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Storming Wyl

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Ser Jorah Holt
Baelon Drakeson
Ser Walton Dulver
Ereth Redwain
Theomore Tullison
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Storming Wyl Empty Storming Wyl

Post by Theomore Tullison Fri Apr 08, 2016 2:17 pm

Arrayed forces:

Glorious Targaryen punitive expedition:

Characters:
Theo, Ereth, Walton, Dunstan, Aemond (presumably independently acting sub-commander), Alayne Tarly (presumably, may be taking Dunstan's NPC slot), possible openings for new PC's if they can get here on time. We'll want one or two heroes, rest sub-commanders.

Units:
Tullison Cavalry
Animal Handling 5, Agility 3, Fighting 5, Athletics 4, Endurance 5, armor upgrade, weapon upgrade
CD: 4, Ar 9, Move 50, Damage 10, Health 15, Discipline 0

Hite Cavalry-archers
Agility 6, Marksmanship 5, Awareness 4, Endurance 5, Athletics 4, upgraded bows (uses basic archer unit armor for this battle).
CD: 13, AR 2, Move 80, Damage 9 (Long Range), Health 15, Discipline 0

Redwain Cavalry
Agility 3, Animal Handling 2, Fighting 3, Endurance 5, Athletics 4 (Melee Weapon Upgrade, armor upgrade)
CD: 4;
AR 9, Move 50;
F. Damage 7;
Health: 15;
Discipline 3

Redwain Engineers
Awareness 3, Endurance 3, Fighting 4, Warfare 5 (Melee Weapon Upgrade, Armor Upgrade)
CD:4;
AR 5;
Move 20;
F. Damage 4;
M. Damage (See Scorpion);
Health: 9;
Discipline 6
- Scorpions (range 500, Damage 3 (ignores AR), CD 0, AR 1, Health 10, move 10)
- Scorpions (range 500, Damage 3 (ignores AR), CD 0, AR 1, Health 10, move 10)
- Scorpions (range 500, Damage 3 (ignores AR), CD 0, AR 1, Health 10, move 10)

Dulver Infantry
Athletics 3, Endurance 4, Fighting 4 *Damage Upgrade
CD:5;
AR 3;
Move 40;
Damage 5;
Health: 12;
Discipline 3

Veteran Coalition Cavalry
Fighting 5, Animal Handling 3, Agility 3, Athletics 4, Endurance 5. Upgraded Armour.
CD: 4, AR: 9, Move 50, Damage 6, Health 15, Discipline 0

4X Trained Coalition Cavalry
Fighting 4, Agility 3, Athletics 4, Endurance 5.
CD: 6, AR 5, Move 60, Damage 5, Health 15, Discipline 3

10X Trained Coaliton Infantry
Fighting 3, Endurance 3, Athletics 3
CD: 5, AR 3, move 40, damage 4, Health 9, Discipline 6

5X Trained Coalition Archers
Marksmanship 4, Agility 3
CD: 6, AR 2, move 40 damage 5 (long range), Healthy 6, Discipline 9

Vhagar (acting on Aemond's whim, Theomore has suggested that enemy siege weapons or the engineers controlling them should be prioritized).


Assorted Dornish scum:

Characters: Lord Wyl (Warfare 4D+1B)+up to 3 Heroes.

Units (Wyl Castle provides +8 defense):
Trained Archers (6) – Marksmanship 4, Agility 3.
CD: 6, AR 2, Move 40, Damage 5 Long Range, Health 6, Discipline 9
Trained Archers (6) – Marksmanship 4, Agility 3. Upgraded Weapons, Armour.
CD: 5, AR 3, Move 40, Damage 6 Long Range, Health 6, Discipline 9
Trained Garrison (5) – Fighting 4, Endurance 3. Upgraded Weapons, Armour.
CD: 3, AR 5, Move 20, Damage 4, Health 9, Discipline 3
Veteran Infantry (Cool – Fighting 4, Endurance 4, Athletics 3. Upgraded weapons &
Armour.
CD: 5, AR 4, Move 30, Damage 5, Health 12, Discipline 6
Trained Engineers (5) – Endurance 3, Fighting 3, Warfare 3. Upgraded Armour.
CD: 3, AR 5, Move 20, Health 9, Discipline 9
- Scorpions (range 500, Damage 3 (ignores AR), CD 0, AR 1, Health 10, move 10)
- Scorpions (range 500, Damage 3 (ignores AR), CD 0, AR 1, Health 10, move 10)
- Medium Catapult (range 400, damage 5 (stone or oil), CD 0, AR 5, health 20, stationary)
- Medium Catapult (range 400, damage 5 (stone or oil), CD 0, AR 5, health 20, stationary)

Awaiting some stats and possible personal combats. Will also be needing some sort of map, Targaryen force will assemble just outside the range of enemy siege, so battlefield needs to be at least 550 yards long measured from the walls of Wyl.


Last edited by 109 on Sat Apr 16, 2016 9:32 pm; edited 1 time in total
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Post by Ereth Redwain Wed Apr 13, 2016 12:39 am

Helmstead Besiegers
Elite (Garrison/Engineers)
Awareness 3, Endurance 3, Fighting 4, Warfare 5 (Melee Weapon Upgrade, Armor Upgrade)
CD:4;
AR 5;
Move 40;
F. Damage 4;
M. Damage (See Scorpion);
Health: 9;
Discipline 6

Argent Blades
Trained Cavalry
Agility 3, Animal Handling 2, Fighting 3, Endurance 5, Athletics 4 (Melee Weapon Upgrade, armor upgrade)
CD: 4;
AR 9, Move 50;
F. Damage 7;
Health: 15;
Discipline 3
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Post by Ser Walton Dulver Sat Apr 16, 2016 9:31 am

Upgraded Veteran infantry;
9 Power 1 Wealth- Discipline (3) -CD 5, AR 3, Athletics 3, Endurance 4, Fighting 4 *Damage Upgrade- 5
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Post by Theomore Tullison Wed Nov 23, 2016 4:17 pm

Here be maps:

https://docs.google.com/spreadsheets/d/10ge48k-M-ivu-QqhXUSZbg2YjmW9Ch7_AjdiNLbxNR0/edit?usp=sharing

Have to scroll down a bit as we'll be deploying outside scorpion range unless reader says it's fine to start behind cover or something.

Things needed to proceed:
1. Someone to run the other side.
2. TN for wall scaling.
3. Outcome of third personal combat (but with us rolling out Alayne Tarly, we probably can assume they have no champions left).

Suggestion for fast forward: We are going to give readied orders to practically all of our units before anyone moves into their scorpion range, and since I guess the Wyl's are not going to exit their castle and enter *our* scorpion range in the meantime...might just skip to the part where the order to charge is given, hmm?
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Post by Baelon Drakeson Wed Nov 23, 2016 5:55 pm

1. I'll volunteer

2. Difficulty to scale the walls of Castle Grenward in the first off-season house event was 15, with a +3 TN on the command test. This castle is larger, so I would expect the gate to be harder to break and the walls higher/harder to climb. Perhaps 21 & 18 respectively?

3. I'll leave that up to Reader, but I'd say it's a fair assumption only if Alayne Tarly is also removed from the battle; he doesn't have the full protections of being a PC and likely has the sense not to go onto the battlefield significantly wounded.

As for fast forwarding - that seems reasonable if the Wyl side is also able to give pre-orders. Given that you have 5x as many troops, it is unlikely that your orders would take less time.
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Post by Baelon Drakeson Wed Nov 23, 2016 10:08 pm

Like in the Boneway Pass, I cannot see anything on Theo's map but text (I have weird problems with google docs and similar).
Here's a simple map; I have been experimenting with larger maps for use with siege or sea battles. This is the best I've come up with; it has a "header" and a "footer" map for deployment zones and intermediary "floating" maps can be filled in as needed. Unfortunately but necessarily they would be devoid of terrain variation - which would be fine for the open ocean, but lacks the interesting terrain diversity of land or coastal battles.

The code box fits 5 rows neatly without a scrollbar, so that's the interval I used.

I made the assumption that the castle would be on a hill - that's castle building 101 (and I was inspired by looking at Loarre Castle in Spain for it's position by the Pyrenees and the Castle of Castro Marim in Portugal which like Wyl looks guards a river and coast; both castles are on hills).

Code:

--| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
01|   |   |   |   |   |   |   |   |   |H  |H  |H  |H  |H  |H  |H  |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
02|   |   |   |   |   |   |   |   |H  |H  |H  |C  |C  |C  |H  |H  |H  |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
03|   |   |   |   |   |   |   |   |H  |H  |H  |C  |C  |C  |H  |H  |H  |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
04|   |   |   |   |   |   |   |   |H  |H  |H  |C  |G  |C  |H  |H  |H  |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
05|   |   |   |   |   |   |   |   |   |H  |H  |H  |.  |H  |H  |H  |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
<add intervening maps as needed>
Code:

--| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
61|   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
62|   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
63|   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
64|   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
65|   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

H = Hill (slow movement: -10, +1b against lower terrain)
C = Castle (on hill)
G = Castle Gate
. = hill road (negates slow movement)
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Post by Theomore Tullison Wed Nov 23, 2016 11:27 pm

Looks reasonable.

Though careful who you insult, you upstart whelp, in an unofficial off-screen joust against Theo, Alayne took a 4 DoS hit and WON.
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Post by Theomore Tullison Thu Nov 24, 2016 1:10 pm

Hmm, I don't think the TN for climbing needs change, if this being a bigger castle than Grenward, it may have higher walls instead? Also gatesmashing TN is provided at 18 in house rules, generally harder to reinforce a gate since the idea is that one is supposed to be able to open it.
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Post by Baelon Drakeson Thu Nov 24, 2016 2:20 pm

Reader wrote:Baseline for castle gate smashing TN 18. Each DoS reduces future difficulty by 5, object broken once TN = 0.
(emphasis added)

18 is just the baseline. Castle gates are often fortified by the addition of a portcullis, additional sets of gates, structural reinforcements, etc. Sure, it can make them harder to open and close, but that's typically only a twice daily operation - open in the morning, close at night (or upon word of approaching army). Does it matter if it takes 10 of your soldiers to open and close it? Compared to not having your castle captured, not really.

As for climbing TN vs height, that's up to Reader. However, as units climb their entire move in distance, height is not a very effective deterrent. It does not matter for most units until you get above 40 yards; only units with bulkier armor will be affected at lower heights: cavalry, mercenaries, and personal guard; some others if they have upgraded armor.
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Post by Ser Jorah Holt Fri Nov 25, 2016 12:11 pm

the units will need someway to climb though; siege towers, ladders, ropes on grappling hooks fired from ballista

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Post by Theomore Tullison Fri Nov 25, 2016 12:24 pm

Nah, but they make it a lot easier.
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Post by Theomore Tullison Fri Nov 25, 2016 3:10 pm

Reader wrote:Wall and gate - let's keep same state as last time, can always adjust in future.

Guess all we need to clear is Alayne's combat vs Michael and should be good to go, assembling PC's involved via pm (NPC's involved on our side are good to go, reader will handle Aemond+Vhagar)
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Post by Theomore Tullison Sat Nov 26, 2016 9:26 am

Code:


--| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
54|   |   |   |   |   |   |   |   |   |TC |C1 |HA |S  |DI |C3 |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
55|   |   |   |   |   |   |   |   |   |   |C2 |RC |RE |VC |C4 |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
56|   |   |   |   |   |   |   |   |   |   |A1 |A2 |A3 |A4 |A5 |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
57|   |   |   |   |   |   |   |   |   |   |I1 |I2 |I3 |I4 |I5 |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
58|   |   |   |   |   |   |   |   |   |   |I6 |I7 |I8 |I9 |I10|   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

54 should be just out of range of any scorpions on 4, yes? Also assuming that moving through allied unit square is unproblematic (Edit: cleared with reader, can go through allied units without penalty). Will start deploying infantry and archers first, in case Wyl's decides to put units outside the castle which might alter deployment plans.

Roster (and suggested attachments):
TC=Tullison Cavalry-Theo commander, Alayne Tarly sub-commander
CA=Hite C. Archers -Dunstan Champion
RC=Redwain Cavalry-Alfred sub-commander
RE=Redwain Engineers-Walton Champion, Ereth sub-commander
S=Scorpions
DI=Dulver Infantry
VC=Veteran coalition cavalry-Jon sub-commander
C#=Coalition cavalry (1-4)
I#=Coalition infantry (1-10)
a#=Coalition Archers (1-5)

Readied orders:
Upon given signal 1:
I# and a# are to sprint 120 yards forward, taking up positions on 44, 45 and 46.
Upon given signal 2:
c# are to sprint 240 yards forward.
Upon engineers given order to move:
Scorpions will move same distance and direction.

Require: Clarification as to what sort of order "signal" might be.
Clarification obtained, signal 1 is keyed to Vhagar flight path, signal 2 and any further such signals will take a command to sound the horns in such and such fashion.
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Post by Baelon Drakeson Sat Nov 26, 2016 3:22 pm

54 would be just inside scorpion range from row 4, so to keep it simple I placed the scorpions on row 3.

Archers are readied to fire at Prince Aemond.
All other units are defending.

Lord Wyl: War Initiative: 4d6 14

Engineers: Defend: 2d6 8+8 (castle) = 16 CD
Garrison: Defend (+1D for shields): 3d6 8+8 (castle) = 16 CD
Infantry: Defend (+1D Shields): 3d6 10+8 (castle) = 18 CD

Code:
--| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | A1 = Trained Archers (w/upgrades)
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| A2 = Trained Archers
01|   |   |   |   |   |   |   |   |   |H  |H  |H  |H  |H  |H  |H  |   |   |   |   |   |   |   |   |   |   | WE = Wyl Engineers
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| WG = Wyl Garrison
02|   |   |   |   |   |   |   |   |H  |H  |H  |CWG|CWE|CWI|H  |H  |H  |   |   |   |   |   |   |   |   |   | WI = Wyl Infantry w/commander
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---| WS = Wyl Siege: 2x M.Cat, 2x Scorp
03|   |   |   |   |   |   |   |   |H  |H  |H  |CA1|CWS|CA2|H  |H  |H  |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
04|   |   |   |   |   |   |   |   |H  |H  |H  |C  |G  |C  |H  |H  |H  |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
05|   |   |   |   |   |   |   |   |   |H  |H  |H  |.  |H  |H  |H  |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Code:
--| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
54|   |   |   |   |   |   |   |   |   |TC |C1 |HA |S  |DI |C3 |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
55|   |   |   |   |   |   |   |   |   |   |C2 |RC |RE |VC |C4 |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
56|   |   |   |   |   |   |   |   |   |   |A1 |A2 |A3 |A4 |A5 |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
57|   |   |   |   |   |   |   |   |   |   |I1 |I2 |I3 |I4 |I5 |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
58|   |   |   |   |   |   |   |   |   |   |I6 |I7 |I8 |I9 |I10|   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

H = Hill (slow movement: -10, +1b against lower terrain)
C = Castle (on hill)
G = Castle Gate
. = hill road (negates slow movement)
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Post by Theomore Tullison Sat Nov 26, 2016 3:35 pm

Wyl iniative R1: 3d6 18

Oh, okay. Though I think we're waiting on Vhagar's cue.
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Post by Theomore Tullison Tue Nov 29, 2016 10:34 pm

So should have Aerion as champion on C1...and looks like we'll be having Triston as subcommander (confirming) at let's say with Jon on VC.
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Post by Aerion Storm Tue Nov 29, 2016 10:40 pm

C1, roger roger.

We've got an awful wide front line, is being anywhere in the front enough for you to brag about riding in the vanguard? Gotta know for later. Smile
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Post by Theomore Tullison Tue Nov 29, 2016 10:45 pm

Heh, thematically, it's probably the infantry that start in the back that are the vanguard...I blame the things that happens when you lay a battlemap and try to simulate reality with rules you can fit within a chapter in an RPG book. However, considering the speed of advance and general plan, could be that C1to4 counts as vanguard.
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Post by Jon Templeton Sun Dec 04, 2016 8:08 am

Just checking in. Here and ready to lead Vet Cav when things get rolling.
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Post by Triston Tollett Mon Dec 05, 2016 2:27 pm

Yeah. I have Warfare 4, Command 1, Tactics 1.

Still try to get a handle on everything here.
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Post by Theomore Tullison Mon Dec 05, 2016 3:15 pm

[Okay, well that puts Triston with Alayne and Theo on the command unit, rather than one of the units intended to transport sub-commanders turned champion, on second thought let's put Alayne on the VC with Jon, just in case we need him at the walls.

So reader told me to simply crack on with this stuff with instructions for Vhagar granted to me, his movement handled narratively, he also said that the engineers will be allowed to fire at him as if readied attack before he goes in to light up the party. This counts as Aemond the sub-commander issuing his order, so it's over to Lord Wyl after this. Readied attacks by archers are triggered also, of course. As are the actions of coalition infantry and archers, Vhagar stats as per Here there be dragon thread.]

As Vhagar circles the battlefield, one could sense the anticipation, those closest to Theomore might hear him mutter something about how they might as well sit back and watch Aemond do all the work, the prince may not be too happy about this, however, and most of these men were supplied by houses supporting the queen anyway, with some black houses, such as the Mooton's, suspiciously absent or only sending token forces. Many horns can be heard from the Targaryen host as the first wave begins to close the distance between the trenches, only waiting for Vhagar to complete his half-circle to move in on the castle and turn the attentions of the Wyl defenders away from the approaching armies. They now had two fronts to contend with, the largest of the dragons being worth an army all by himself. Though his initial strike does little more than to put a scare into the men upon the walls, as they take cover behind them, but can feel the heat through all the same. The dragon wheels away, circling the castle and lets out a mighty roar, receiving echos from the throats of a thousand and a half men hustling towards the wall.

dragonfire vs engineers: 4d6 10

[cinematically, this probably counts as more or less the entire coalition force (or most of it) advancing towards the walls, but because of orders per round and number of units involved and such, there'll be "piggybacking"]


Code:

--| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
01|   |   |   |   |   |   |   |   |   |H  |H  |H  |H  |H  |H  |H  |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
02|   |   |   |   |   |   |   |   |H  |H  |H  |C  |C  |C  |H  |H  |H  |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
03|   |   |   |   |   |   |   |   |H  |H  |H  |C  |C  |C  |H  |H  |H  |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
04|   |   |   |   |   |   |   |   |H  |H  |H  |C  |G  |C  |H  |H  |H  |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
05|   |   |   |   |   |   |   |   |   |H  |H  |H  |.  |H  |H  |H  |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
<add intervening maps as needed>
Code:

--| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
44|   |   |   |   |   |   |   |   |   |   |A1 |A2 |A3 |A4 |A5 |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
45|   |   |   |   |   |   |   |   |   |   |I1 |I2 |I3 |I4 |I5 |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
46|   |   |   |   |   |   |   |   |   |   |I6 |I7 |I8 |I9 |I10|   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
47|   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
48|   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

Code:


--| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
54|   |   |   |   |   |   |   |   |   |TC |C1 |HA |S  |DI |C3 |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
55|   |   |   |   |   |   |   |   |   |   |C2 |RC |RE |VC |C4 |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
56|   |   |   |   |   |   |   |   |   |   |  |  |  |  |  |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
57|   |   |   |   |   |   |   |   |   |   |  |  |  |  |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
58|   |   |   |   |   |   |   |   |   |   |  |  |  |  |  |   |   |   |   |   |   |   |   |   |   |   |
--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

Roster (and suggested attachments):
TC=Tullison Cavalry-Theo commander, Triston sub-commander
CA=Hite C. Archers -Dunstan Champion
RC=Redwain Cavalry-Alfred sub-commander
RE=Redwain Engineers-Walton Champion, Ereth sub-commander
S=Scorpions
DI=Dulver Infantry
VC=Veteran coalition cavalry-Jon and Alayne sub-commanders
C#=Coalition cavalry (1-4)-Aerion champion on #1
I#=Coalition infantry (1-10)
a#=Coalition Archers (1-5)

H = Hill (slow movement: -10, +1b against lower terrain)
C = Castle (on hill)
G = Castle Gate
. = hill road (negates slow movement)
Theomore Tullison
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Storming Wyl Empty Re: Storming Wyl

Post by Baelon Drakeson Mon Dec 05, 2016 5:51 pm

[OOC Sure, why not - the readied archer shots will not likely do anything, but also not costing Lord Wyl anything. The engineers will not fire, they have other fish to fry.]

Archers Readied vs Vhagar (regular, upgraded): 2#4d6 15 19 vs CD 15, 1 DoS each. 5 and 6 damage respectively, not enough to get past the 8 AR.


Round "2", Wyl Order 1

"Archers! Save your arrows for targets you can kill. They're leading with archers - take them out or become pincushions yourselves."



Order: Upgraded Archers (A1) - Ready to fire at any enemy archer unit that comes into range, TN 9
Command Archers: 5d6k4 22 they are so ordered.
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Storming Wyl Empty Re: Storming Wyl

Post by Theomore Tullison Tue Dec 06, 2016 4:02 pm

Theomore shouted no orders, the plan was made, and his captains new what they were supposed to do.

Ready A1: 4d6k3 15
Sprint forward 160 yards upon being given signal 3.
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Storming Wyl Empty Re: Storming Wyl

Post by Baelon Drakeson Tue Dec 06, 2016 4:24 pm

Round "2", Wyl Order 2

Lord Wyl nods to his other archers. "Make sure to pick your targets well. Don't go wasting arrows on the dead."


Order: Regular Archers (A2) - Ready to fire at any enemy archer unit that comes into range, unless Wyl unit A1 has already destroyed them with their readied order. TN 9
Order other archers to ready: 5d6k4 17


Theo, I realized that we both have units on the map marked as A1 and A2. I think it will be fairly clear from context which unit is meant at any time, so I'm not worried about - just something to be aware of.

Also, when you updated the map, you used the pre-placement empty castle map. Might be good to use the one with units on it. Wink
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Storming Wyl Empty Re: Storming Wyl

Post by Theomore Tullison Tue Dec 06, 2016 4:53 pm

[Hmm, yeah, but since they've not moved since original deployment, I didn't care to do anything about it.

Also, Jon is up next for our order.]
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