR 10, 15 health
Move 30 (sprint 120)
Fighting Attack: 5d6, 5 Dam/DoS [includes PG bonus for attached commander]
Marksmanship Attack: 5d6, 7 Dam/DoS [includes PG bonus for attached commander]

EDIT: looks like the previously posted unit stats are neglecting bulk (-10' move per bulk, I am assuming that sprinting multiplies after the effect of bulk)
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Post by Yoren longshore Tue Oct 06, 2015 7:10 pm

Looking at the stats, the initial cavalery charge dealt 6 damage after damage reduction which makes the unit disorganised then it is Ben's turn to attack.

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Post by Baelon Drakeson Tue Oct 06, 2015 7:28 pm

That looks correct... but really, all of your units are starting mid-map? That doesn't seem quite right... what's the point of having the other half of the map?
More importantly, where is your commander?
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Post by Yoren longshore Tue Oct 06, 2015 7:40 pm

It's stated that he was in the cavalry unit, and I didn't know if I could move him, so I let him stay, although it would make sense to put him with the scouts, as they are harder to kill. The reasons for deployment at 7 was simply to have the high ground for the infantry if any charges happen, the other option was at the far back of the map, but that would make a flanking much easier, plus the potential for cover from archery fire. It also seems much more epic when the units are in the middle of the map than if they are at the far back, able to pull back at the slightest sign of resistance... Thats just my take on it.

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Post by Benedict Marsten Tue Oct 06, 2015 8:12 pm

Yoren longshore wrote:It's stated that he was in the cavalry unit, and I didn't know if I could move him, so I let him stay, although it would make sense to put him with the scouts, as they are harder to kill. The reasons for deployment at 7 was simply to have the high ground for the infantry if any charges happen, the other option was at the far back of the map, but that would make a flanking much easier, plus the potential for cover from archery fire. It also seems much more epic when the units are in the middle of the map than if they are at the far back, able to pull back at the slightest sign of resistance... Thats just my take on it.

Yoren you are free to put the commander wherever you choose I did it out of convenience. and I edited in all the stats.

I relinquished first command to Baelon. FYI
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Post by Baelon Drakeson Tue Oct 06, 2015 8:19 pm

Awaiting confirmation of commander location.
However, I find it more than a little odd that 101 people can keep hidden only 50' away (from the closest enemy) when one of those 101 people keeps shouting orders...
At minimum I would think there would be a penalty on their stealth. Actually, the scouts can't hide at I7 anyway, as only the forests grant Cover (a requirement for having a hidden unit)
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Post by Yoren longshore Tue Oct 06, 2015 8:21 pm

Ok, then he's placed in the scouts, then he may last to see his men die in the battle Razz
The troops have been moved back to the forest;
)

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Post by Baelon Drakeson Tue Oct 06, 2015 9:37 pm

[OOC: Ok, then, moving on]

Battle of Ringing Hills, Round 1, Order 2 [Grand Alliance order 1]

Baelon smiles as the raider cavalry emerge from the far side of the hill. His first target.
He whistles, and points at the mounted raiders at the bottome of the hill, which had just plowed into the Dulver archers.
Wordlessly, twenty bows are knocked, drawn, and fired to deadly effect.

Order TN 0 with no penalties cannot be failed, so I didn't bother rolling.
[url=Marksmanship vs. Clan Cavalry (7)][/url]: 6d6k5 25 against CD 4 or 5 (depending on whether they are mounted on their traditional garrons or rounseys)
Either way, that is 4 DoS x 7 = 28 - 5Ar = 23 damage. No matter what type of mount they have, that is enough to disorganize but not defeat them.
(garrons: 4 endurance, so 12 health, needing 24 to be defeated outright;
rounseys: 5 endurance so 15/30)
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Post by Reader Tue Oct 06, 2015 9:41 pm

[OOC: they're on sure-footed garrons for riding in the hills and mountains. Think of them as wilder versions of Scottish border raiders on hobby horses.

https://en.wikipedia.org/wiki/Hobelar]
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Post by Yoren longshore Tue Oct 06, 2015 10:03 pm

[url=routing archers][/url]: 4d6k3 13
[http://orokos.com/roll/331591]command round 2[/url]: 4d6k3 9
(Archers routed? Taking that much damage...)
OOC: Here comes the issue of why I placed them on the close hill: Now the clansmen may simply run, and numerically still having won 5:1, should I simply make it a last stand for them, to shorten the battle? It seems a little anticlimatic to have them flee now...


With a grim expression the gnarled man watches his cavalry getting hit from the flank. Regardless of the lives of his horsemen he has to stop those archers. Shouting the command he makes his cavalry, already disorganising the archers, butcher them completely. He watches with grim satisfaction as the archers die. His cavalry may fall, but those archers have gotten what was them due. "
We will all be remembered as heroes for our actions! Now let's get our blades wet!"

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Post by Reader Tue Oct 06, 2015 10:14 pm

Yoren longshore wrote:[url=routing archers][/url]: 4d6k3 13
[http://orokos.com/roll/331591]command round 2[/url]: 4d6k3 9
(Archers routed? Taking that much damage...)
OOC: Here comes the issue of why I placed them on the close hill: Now the clansmen may simply run, and numerically still having won 5:1, should I simply make it a last stand for them, to shorten the battle? It seems a little anticlimatic to have them flee now...


With a grim expression the gnarled man watches his cavalry getting hit from the flank. Regardless of the lives of his horsemen he has to stop those archers. Shouting the command he makes his cavalry, already disorganising the archers, butcher them completely. He watches with grim satisfaction as the archers die. His cavalry may fall, but those archers have gotten what was them due. "
We will all be remembered as heroes for our actions! Now let's get our blades wet!"

[OOC: a brave, futile last stand as our "
Heroes"
defeat poorly trained savages is in order.

Thankfully, Westeros doesn't operate on modern value systems, so the winning commander can still expect glory.]
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Post by Yoren longshore Wed Oct 07, 2015 5:36 pm

Yes, Marsten arrows may black out the sun, but the clansmen will simply fight in the dark!

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Post by Benedict Marsten Wed Oct 07, 2015 6:08 pm

Just a little clarification. For me mainly. As I seem to be losing it lately.

1. the scouts remain hidden in their new location.
2. the commander is attached to the scouts.
3. it is still Round 1: clan 2 orders, alliance 1 order;
Alliance up next.
4. Dulver Archers are routed.
5. Clan cavalry are disorganized and engaged w/ Dulver archers.

Is this all correct? Am I forgetting any thing?

Yoren longshore wrote:[url=routing archers][/url]: 4d6k3 13
[http://orokos.com/roll/331591]command round 2[/url]: 4d6k3 9
(Archers routed? Taking that much damage...)
OOC: Here comes the issue of why I placed them on the close hill: Now the clansmen may simply run, and numerically still having won 5:1, should I simply make it a last stand for them, to shorten the battle? It seems a little anticlimatic to have them flee now...

Our cavalry would be able to reach the units. The concealed scouts would have a good chance at escape, but the others would be run down. So last stand sounds good. IMO I think your original starting place was good aside from the no cover for scouts. It makes more since if we are defending for you to have drawn near before orders are given. And like you said it keeps them from turning tail instantly.
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Post by Yoren longshore Wed Oct 07, 2015 6:49 pm

All correct, at least after my understanding.

Well, I thought that their initial placement was better too, even without hiding scouts. I could simply have moved them behind the hill, but orders are orders;
) However the clansmen still haven't given up! Their homeland is threatened! I'm no expert strategist, but I'll still try to put up a good fight, These clansmen are not done bloodying noses yet!

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