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Seven Against Wyl - the arrayed forces

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Nathaniel Mason
Baelon Drakeson
Ser Walton Dulver
Yoren longshore
Theomore Tullison
Kevan Lyras
Ereth Redwain
Ser Jorah Holt
Reader
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Post by Reader Sun Feb 28, 2016 2:38 pm

House Wyl was heavily outnumbered by House Targaryen's attacking force, but the crafty Dornish men had the benefit of stout walls, their knowledge of the terrain and an intricate network of tunnels throughout the region that allowed them to strike swiftly and then melt in to the countryside.

Right, here goes.

Riding for the Seven Kingdoms
Prince Aemond leads 4,000 men from King’s Landing in the Dance of Dragons.
So use c2,000 for this from a broader range of regions. Slightly below 2,000 to allow for home house contributions.
40 Knights (veteran cavalry) = 10 x 2 = 20 power
Fighting 5, Animal Handling 3, Agility 3. Upgraded Armour.
100 men at arms (regular cavalry) = 5 x 10 = 50 power
Fighting 4, Agility 3.
1100 infantry (trained infantry, 7 power each) = 7x11 = 77 power
Trained Infantry (6) – Fighting 3, Endurance 3, Athletics 3
600 archers (trained archers, 6 power each) = 6x6 = 36 power
Marksmanship 4, Agility 3.
= 183 Power + Vhagar &
various siege engines.
- Additional forces allocated by home houses.

House Wyl
- House Wyl Power = 59 including three banner houses, fielding a total of 80 strength.
- Three battlefields

1) Storming Wyl: 5 units in castle (max capacity 5, +8 defence) – Lord Wyl, Warfare 4, 1B commander, 3 attached champions.
Trained Archers (6) – Marksmanship 4, Agility 3.
Trained Archers (6) – Marksmanship 4, Agility 3. Upgraded Weapons, Armour.
Trained Garrison (5) – Fighting 4, Endurance 3. Upgraded Weapons, Armour.
Veteran Infantry (Cool – Fighting 4, Endurance 4, Athletics 3. Upgraded weapons &
Armour.
Trained Engineers (5) – Endurance 3, Fighting 3, Warfare 3. Upgraded Armour.
- Scorpions
- Scorpions
- Medium Catapult
- Medium Catapult

2) The Battle of Boneway Plain – Ser Walter Wyl, heir to House Wyl. Warfare 3, 1B commander. 1 Attached champion.
Veteran Cavalry (10) – Agility 3, Animal Handling 3, Fighting 5. Upgraded Weapons. Sand steeds.
Trained Cavalry (Cool – Animal Handling 3, Fighting 4. Upgraded Weapons. Coursers.
- Targaryen commander makes a Warfare (any) TN 9 check to muster troops quick against the Dornish force before they set fire to the Targaryen siege engines. Targaryens can allocate a number of troops = DoS to fight in this batle before the Dornish troops fire the Targaryen siege engines.

3) The Battle of Boneway Pass – Ser Mors Wyl of Shorepoint. Warfare 3, 2B commander. 3 Attached champions.
Trained Archers (6) – Marksmanship 4, Agility 3.
Veteran Archers (Cool – Marksmanship 5, Agility 4. Upgraded Weapons, Armour.
3x Trained Infantry (6) – Fighting 3, Endurance 3, Athletics 3
- All forces emerging from the tunnels start from engineer built temporary defences (+2 defence).

Personal combat opportunities, 7 available, max one per PC
- Volunteer for one if you're keen, making an Awareness (notice) check please.
- Victory - denies Wyl a champion to attach to a unit, +1 Glory and +1 to Green/Black Score, opportunity to slay opponent/ransom opponent.

Command
- Highest total across Status (reputation) check plus Warfare (Command/Strategy). Deadline Friday the 4th of March.
- Victory at any of the three battlefields = standard Glory award for size of engagement, +1 Green/Black score &
narrative consequence for engagement.

Dragon Wings
- Highest total across Status (reputation) check plus Simple intrigue, both at TN 16. Deadline Friday the 4th of March.
- Sum your DoS and vote for a particular battlefield to steer Aemond towards it, or towards remaining in reserve. Perhaps some wish to see the Prince safe or shamed for cowardice, and even risk the Seven Kingdoms losing?
- Critical failure = Prince Aemond's disposition towards you deteriorates by one step.

Risking your own troops
- Sum the number of PC units involved in combat scenes, whichever of Green/Black houses risks most troops adds +1 to the Green/Black score.
- Being "
first across the wall"
in Battle 1 with a surviving Green/Black unit is worth +1 Glory and +1 to the Green/Black score.
- Potential for a 4th battle if Lord Longshore wishes to risk his ships against House Wyl's bannerhouse's fleet (1 unit).
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Post by Ser Jorah Holt Sun Feb 28, 2016 3:05 pm

[url=Status check reputation][/url]: 6d6k5 16
[url=Warfare (Strategy)][/url]: 5d6k4 19 = total 35

Dragon Wings
[url=Status check reputation][/url]: 6d6k5 21 2 DOS
[url=simple intrigue][/url]: 5d6k4 16 - 1 DoS. total 3DOS
Storming Wyl

Narrator edit - Prince Aemond's intrigue defence was wrong in the original post, it's "
only"
16.

with TN reduced, its 2 DOS for status check


Last edited by 105 on Sun Feb 28, 2016 3:11 pm; edited 2 times in total

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Post by Reader Sun Feb 28, 2016 3:09 pm

Narrator edit to Ser Jorah's post and the first post - Prince Aemond's intrigue defence was wrong in the original post, it's "
only"
16. Makes Ser Jorah's simple intrigue 1 DoS.
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Post by Ereth Redwain Sun Feb 28, 2016 7:58 pm

Command
[url=Status (Reputation)][/url]: 4d6 16
[url=Warfare (Command)][/url]: 5d6k4 16
Total 32

Dragon Wings
[url=Status (Reputation)][/url]: 4d6 15
[url=Persuasion (Charm)][/url]: 6d6k4 24
*At least there was no critical fails...
*Edit: Rolled 6d4k4 instead of 6d6k4, mistake changed.
-Storming Wyll- 2 DoS


Last edited by 193 on Wed Mar 02, 2016 2:44 pm; edited 1 time in total
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Post by Kevan Lyras Sun Feb 28, 2016 8:31 pm

Command
[url=Status (Wyl)][/url]: 4d6+2 17
[url=Warfare (Wyl)][/url]: 5d6k4 12
Not good enough, lucky reroll: [url=Warfare (Wyl) - Lucky reroll][/url]: 5d6k4 14. Damnit, I want a command, well +2 BotA
Total: 33

Personal combat
Only, if my rolls above are not enough to be one of the main commander of one of the battles

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Post by Theomore Tullison Wed Mar 02, 2016 1:22 pm

Personal Combat
Not if commander (unless opposing commander wants to do jousting), otherwise quite possible [url=Wyl-Awareness][/url]: 4d6 13

Command
[url=Wyl-warfare(command)][/url]: 4d6k3 13
[url=Wyl-Reputation+Winning Fist][/url]: 6d6k5 [url=luck reroll][/url]: 6d6k5 23
36

Dragon wings.
Mmmm, hmmm. Theomore does not actively partake in this discussion.
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Post by Yoren longshore Wed Mar 02, 2016 6:11 pm

[url=Campaign against Wyll c'mon all sixes!][/url]: 6d6+1 23 Yoren is cautiously warning the men not to get too confident, which he soon finds out is not the attitude if he hoped to be given a commander spot. He proudly declares that Longshore ships will be at Aemonds disposition if he needs them, and that breaking the Wyll access to the sea may be a decisive factor in the battles to come.

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Post by Ser Walton Dulver Fri Mar 04, 2016 9:14 pm

[url=Awareness-Wyl][/url]: 3d6 6

after Personal Combat, Walton will gladly take Hero spot :;
):
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Post by Reader Fri Mar 04, 2016 10:35 pm

[OOC: I'll be reviewing this event tomorrow morning so feel free to post before then, highest score picks their battlefield first.]
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Post by Ser Jorah Holt Sat Mar 05, 2016 8:53 am

So currently

Theomore 36
Jorah 35
Kevan 33
Ereth 32

And Yoren leading a fleet against House Wyl's fleet

And Ser Walton acting as a champion on one of the battles. Anybody else joining us?

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Post by Reader Sat Mar 05, 2016 10:43 am

Prince Aemond Targaryen saw the wisdom in Lord Redwain and his Kingsguard's counsel, experience, status and a white cloak counting for much.

"
Wyl has struck against the royal family with fire, it is only right that the see first-hand the dragon unharmed by fire and that the flames are instead turned against their seat!"
He pounds the war council's table in affirmation, swayed by his counsellors. For all his bravado and skill with a blade, his was still half a boy and this was his first true experience of war.

[OOC: rolling 24 hours from this post and then each subsequent post to decide which battle you'd like to command, highest roll goes first.

Prince Aemond will support the attack on Castle Wyl itself, there are now four battles, due to the inclusion of a small naval skirmish under Lord Longshore (as the only Lord to bring ships.

- As a bonus for Lord Longshore's military wisdom, some of the Wyl fleet is occupied bringing food supplies rather than stone and tools, reducing the Wyl fortification defence bonus in the Boneway battle to only +1]
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Post by Theomore Tullison Sat Mar 05, 2016 2:38 pm

So what sort of siege equipment (and engineers to operate them) do we have? Or is it more like ladders and rams? (or both?) And would the second battle need to be won to have access to it in the first? Does the warfare roll in battle 2 determine total number of units allowed on our side, or just how many non-player house troops may be committed to the battle?

Also, what does Aemond+Vhagar amount to, a unit on the battlefield or what?

Finally, how will battle be working with siege weapons with a range of 500 work, since getting units from a point outside the range they'd be fired at (if we assume they can't hit units more than 500 yards away), and to close it...well, that takes four orders to get an infantry unit across.
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Post by Reader Sat Mar 05, 2016 2:57 pm

All the battle take place regardless. One battle has an impact on siege engine availability but it is the smallest and can hopefully be resolved swiftly.

Aemond + Vhagar will strike under my control.

The Targaryen force has 6 Wealth for siege engines/mantlets etc across the various battles , 3 if the Dornish forces win their sally out at Battle 2 - "
The Battle of Boneway Plain"
.

I suggest starting the battles at 300 yards to allow for sight-lines, weather, visibility and conserving ammunition. This can be a test for future sieges.

Theomore Tullison wrote:oes the warfare roll in battle 2 determine total number of units allowed on our side, or just how many non-player house troops may be committed to the battle?

Total number of troops, House or non House.

Should also remind everyone that cavalary units can dismount, at which point they'll lose their mount's statistics (mainly reducing their damage dealt and health, nicely reflecting the fact that these units have only 20 men).
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Post by Baelon Drakeson Sat Mar 05, 2016 2:59 pm

Theomore Tullison wrote:Finally, how will battle be working with siege weapons with a range of 500 work, since getting units from a point outside the range they'd be fired at (if we assume they can't hit units more than 500 yards away), and to close it...well, that takes four orders to get an infantry unit across.
Warfare ranges are, as far as I can tell, absolutes and not increments.
Infantry have never been the best sort of unit to take out siege - faster units or units with long range (and sometimes better to target the engineers than the siege).
Also remember there are firing limits on siege - once every other turn, and in a special phase.
In short, it's not as bad as it seems.
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Post by Reader Sat Mar 05, 2016 3:01 pm

Baelon wrote:
Theomore Tullison wrote:Finally, how will battle be working with siege weapons with a range of 500 work, since getting units from a point outside the range they'd be fired at (if we assume they can't hit units more than 500 yards away), and to close it...well, that takes four orders to get an infantry unit across.
Warfare ranges are, as far as I can tell, absolutes and not increments.
Infantry have never been the best sort of unit to take out siege - faster units or units with long range (and sometimes better to target the engineers than the siege).
Also remember there are firing limits on siege - once every other turn, and in a special phase.
In short, it's not as bad as it seems.

Good reminders. In that case might be tempted to start at 500 as a test?
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Post by Theomore Tullison Sat Mar 05, 2016 10:48 pm

Hmmm, tempting to try to go for glorious storming of Wyl. Even if Theo probably should take battle 3. Not taking #2 for sure.
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Post by Reader Sun Mar 06, 2016 12:00 am

Theomore Tullison wrote:Hmmm, tempting to try to go for glorious storming of Wyl. Even if Theo probably should take battle 3. Not taking #2 for sure.

Tank the battle deliberately to shame Prince Aemond. Twisted Evil

Remember decision due by tomorrow.
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Post by Theomore Tullison Sun Mar 06, 2016 8:10 am

Will be storming Wyl, will be fun.
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Post by Ser Jorah Holt Sun Mar 06, 2016 8:26 am

Taking battle 3 then - the Boneway.

Sorry Kevan

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Post by Kevan Lyras Sun Mar 06, 2016 11:53 am

No need to be sorry, that is how the game works :;
): (I am sure there will be other battle opportunities in story 3)

On to the Boneway Plain then.

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Post by Kevan Lyras Sun Mar 06, 2016 12:02 pm

[url=Muster Troops (Wyl - spend 1 glory)][/url]: 6d6k4 17
->
I can bring two units, that could get interesting. Reader is this battle also starting 300y apart or closer? That would influence my choice of units...

Enemy stats:
Veteran Cavalry
Health: 12
CD: 6
AR: 5
Damage: 8
Move 6 (24)

Trained Cavalry
Health: 12
CD: 5
AR: 5
Damage: 8
Move 6 (24)


300y apart would at least ensure 1 volley of arrows before the come crashing in

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Post by Baelon Drakeson Sun Mar 06, 2016 12:47 pm

Given that it is a surprise attack from tunnels, there's no reason they would necessarily start from so far away. Indeed, a large distance would seem to completely invalidate the point of the tunnels.

Large starting distances only make sense if at least one side meets two criteria:
1) Is aware of the enemy
2) Has the capability to act at that range
In this case #1 doesn't hold. Up to Reader, though.

I will happily volunteer to run the Dornish in any of these battles.

Also - Theo, Cavalry/Archers, eh? Imitation is the highest form of flattery. Very Happy
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Post by Ser Jorah Holt Sun Mar 06, 2016 1:03 pm

As battle 1 is a siege, I suggest Lord Redwain joins Ser Theomore

Then Ser Walton can join battle 3 to defeat one of their champions and act as a sub commander and your cohort as well maybe?

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Post by Kevan Lyras Sun Mar 06, 2016 1:39 pm

Given that it is a surprise attack from tunnels, there's no reason they would necessarily start from so far away. Indeed, a large distance would seem to completely invalidate the point of the tunnels.

The tunnels are battle 2, I defend against the sally (battle 3), where they try to destroy the siege equipment with cavalry. So I would imagine the open the castle gates and come riding full steam to cover the distance quickly. The same distance as with battle 1 seems reasonable

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Post by Baelon Drakeson Sun Mar 06, 2016 2:03 pm

Kevan Lyras wrote:
Given that it is a surprise attack from tunnels, there's no reason they would necessarily start from so far away. Indeed, a large distance would seem to completely invalidate the point of the tunnels.

The tunnels are battle 2, I defend against the sally (battle 3), where they try to destroy the siege equipment with cavalry. So I would imagine the open the castle gates and come riding full steam to cover the distance quickly. The same distance as with battle 1 seems reasonable

Ah yes, you are correct. I was getting the battles mixed up.

Er, I think we both are, in different ways.
You are commanding Battle 2, which is the sally. Battle 3 is the one with the tunnels, and is being commanded by Ser Jorah.
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