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D3 Fields of Red

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Post by Ser Jorah Holt Sat Nov 14, 2015 1:53 pm

Ser Jorah led the Coldbrook, Drakeson and Kytley forces after a force of mercenaries that was causing trouble. Finding them out in the field, he called out the commander.

"
Merrick the Red, I call on you to stand down in the name of the King."





[url=Warfare (Strategy)][/url]: 5d6k4 14


[url=Persuasion (No specialty)][/url]: 3d6k3 11

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Post by Yoren longshore Wed Nov 18, 2015 3:47 pm

Rolls:
Reader wrote:

[url=Warfare][/url]: 3d6 10

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Post by Yoren longshore Wed Nov 18, 2015 3:50 pm

"
You and what army? you mutt!"
He laughs to his mem, and they join him hastily. "
We've had bigger issues than you in the past, you're barely worth the time it takes to kill you. Though I'd like to rip that armour of yoyr dead body!"

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Post by Ser Jorah Holt Wed Nov 18, 2015 4:51 pm

"
Well then, let that be your final choice."


He turned to Lord Drakeson "
let's end this."



ooc
just need the kytley infantry stats

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Post by Baelon Drakeson Wed Nov 18, 2015 6:32 pm

Baelon nods.
"
With pleasure, Ser Jorah. If I may have the privilege of giving them the first taste of our steel?"
.
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Post by Ser Jorah Holt Wed Nov 18, 2015 6:42 pm

"
Feel free to destroy their archers first."

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Post by Baelon Drakeson Wed Nov 18, 2015 8:33 pm

"
My thoughts precisely. Bloodriders, the archers!"


Order: TN 0, cannot fail
Marksmanship Attack: [url=Peackeeper: Marksmanship vs. Archers][/url]: 5d6 22 vs CD 6, 4 DoS x 7/Dos = 28,-2AR = 26 damage
Over 4 times their health (6) , so dead twice over.

OOC: maybe we should just go forward without the Kytely troops? It's not even clear they are participating - the Roxton/Bartheld unit is not.

Peacekeeper troops:
Company of the Morningstar w/ Loreia &
Ser Jorah(?)
(Elite personal guard, improved weapons) [stats based on clan war]
Athletics 4, Endurance 4, Fighting 5
Fighting 6d6, 6/DoS
CD 5, AR 6, 12/12
Movement 20, Discipline TN 0 [0]

Baelon's Bloodriders w/ Baelon (Elite Archer/Cavalry/Personal Guard), improved armor:
5 Agility, 4 Fighting, 4 Marksmanship [4 Athletics, 5 Endurance from mounts]
Fighting 5d6, 5/DoS;
Marksmanship 5d6, 7/DoS
CD 7, AR 10, 15/15 health
Movement 50, Discipline TN 0 [3]

Hammerstone Infantry w/Jamys attached as hero (Trained Infantry)
Athletics 3, Endurance 3, Fighting 3
Fighting 4d6, 4/DoS
CD 5, AR 3, 9 health
Movement 40, Discipline TN 3 [3]

Enemy troops:
o Commander 3D +1B: Merrick the Red
o Infantry Fighting 3, Athletics 3, Endurance 3 – Upgraded armour. AR 4, CD 5. Damage 4.
o Cavalry (Stots) Athletics 3, Endurance 4 (mount), Fighting 4, Animal Handling 3. AR 5, CD 4. Damage 6.
o Archers Marksmanship 4, Agility 3. AR 2, CD 6. Fighting damage 1, marksmanship damage 5. Destroyed

EDIT: added Kytley unit to force list.


Last edited by 111 on Thu Nov 19, 2015 3:29 am; edited 1 time in total
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Post by Loreia Thu Nov 19, 2015 12:18 am

Yes to Loreia in Morninstar guard. Hero time!
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Post by Baelon Drakeson Thu Nov 19, 2015 12:45 am

Do we want Ser Jorah back with the Bloodriders, then? They have better defenses, so it's less likely (not that it's terribly likely to begin with) that he would have to take an injury and lessen his command ability.

There's really no mechanical advantage to having a commander and a hero in a personal guard unit, the special ability of personal guards makes it redundant...
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Post by Jamys Rivers Thu Nov 19, 2015 3:36 am

[OOC - Dumb question. What do I roll? Do I do anything? Sorry about all the questions, this rule system is so much bigger than the systems I've played with previously! :? I do have the books... and CoS and Strife/Prosperity... there's just an awful lot of it...]

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Post by Baelon Drakeson Thu Nov 19, 2015 4:24 am

[well, unless you want to make a dashing solo charge at the enemy... none. Heroes increase the effectiveness of the unit they are attached to.]
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Post by Jamys Rivers Thu Nov 19, 2015 4:45 am

Baelon wrote:[well, unless you want to make a dashing solo charge at the enemy... none. Heroes increase the effectiveness of the unit they are attached to.]
[Good, that's what I was hoping. I can read up on the rest later. Use my forces as needed, though Jamys will take issue with you if you needlessly sacrifice his men]

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Post by Yoren longshore Thu Nov 19, 2015 7:04 am

Merrick the red orders his Cavalry forwards before turning to his fleeing archers. As he curses his fleeing men he failst to see his cavalry hitting the cathaphracts ineffectually.

[url=Command cavalry.][/url]: 4d6k3 9
[url=Charge cavalry][/url]: 4d6k3 11 [8 dmg vs 10 ar bloodriders are unscathed.]

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Post by Ser Jorah Holt Thu Nov 19, 2015 8:05 am

Is Merrick the Red attached to the infantry or the cavalry?

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Post by Yoren longshore Thu Nov 19, 2015 8:17 am

(infantry)

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Post by Ser Jorah Holt Thu Nov 19, 2015 8:52 am

ooc As we didn't do a map, I'm presuming the infantry is in charge range for the Company of the Morningstar. If not, they will charge the cavalry

[url=Company charge][/url]: 6d6k5 19
can't fail the command test of 0
8 damage per DOS with charge, so
infantry 3 DOS, 24 damage - AR4 so 20 damage, double their health and destroyed - commander defeated and all enemy units disorganised
or cavalry 4 DOS, 32 damage - AR5 so 27 damage, double their health and destroyed

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Post by Yoren longshore Thu Nov 19, 2015 9:09 am

[is the fight over if not here's the cavalry.]
[url=Commanding the cavalry][/url]: 4d6k3-3 9
[url=hit cavalry another time][/url]: 4d6 15 (a grand total of 2 damage Razz )

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Post by Ser Jorah Holt Thu Nov 19, 2015 10:59 am

ooc As the command structure has collapsed, you now have one action a round and are disorganised -1D on all tests and discipline difficulty increases by +3

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Post by Yoren longshore Thu Nov 19, 2015 11:36 am

so DC 6+3 they still made it. and attack is reduced to 13, so it still deals 2 dmg, although i don't think the next test will succeed :;
):

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Post by Baelon Drakeson Thu Nov 19, 2015 11:44 am

[OOC:
1) where does it say that orders can be issued after a commander's defeat? Who would be giving the order? What dice do you roll? A subcommander (or hero) can use the "
Take Command"
action to take command, but other than that I don't think orders can be given. Standing orders would still trigger, but I don't think new orders can be given until a character steps up as a new commander... which in this case would be never.

2) the cavalry are not adjacent to the infantry when the commander was defeated, so they are not demoralized (and even if they were they would get a will test to avoid it - though needing to roll 12 on d26 makes it unlikely).

Here's how it would go:
1) Ser Jorah gets his remaining 3 orders, enemy units cannot do anything
2) 2nd Player actions - if there were a subcommander or hero on the enemy side, they could Take Command - there isn't though
3) Standing Orders - there are no units with standing orders that did not act this round, and thus no standing orders occur (and never do on the first round)
4) In round 2, Ser Jorah and I get our combined 5 orders
5) If (somehow, after 8 orders) we have not defeated or routed the cavalry, they would attack an adjacent unit as a standing order

In sum, the battle is effectively over, with no damage taken on our side.
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Post by Ser Jorah Holt Thu Nov 19, 2015 12:02 pm

to answer the question about being disorganised, in my version of the rules P222 - no commanders, it states each unit drops to disorganised when the command structure is lost

it could be argued that they don't get any actions until round 2.

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Post by Baelon Drakeson Thu Nov 19, 2015 12:14 pm

Weird... for me pg 222 is animal stats... and in my pre-GoT edition book it is the character sheet.
Pg 188 of my GoT edition:
"
Commanders &
Heroes Mortality <
snip>
Any unit adjacent
to a slain commander or hero must immediately pass a Formidable
(12) Will test when a commander falls or a Challenging (9) Will
test for a hero. A failed test indicates the unit becomes disorganized if
organized, routed if disorganized, or destroyed if routed."
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Post by Ser Jorah Holt Thu Nov 19, 2015 12:35 pm

that;
s p234 for me after attached characters and damage

No commanders bit is in the commanders section after activating units

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Post by Baelon Drakeson Thu Nov 19, 2015 1:04 pm

Huh, yeah, that's on my page 177, I had overlooked it.
"
When a force loses its command structure, it quickly disintegrates.
Each unit drops to disorganized (see page 188) and follows the last order
it was given. Henceforth, the entire force has one order each round
until each unit is routed or destroyed. Any character who joins the army
and has at least Status 2 can take command. See Take Command on
page 187."


I would presume that the reference to 188 means that text supersedes this text in regard to being disorganized - or maybe if the last commander/sub-commander falls they all become demoralized, otherwise it's just adjacent making a will test? That would be consistent with both texts.

However, I'm still confused about who is giving these new orders and what dice they roll - the defeated commander's ghost?
Oh! I get it - the command test is assumed to automatically fail. When that occurs, the commanded unit performs it's Standing Order (if any).
One such auto-fail order can be given per round. Ok, that makes sense now.

Yoren longshore wrote:[is the fight over if not here's the cavalry.]
[url=Commanding the cavalry][/url]: 4d6k3-3 9
[url=hit cavalry another time][/url]: 4d6 15 (a grand total of 2 damage Razz )

So the warfare test fails (automatically), so the cavalry perform their standing order - attacking the Bloodriders for the listed damage. It may not be much, but it increases the odds of them losing training. Ser Jorah, crush them. Twisted Evil
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Post by Ser Jorah Holt Thu Nov 19, 2015 1:07 pm

As Ser Jorah and the Company of the Morningstar charged into the mercenary infantry, the trained fighters were no match for the elite troops led by Ser Jorah and Loreia. The heavily armed troops descended upon the infantry and smashed through their ranks like an executioner's axe through fruit, Loreia striking down the enemy commander Merrick the Red in only a few blows.

Behind them, the enemy cavalry continued their attack on Lord Baelon's Bloodriders. Despite the loss of their commander, they continued fighting following their last orders, though they were clearly rattled and no command structure remained.

"
Hammerstone infantry, advance and engage,"
Ser Jorah commanded, wanting to protect the Bloodriders, but also to give the Kytley troops some of the glory. For the second battle in a row, it would appear Ser Jorah would order infantry to charge cavalry and defeat them.

The Hammerstone infantry led by brave Jamys Rivers charged into the flank of the mercenary cavalry. Already rattled by the loss of their commander, the unit lost all cohesion and fled as fast as their wounded steeds would take them.

[url=command hammerstone infantry][/url]: 5d6k4 12 - easily passed
[url=Charge cavalry][/url]: 4d6k3 10 - 2DOS at 6 damage per DOS
that's 12 damage - 5AR = 7 damage against the cavalry. As the unit is already disorganised, the unit is routed as it takes damage.

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