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File: Bordain Coat.png (62 KB, 432x446)
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You are Lord William Bordain, Lord of Morderengrad and the Norther Valley. Some call you the Iron Lord, as your wealth flows from the arms and armor you sell, and your demeanor is as unflinching and cold as castle-forged steel. Other have taken to calling you “The Grey Giant”, in reference to your great size, less-than-warm demeanor, and your recent marriage to House Tollett of Grey Glen.

You are a Lord by right of Murder, having slain the Targaryen children in the Sack of King’s Landing. After years of solitary brooding, you decided to rejoin the greater world. You brought order to your lands, unveiled a traitor, and wedded the lady Alyssa Tollet, who now bears your child.

Which means that you have a legacy to forge for your future child. You will not leave your flesh and blood without care or resources, and so you have dived into the management of your lands and holdings, to procure a bright future for yourself and your children. But storm clouds darken the horizon. Tywin Lannister has asked that you seek to supplant Jon Arryn, your liege lord, as Hand of The King. Further, Oberyn Martell has crossed you, and this you will not let go unpunished.

But for now, such concerns are on the back burner. For the moment, you are making your moves on the local scale: You recently visited several of the Lords of the Vale, in an effort to establish more friendly relations. You begun moves to refine and expand your holdings, and have just formalized a system where much of your standing army sails to Essos to serve as a mercenary force, thus affording them greater training and active use of arms, and filling your coffers.

Now a new month draws near, and you ready yourself. Your child is to be born in 5 months, and you wish to have things sorted for their arrival.
>>
Oh yeah!
>>
MY BODY IS READY
>>
So we're getting pretty close/are already in Bobby B's 3rd year of reign? Roughly 3 more years untill that hack Balon rebel...
>>
>>41816141
We are indeed in the third year of Robert's reign. Joffery is due to be born a week or two before our wife gives birth
>>
>>41816038
My boner is as hard as iron!
>>
>>41816038

Here's the results from last time's establishment of the rules, orders, etc, for your Mercenary army.

NAME: The Great Company of Valemen (The Grey Company, for Short)

FORCES:
2 units Elite infantry.
1 Unit Elite Archers
1 Unit Elite Cavalry
1 Unit Trained Harriers
1 Unit Trained Support.

EXPECTED FORCES:
1 Unit Elite Engineers with 4 SIEGE ENGINES.

HIRING PRACTICES
Feet on the Ground: Contracts proposed are discussed, negotiated, and voted on by the assembled Captains of the Company, along with Doma, your Merchant, and the Head of the Company.

PAY
A Lord's Right: You receive a set percentage of each contract. If the group goes long enough without hire, you have to provide their upkeep.

CONTRACT ADHERENCE
Gondor Calls for Aid: Your men will hold to any contract given until their deaths, unless you send forth a call for them, at which point they will return to Morderengrad, refunding an appropriate amount of their contract.

COMPANY DISCIPLINE
Iron Law: The laws are set, and firm. Violations ARE punished. Floggings common, executions not unheard of.

RECRUITMENT
Bend the Knee: Any who wish to join the Company must swear to serve House Bordain, yourself, and your heirs.

MYSTIQUE
All men who join the company must go on the same Vision Quest you passed among the Painted Dogs, with the brew including some of Morderengrad Mine's iron filings.

Further, each man who dies in the company has his name etched into his captain's armor, that he may march with the company forever.

A quick resolution here: As the captain of the Elite Infantry, and Closest to you, Finn is the obvious choice for the first Head of the Company.

However, another idea proposed was to have 3 "heads", with each serving a six month term before returning in a staggered system of 2 month windows.

As such two quick confirmations:
>Establish rotating system of Heads? Y/N
>Send Finn as first/one of first Heads? Y/N
>>
>>41816204
That also means Mya Stone, Bobby B's "1st" bastard is kicking around...
>>
>>41816312
Shit nevermind, she's been kicking around for a few years already.
>>
>>41816296
>>Establish rotating system of Heads? Y
>>
>>41816296
Y
Y
>>
>>41816296
>Y
>Y
>>
>>41816296
Just Finn. Changing leader often might cause some problems.
>>
>>41816296
>Y
>Y
Sup Page, love the title
>>
>>41816296
yes and yes
>>
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>>41816339
>>41816347
>>41816354
>>41816366
>>41816388


Okay, it seems like the majority are fine with the rotating leaders, and with Finn as one of the heads. (If the exact rotation schedule isn't liked, we can adjust it later.

You nod your head to Doma, and decide that this all makes sense, and you wish it implemented as soon as possible.

"It will take a little while, Great William. Transport for over 500 men is not easy to obtain at a moment's notice."

You nod your understanding, and go to speak to one of your new Heads.

You find Finn in his chambers, dicing with some other officers. You call him over, and inform him of your ideas: Half the army sent overseas, to train and fight in Essos, to earn money for back home.

He thoughtfully reflects on this for a moment.

"It's a bold plan, William, and I'll be happy to lead it. It might get you some judging stares from the other lords. I don't think anyone's done anything quite like this. I'll see about some morale boosters in Essos. Don't want the men getting lonely for home, after all. Though I bet many will like a bit of time away from their wives!" He ends with a broad smile and a laugh, his hand clapping onto your shoulder.

"If we're looking for leaders, there's the obvious choices, and the GOOD choices. Obvious choices are Me, Arnalt, and.. the new guy, took over the Cavalry when you made Donnal a bannerman. Micha or something. But, truth be told, Arnalt's a little too much like Grell. Quiet, kinda arrogant. The men won't like him. I'd go with Hiram, the captain of the Support. More of a common touch, and the idea of the healers having a voice at the Head makes the men think you care more."

>Do you accept his suggestions?

He then leans in to you.

"Though, I actually was gonna come to you with a suggestion. One that we might still have time for. If your plan is to have these men as armed as they can be before we sail, it may take us a month to get it all sorted. Why not try a wargame?"

>Response?
>>
>>41816722
Yes and Yes.
>>
>>41816722
To be clear, all the units we are sending over are fully upgraded in armor and their preferred weapon type? It's only two weath, so we need to kit them out.
>>
>>41816722
I trust Finn's opinion, so yes on both counts.
>>
>>41816722
Y
Y
>>
>>41816722
Y
Y
>>
>>41816722
Question. Why is Joffrey one of our captains, and why do we trust him?
>>
>>41816775
HAHAHAHAHAH

It costs 2 Wealth to upgrade a unit to Castle-Forged Steel. It costs another 3 wealth to fully upgrade them (in the warfare section, under Equipment upgrades)

Of the units sent, only the Harriers are currently fully upgraded and armed.

As such, it would take an investment of 25 Wealth to fully upgrade and arm all the units.

Hence Finn's comment.

Also, sorry on the delay with the last post, I discovered your military's stats had never actually been improved (every power you spend on training a unit increases one of its relevant abilities by 1.) so I had to go throw all that math in.

I still need to find out what three abilities we picked for the Painted Dogs.

As noted on the Twitter, and last thread, I'm very underprepared today. The weekend of the 31st I was away from my comp Friday-Monday, and then again Thursday night through Sunday afternoon this last weekend, so I'm like "Shit, where're those numbers again?"

>>41816914
This is what I get for looking up pictures of Blonde Knights for Finn. The worst part is, if you think of a much friendlier Jaime Lannister, it's pretty spot-on for his look, but I didn't want to use a Jaime Lannister pic.
>>
>>41816945
CRAP.

Speaking of UNPREPARED, I totally promised a guy I'd open with some intro stuff on how to play/contribute! TIME TO DO THAT.

>General Quest Information
If you've never read Song of Iron and Hate (or Knock-Off Game of Thrones Quest, as it was originally called), it's a relatively long-running but sporadic quest following an Alternate Universe Song of Ice and Fire in which you play William Bordain, summarized in the first post.

> How do I play?
Any time I need rolls, I'll tell you what dice to roll, and will take the best of the first 3 results. Other than that, just make suggestions for courses of action, and the ones that receive the most support will be followed.

>How do rolls work?
We're using the Song of Ice and Fire RPG system, where you roll a pool of d6s and keep some of them, in order to meet a target number.

>What have I missed?

This link https://archive.moe/tg/search/text/William%20Bordain/type/op/

Holds every quest in the series except the very first one, where we generated the specifics of the House. So if you want to catch up, read those.

In general, they can be summarized in three arcs: the pacification of our lands and betrothal(Knock-off Game of Thrones Quest), the planning and execution of our marriage (Song of Iron and Hate 1-7) and our entry into the world of ASoIaF's Intrigues. (IaH 8-15).
>>
>>41816945
I didn't even know there was another tier of upgrades. I just thought you could spend 1 on armor and 1 on weapons.

...The entire point of Elite troops is that they get 7 ability upgrades to add onto the base "two in everything" Have our troops been secretly been worse than Green this whole time?
We never picked anything for the Painted Dogs, but Stealth, Awareness, and Fighting sounds good.
>>
>>41816722

Y
N
>>
>>41817032

You can spend 1 on armor, 1 on MELEE, and one on RANGED.

So, re-checking my numbers, I'm stupid, because only the Archers have both, so it's actually only 21 Wealth.

The Castleforged benefit is from a set of Wealth Holdings re-done by Princely DM in the ORIGINAL Game of Thrones quest. It just literally gives the unit Castleforged Weapons and Armor.

And yes and no. It's one of those things I remembered every time I had to use their numbers behind the screen, which has actually been very rarely (the only times you've actually used mass combat so far has been your captains working off screen on your orders twice. Finn and Grell fighting the Painted Dogs, and Grell killing the scouts of Lord Belmore.) You came close to an overwhelming assault vs the armies of Chief Tor, but resolved it with a duel instead.
>>
>>41817032
Also:
Stealth, Awareness, and Fighting are good options.

Some other options are (since special units get ranged attacks):
Stealth, Marksmanship, Fighting
Athletics, Marksmanship, Fighting
or
Athletics, Stealth, Fighting.

So I'll put it to a vote, as I write-up the response to Finn.

What skills should the unit of Painted Dogs have?

>Stealth, Awareness, and Fighting
>Stealth, Marksmanship, Fighting
>Athletics, Marksmanship, Fighting
or
>Athletics, Stealth, Fighting.

Weirdly, no overlap with existing units.
>>
>>41817293
>Athletics, Stealth, Fighting.
>>
>>41817293
>>Athletics, Stealth, Fighting.
>>
>>41817293
>Athletics, Stealth, Fighting
>Too many ways to get big bonuses to defense vs archers (Looking at you darkness) Might as well made your first strike the last.
>>
>>41817293
>Athletics, Stealth, Fighting.
>>
>>41817303
>>41817336
>>41817346
>>41817351

/tg/ has spoken I guess. A unit with 4 Stealth, 4 Athletics, and 5 Fighting seems scary
>>
>>41816762
>>41816832
>>41816881
>>41816910
>>41817132

"If you say Hiram will be better as a leader than Arnalt, then it will be so, Finn. Also, Ser Donnal's second is named Ser Hefram. Not Ser Micha."

He snaps his fingers.

"By the Seven was I wrong!"

You also reflect on his offer and agree.

"A wargame may be good for the men. Many of them are about to ship out to face foes in Essos, better they warm up here than go in cold."

Finn smiles, and whoops, and tells you he'll get the men ready to fight.

Now comes the question: Who will command? You are an obvious choice for one side, but not necessarily required. One of the motives was to have your squire Stefon learn the intricacies of war, but he need not lead to learn. Finn would be a good option, given his new position of leadership, though any of your captains would not be unwise.

SELECT THE TWO COMMANDERS
>You
>Finn
>Stefon
>Other Captain.
>>
>>41817293
Also did we expand that village for land points, that seemed like something we had to do last thread, but we (me included) focused on the awesomeness that will be the Grey company. Honestly it seemed like a shoe in option, it was needed and we didn't have much else to spend land on.
>>
>>41817415
>You
>Finn
>>
>>41817415
>You
>Finn
>>
>>41817415
Us
Finn
>>
>>41817415
>>You
>>Finn
>>
>>41817415
Lets make a minority opinion!
>Stefon
>Hiram
>>
>>41817399
I was going to say roughly the same thing. Though the five COULD go anywhere, it's most likely either athletics or fighting.

>>41817434
That's actually a problem you're ABOUT to run into.

The 'problem' being that doing such a thing is a HOUSE Action, and you can only take 2 of those a month. Other House Actions include:

Raising a unit of Elite Engineers,
or
Arming your forces,

Basically, there's no way to accomplish everything you want to this month.

Weirdly, as far as I can tell: building Siege Engines? Not a House Action.
>>
>>41817415
>>Finn
>Other Captain.
>>
>>41817544
If that's the case, I think it might be better to delay arming our forces. Maybe even delay the Grey Company a month
>>
>>41817544
Well we have access to a an extra one or two if we toss some money at our bannermen and tell them that they need to produce some more weapons.

You stated earlier that Tywin does the exact thing with his bannermen subsidising the weapons and armor.
>>
>>41817544
I just looked over the core book: Investing power into units is NOT an action and neither is purchasing weapon upgrades for units.
>>
>>41817544
>>41817571
That's what I was thinking, that way we could also incorporate the engineers and catapult better, and upgrade weapons and armor at a slightly slower pace. I imagine as Doma says it will take awhile for the ships to arrive once we call for them anyway to transport them.
>>
>>41817462
>>41817493
>>41817506
>>41817508
>>41817514
>>41817554

Alright, you vs Finn wins out pretty handily there. It'll take a bit of time for the men to get organized and ready, so we'll push on for a bit until we have the things ready.

AS SUCH, WE ARE NOW AT A NEW MONTH.

Which means it's time for HOUSE FORTUNES.

Roll 8d6 (vomits into hands)
>>
Rolled 6, 3, 1, 2, 2, 6, 3, 4 = 27 (8d6)

>>41817688
>>
Rolled 5, 3, 4, 1, 5, 1, 1, 3 = 23 (8d6)

>>41817688
>>
Rolled 4, 5, 2, 5, 4, 4, 4, 4 = 32 (8d6)

>>41817688
DICE
GOD I LOVE DICE
>>
Rolled 4, 4, 2, 3, 5, 4, 5, 6 = 33 (8d6)

>>41817688
Anyone tempted to let our crazy father in law play around with the shipyard?
>>
Rolled 2, 5, 4, 4, 1, 2, 3, 1 = 22 (8d6)

>>41817688
>>
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>>41817709
>>41817701
>>41817694
>>
>>41817720
Fuck that's a Curse. so glad you are the 4th roll.

>>41817777
Actually we only rolled a Growth on the table. One resource goes up by one point.
>>
>>41817720
Speaking of Lord Tollet, is the road to Grey Glen in construction?
>>
>>41817798
Disregard me. I suck cocks. I forgot we have a ton of bonuses from our holdings I don't even know the total of.
>>
>>41817656
You may want to read again. Changing the Power investment in a unit (which is only done when changing the UNIT) is definitely part of the Manage Resources action.

And you're half right on the other: investing wealth directly into the stats of the army isn't an action. GIving them Castle-Forged STEEL is. (It's an option not in the corebook, instead made possible by the Wealth Holdings from Princely's Pastebin http://pastebin.com/46BLMQ3M)

That's my bad for poor clarity. So you could half-upgrade them this month.

>>41817798
You...may wish to know that you have a +14 to House Fortune Rolls.

Because God Hates me.

So that's a BOON. +1d6 to one stat, or +1d3 to two.

>>41817803
100% honesty, I don't believe so, and that's ANOTHER House Action. I'll scan my notes/archives to see if we did.

NOTE FOR INVESTMENT CHOICES.

Any bonus put in wealth becomes 1d6+7.
Power and Defense each get +2

Your current stats are
DEFENSE: 4
INFLUENCE: 22
LANDS: 15
LAW: 41
POPULATION: 37
POWER: 8
WEALTH: 48
>>
Rolled 4 + 1 (1d6 + 1)

>>41817777
1d6 POWAH
1d3 MONEY
>>
>>41817888
That is an illegal combination.

You mean 1d3 Power and 1d3 wealth?
>>
Rolled 1, 1 = 2 (2d3)

>>41817869

Wealth & Lands
>>
>>41817908
1d6 into power
>>
Rolled 3, 3 = 6 (2d3)

>>41817888
Wealth and Lands
>>
Rolled 1 (1d3)

>>41817888
Apparently combined dice are a nogo?

Upgrade our units that we are sending off with weapons and armor from the actual book.

Spend our House Action on making Engies. Send some money to our former cavalry captain and tell them to make us some Castle-Forged Steel for 420 men.
>>
>>41817924

Glad you rolled something decent.
>>
Rolled 2 (1d6)

>>41817908
POWER
>>
Rolled 1 + 7 (1d6 + 7)

>>41817924
Wait, fuck, here's the wealth roll
>>
Rolled 6 + 7 (1d6 + 7)

>>41817869
>Wealth because wealth
>>
>>41817908
Thought we got a Boon. Misread the post.
Wealth and Power 1d3 each.
>>
>>41817869
1d6 plus SEVEN!? Holy shit! how did we swing that?
>>
>>41817869
Let's see. It's 21 wealth to make an armored death machine out of our mercenaries, so I vote to drop the cash into that. The war game is of much lower importance than the siege weapons, so I'd rather we do that instead. If we decide to do the war games, we must decide whether to send the machinery later, or if we should withhold the men until the machines are ready. Seeing how we're making siegecraft our specialty, I vote to keep the men back a month where we can let them practice strategy and shit while the weapons are built.

I'd also like to gift our commanders amazing armor and possibly lands for when they are home/as a gift for good work in our service
>>
>>41817955
>6+7
LODSOFEMONE

A shame it came that late
>>
>>41817995
The catapults will be finished by the time the boats are ready, since that wont be till next month.
>>
Shit. I forgot to post something I normally do, so I'll take it for now, but I'll make this note for the future, and put it in my soon-to be constructed "how do I play" pastebin.

In order to avoid having six different rolls, and having rolls affect choices, when we do House fortunes, you guys just vote on what the allotment is, and I'll roll for them once we have a consensus.

>>41817961
Boons are 1d6 in one, OR 1d3 in 2.

Also, by my count of the confusing jumble that was all those votes/rolls, I'm seeing a tie between d3 Wealth/d3 Lands, and d6 power.

So let's have a quick vote on that.
>d3 Wealth and Lands
>d6 Power
>>
>>41818070
>d3 Wealth and Lands
>>
>>41818070
>d3 Wealth and Lands
>>
>>41818070
>d3 Wealth and Lands
>>
>>41818070
Guys we NEED to put an investment into Power to buy our Engies this month. That CANT wait.

d3 Wealth and Power
>>
>>41818106
>>41818070
>d3 Wealth and Power
>>
>>41817982
Gold Mine with Foreman
Banker
Marketplace
Port
Dock.

Trust me, Your holdings make the math of my life just fuckin' splendid.

I'll get all the specifics worked into the pastebin. I may start using the Out of Strife system, which would alter the bonus from a flat +7 to 2d6.

>>41818106
You receive a -1 to Power costs from having a Blacksmith's Guild in your lands. You do not NEED another power. But nothing stops you from making some, since Warships was another thing you were considering.
>>
>>41818070

>d3 Wealth and Power

>>41818157
I really like OOSP's system, since each "+1 to wealth" doesn't stack linearly, instead you just add them all up and consult the table, which gives diminishing returns and makes things saner. It also gives proper holdings to non-wealth stats so you don't ALWAYS go for wealth.
>>
>>41818157

In order to clarify all these questions, here's a list of your holdings, and what they do:

Blacksmith: Units can get Castle-forged Steel for 2 Wealth and 1d3+1 months
BS Guild: Soldiers cost 1 less power. Castle-forged steel production time halved.
Marketplace: If House fortunes improve your Wealth, improve by +1
Iron Mine: +5 House Fortune, and +1 power and Defense rolls
Foreman:
Complex: +1 to Power and Defense Rolls
Smelter: Double Blacksmith bonuses and BS guild (only production speed on guild, not power reduction)
Gold Mine: +2 Wealth, can mint coin/make jewelry
Foreman: +2 wealth
Port: +5 House Fortunes, and increases to wealth increase by d6.
DOCK: +3 to House Fortunes, and +1 to all Wealth
Banker: +1 wealth

That doesn't include the benefits of
ILWIN, your Accountant (Reduces Wealth Lost from House Fortunes rolls, other benefits)

DOMA TOCERI, your Merchant. (I wrote this down as whenever you gained 10 wealth, you gained 1 Influence. I'll see if there are other merchant rules.)

>>41818191
It's a nice book. I only wish it had come out sooner, since I've been working with several of the systems so long.
>>
Rolled 1 (1d2)

>>41818191
>>41818136
>>41818106
>>41818103
>>41818089
>>41818081
You all tied again, so I'll roll here: 1 is for Wealth and Lands, 2 for Wealth and Power
>>
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>>41818359
In the interest of not wasting your enthusiastic rolls, I'll take
>>41817924
and
>>41817955

since you WERE rolling for the right things.

In the future, just wait till I say to roll.

So Lands are now 18, and wealth is now OHGODWHY.

I mean, 61.

Now, you can take 2 house actions. As noted earlier, forming your Engineers is an action, expanding the town is an action, arming your troops with castleforged steel is an action, and everything on this list is an action.

Oh, and the War game isn't counting as a tournament or anything, it's completely separate. (It's really just an excuse for me to go through the warfare rules with you guys before we start actually playing for keeps in the totally-not-guaranteed-to-happen Greyjoy Rebellion.)
>>
>>41818482

Expand the town and arm troops with castleforged steel.
>>
>>41818482
Make Engies, Arm Troops.
>>
>>41818482
>Make engineers, upgrade troops
>>
>>41818482
You may note that I keep saying "two actions" instead of the 1 listed. This is because I've previously been letting you arm your troops with Castleforged steel as an additional action. But I'm expanding it, on the grounds that two actions is the default for combat, so I made it the default for intrigue as well, and now I'm just saying "fuck it."

>>41817932
Technically, you'd want to send the POWER to Ser Donnal, and have him make Engineers, since he doesn't have the blacksmiths necessary to make that much CFS.
>>
>>41818482
I would say town and engineers. That way we can get to know and integrate them, and just upgrade weapons next month. Did Doma start hiring transport?
>>
>>41818516
Yeah that works.
>>
>>41818482
Make Engineers, Expand Town
>>
>>41818563
He has begun looking, but that was literally two to three days ago. if you say "Wait," he'll wait.
>>
>>41818591
No. We want to get this show moving and get some combat experience and money sometime before our child is born.
>>
>>41818591
I imagine between looking, hiring, and getting them here it will take awhile. Are we just gonna say they arrive at the end of the 2 months?
>>
>>41818482
Make engineers, expand town
>>
>>41818482
Lets see... 62 Wealth.
-20 to arm all our units (Our Archers don't need melee upgrades, Page)
-16 on our weapons of War
We should also spend 1 wealth for Mantlets, granting our Engies +5 Defense vs Marksmanship attacks.
>>
>>41818624
Oh, certainly. I'd have said they'd arrive by the end of ONE month, or a fortnight. As a Pentoshi Merchant, Doma has some strings. As a Lord of the Vale, you have some pull.


>>41818681
>>41818581
>>41818570
>>41818563
>>41818516
>>41818531
>>41818559

Alright, that's 5 votes for town, five for Engineers, and 4 for troops. I will assume you wish to half-Upgrade the troops, since the direct upgrades don't take an action.

That means you'll spend 8 power, 10 Lands, and 13 Wealth this month, increasing your mercenary troops' stats, (as well as those of the Engineers you're creating,) and starting to expand Morderenfeld.

LET IT BE SO.
>>
>>41818782
Oh god. 7 Warfare dice being rolled with a base damage of 7 and two attacks per turn that will almost never fail due to their mere +3 Discipline Modifier
Stop stop he's already dead!

Can we get some support for blowing an extra Wealth on Mantlets? They have no downside for Engineers who will be stationary in combat, and grant +5 defense vs Marksmanship attacks.
>>
>>41818862
Sounds reasonable, let's buy some mantlets.
>>
>>41818862
I am for this proposed action, let there be manlets and may they have hamlets.
>>
Alright, Wargames time?
>>
>>41818753
>archers don't need melee upgrades.

It's like you WANT Dothraki to rape them.

Mantlets are a solid idea though, great catch.

That actually reminds me: Since the siege weapons don't take an action, do we want to build those as well?

And if so, did we ever decide if we preferred Scorpions or Catapults? (or the others, I GUESS)

Pros of Catapults (assuming Large): more base damage, more health, more AR, more options for types of attack, if willing to invest more Wealth.

Pros of Scorpion: Manueverability, ignores AR, can target single characters


>>41818862
Multiple types of siege engines can move during combat. In fact, only catapults and Trebuchets can't.

But it appears the assumption is for large Catapults with Mantlets. Which is perfectly fine.
>>
>>41818941

Finn: Alright everyone, time to practice warfare! I'll take the shirts, Lord Bordian will command the skins.

Bordain: Stefon, take command, I'm going in dry.

>>Rape
>>
>>41818963
I thought we had already decided on the Large Catapults being made this month?
>>
>>41818963
I think we decided on catapults, as they were better in general, and the number of engineers, not our wealth, was the limiting factor. Also the ability to launch fire at the cost of wealth could be wicked, perhaps too expensive for our mercenary ventures but our own battles, damn son.
>>
>>41818963
Buy melee upgrades for archers please, if we can.

Large catapults + Mantlets.
>>
>>41818989
forgot pic
>>
>>41819032
Seconded.

We can always diversify our siege weapons as we expand the Grey Company.
>>
>>41818963
FUCK IT, DECISION TIME

I'll tack on 4 large Catapults, and an order of mantlets to the monthly costs, brings your total to -8 Power, -10 Lands, and -30 Wealth.

>>41819008
Shrug. I vaguely recalled there being discussion about using scorpions, but it's pretty clear if nothing else that today's thread wants catapults. Besides, at 4 wealth, it's not like we can't add Scorpions later.


You lands leap into services, with arms and armor being forged at a break-neck pace. Timbers are hewn into machines of war, and men trained in their use.

Luckily, your Maester is well trained in Warfare, and can aid in bringing these men into among the best siege engineers in the world.

The men are constantly abuzz, excited for the prospect to see their Iron Lord take the field himself and lead them. Bets are flying widely, with some betting that you will win by sheer attrition. Great balls of flour are packed, to represent the "stones" of the catapults.

Within a few weeks, your men are bristling with new weapons, thicker armor, and all the fire in their eyes that can be easily summoned.

All that remains is to divide the forces.

WHICH UNITS WILL BE ON WHICH TEAM

Luuk's Elite Infantry will Stay with him, and your Personal Guard will stay with you, it's decided. That leaves

The Elite Cavalry
The Elite Special (Painted Dogs)
Elite Archers
Veteran Infantry
2 Units Trained Harriers
Veteran Garrison (It's noted that this unit should probably be left out of the proceedings entirely, to maintain order and security)
Trained Support.
Elite Engineers with catapults

Choose who goes where.


As a point of order, you may want to consider investing in a Military Academy in the future.
>>
>>41819162
Idk about the rest but give finn the catapults, he's the one who's gonna be using them in real war
>>
>>41819209

Seconded.
>>
>>41819162
Wait, we can build a Military Academy? What does it do, besides sound amazing?
>>
>>41819162
As a small note, as a limiting factor, I am capping Unit abilities at 5, as the descriptions given of abilities make the idea of a unit with a rank 7 ability insane in the context of the universe. That would be a legion each as skilled as Barristan Selmy/Jaime Lannister.
>>
>>41819162
Finn gets the Cavalry, and Luuk's special +1 harrier and Catapults.

We get Archers, veteran infantry and harriers + support.


Also strongly support military academy idea, maybe even next month depending on costs.
>>
>>41819242
Aww....but we wanted to be able to solo the rebellion.

Nah that's perfectly fine and understandable.
>>
>>41819242
There's a hundred men in each unit: Having a combined Fighting of 7 doesn't necessarily mean that each individual in the unit has a Fighting of 7. Units work on a different scale than individuals, what is amazing for a single man may not be for well coordinated group.
>>
>>41819162
Finn:
Elite Cavalry
Elite Special
Vet Infantry
Trained Support

Us:
Bloodsmiths
2 Trained Harriers
Elite Archers
Elite Engineers and catapults
Ourselves
Stefon
>>
>>41819332
I was thinking a similar thing, a highly disciplined and coordinated unit could put on a pretty good show against any single skilled individual, even monsters like us and the Mountain.
>>
>>41819402
A properly trained, highly disciplined and coordinated unit should absolutely wreck a single individual IRL. It doesn't matter if you're the fastest and strongest bastard in the world if you smack down the first guy in the shield wall, his buddies will kill you dead shortly after unless you have support as well.

I don't know how well this translates to the game though.
>>
People want Finn to have the Engies, so heres a different list

Finn:
Engies
Harriers
Archers
Special

Us:
Ourselves
Stefon
Bloodsmiths
Infantry
Cavalry
Harriers
>>
>>41819450
The way it works is that Units get +20 defense vs individuals, making them nigh-invulnerable (HP is the same though, so Jaime might stand a chance against a Green or Trained unit.)

PC's and major NPCs can either command an army or take a sub-commander slot(1 per 2 units IIRC), or detatch themselves and act as a "Hero Unit"
Hero units get 10 turns for every 1 round of battle(Unit combat takes longer than individual combat) They can bypass the +20 defense vs units by fighting no more than 10 men at a time. Every 10 men defeated deals a single point of damage to the parent unit.

Someone like Jaime or the Viper could deal 1 or 2 points of damage to a unit per round.
>>
>>41819235
You can trade Wealth for Power at a 1:1 ratio if you spend an action trading resources.
Your units damaged in warfare resist 1 damage.

You can then expand it to: Add another ability to a Unit as a House Action
or
Add +1 to all units in a single ability.
You can get both upgrades.

There's actually a couple upgrades you could get that would make you...interesting.

Like Bloodsport Gambling Dens make Levies cheaper, or Abbeys with warrior monks making crusaders, Jails so good they gain you influence, etc.

>>41819332
It moderately implies it, given that the Knights of the Kingsguard have Fighting 5, yet Barristan Selmy and Jaime both exceed that.

Units already get bonuses when fighting a single target, so it's implied that the level of skill is directly transferable.

>>41819243
>>41819472
Here's two options that both give Finn the catapults, as some recommend.

Which shall it be?
>Option 1
Finn gets the Painted Dogs, Cavalry, Harriers, and Catapults as well as his Elite Infantry

We get. Archers, Infantry, Harriers, and Support, as well as our Bloodsmiths

OR

>option 2
Finn gets the Painted Dogs, the Catapults, the Archers, and a unit of Harriers along his infantry,

vs

Us, the Bloodsmiths, vet infantry, Cavalry, and Harriers.

I also got to go handle a job duty, "cut" sections of the book for the ensuing battle, sketch up a map, and grab something to eat. So I'll be AFK for about 30-40 minutes.

>>41819540
Also, if the unit attacks the individual, it gains +2B to attack.

There's only a couple guys who could really do anything. Jaime, The Mountain, etc.
>>
>>41819540
Note that bringing a unit to zero hp doesn't destroy them unless you hit them for twice their max HP in one hit.

Going to zero HP makes a unit "Disorganized". This is like getting a Wound in character combat. The unit gets -1D to all tests for the rest of the fight and becomes less disciplined. The commander must spend an action to rally them to make them organized again(The penalties remain). The reason being, if a unit takes damage while disorganized they suffer SQUAD BROKEN and routs. Routed units will only run away from battle and any damage taken will destroy the unit. They can be rallied however to bring them back to disorganized.
>>
>>41819613

Option 2
>>
>>41819613
Option 1.

I'd prefer to keep the sides relatively even.
>>
>>41819613
>>Option 2

If our Cavalry manages to reach the enemy alive and blitzes the Dogs and Catapults, we MIGHT stand a chance at winning.
>>
>>41819613
You forgot the Support in Option 2. I assume it's on Bordains side to make the number of units even.
>>
>>41819613
Wow, that academy is all I've ever wanted. I'm not sure that Abbeys would really be our style, since William has never struck me as a particularly pious man, but both the Bloodsports and the Jail are very inline with our aesthetic.

>Option 2
It should be an interesting battle.
>>
>>41819613
The Knights of the Kingsguard have Fighting 5, and they probably have Fighting 7 as a unit. Selmy and Jaime are kind of outliers, and the Kingsguard would probably still count as Fighting 7 if they all used the Kingsguard statblock.
>>
>>41819766
It also pays to remember that these aren't the Kingsguard of days past, it's full of Meryn Fookin' Trants rather than Arthur Daynes.
>>
>>41819766
Frankly I wonder if they ALL have fighting 5, sure I believe Jaime and Selmy to have that, but Meryn Trant? Really? Don't even get me started on Boros Blount
>>
>>41819613
So what I'm getting from the idea of us getting a military academy, our general power and the raw amount of wealth we bring to the field is that anyone who isn't a major house should watch out or they're going to get their shit wrecked and even a major house is going to take a beating simply because our guys are quite possibly some of the most veteran fighters on the face of the planet and we're planning on making them moreso.
>>
>>41819613
From what I can see a Jaime can wipe our a unit or two a round (making them rout of course, not necessarily destroying them to a man, units are assumed to have broken and run when destroyed as a general rule.)

Reckless Attack and Jaime's skill can overcome the +20 defense, and he gets 10 turns to each unit's one.
>>
>>41819819
To be fair, Roose Bolton has Fighting 4, so the scale works.
The Unsullied are Elite Infantry and look how often they get wrecked when they aren't fighting as a team.

Actually.. yeah... all you have to do is look at the performance of Unsulled on an individual and squad level to know that discipline and coordination are a huge part of a Unit's stats.
>>
>>41819819
>>41819812
>>41819766
The book says to tailor the stats to the various idiosyncrasies of the individual knights. Only Barristan and Jamie are fully statted.
Barri has Fighting 6 and Jamie has 7

>>41819540
>The Mountain
Has anyone looked at his stats in the campaign guide? Fighting 6 and 17 freaking damage.
>>
>>41820024
Ourselves as well, I kind of just want to lead the army's charge, and once we manage to envelop ourselves amongst the archers and engineers, just hand control over to a captain and start Reckless Attacking units
>>
>>41820024
>>41820088
If we start fighting on our own, we have a 23% chance to hit a Unit for 10 damage - armor. Add in the fact that we get 10 turns, we have a real chance of turning the tide of battle.
>>
>Ramsay's 20 Good Men have a Fighting of 7
>>
>>41820183
I always assumed that his 20 Good Men were Elite Criminals in action.
>>
>>41820222
his 20 good men are obviously the writers.
>>
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>>41820183
>>
>>41820319
That file name hahahahaha
>>
After the Wargame, are we accelerating to the birth? We've had a few threads now of just mechanics, and it will be good to get back to actual roleplay.
>>
>>41820392
If it's retarded/malformed, we're throwing it off a mountain.
>>
>>41820421
https://www.youtube.com/watch?v=1YRvXpLOft8
>>
>>41820421
>Bordain
>Killing a child

>ISHYGDDT
>>
>>41820440
Relax, it won't have a name until a year or so.
>>
>>41819766
Knights of the Kingsguard have Athletics 4, Endurance 4, and Fighting 5. This is exactly the stat array they SHOULD have, being an Elite Personal Guard.

As far as I can tell, 6s and 7s are reserved for named characters.

And...Jesus, cutting out all that shit took longer than I thought.
Anywho, I see 4 votes for 2, with a move of the supports to it, that's fine.

As such, it's time to start WARFARE.

To give us the veneer of realism, let's have you explain all this to your squire.

"Come, Stefon," you say, mounting your horse in the brisk morning air. It feels cooler than the day before, and you wonder if the inexorable slide to winter has begun.

"The first thing a commander must always consider is the scope of the conflict. A skirmish of a dozen men is different than a thousand, with is different than ten thousand. ALways know the numbers you're dealing with. Right now, Finn has 600 men at his command. We have 340."

"Those aren't good odds, my lord."

"Indeed not. But never forget the value of cavalry, which we possess."

You clear your throat, and continue.
"Next is terrain. Always study the terrain if you can. It can spell victory or defeat just as much as numbers. A hundred archers and sieges engines on a hill are worth three times their number in men at the bottom. "

You gesture to the field you and Finn have chosen. Flat, with a river to one side, and woods on your left.

(cont)
>>
The woods are a trap. The Siege engines will still wreck our shit even with the cover they provide, it's not worth the loss of movement speed. We need to sprint and charge their line as soon as possible.

Cavalry can still move through the woods right? They move at double the speed ground units do.... they can sprint through the woods while we take the infantry through open field. Our best units are the Bloodsmiths and our Cavalry, making them choose between the Bloodsmith's 10 AR and the Cavalry's cover will be very good, and we should both reach the enemy at about the same time to perform a pincer.
>>
>>41820616
Are the siege engines launching bean bags and pillows?
>>
>>41820634
Giant balls of packed flour. It was described a few posts up.
>>
This fight is so unbalanced. We're gonna get wrecked before we even close into range.

We wouldn't even have good odds if we were Brachen.
>>
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>>41820503

"The expanse we've chosen has some strengths for both sides. The distance is small enough that we can close quickly, but the open terrain allows his men to make quite a few assaults on our slower units."

You point to the woods.

"Those might be good for gaining cover against his archers, but the smart money says he puts his Painted Dogs in there, to take anyone who tries by surprise."

You then point to his amassed forces across the way.

"Now we parley. Never forget to at least meet the enemy commander. Just by seeing who you oppose, you can infer something of his battle strategies. Further, I've been told some battles are even resolved in the first meeting. A good threat, or a last minute deal can save lives. I've never seen it myself, but it's a nice thought." You snort.

"As a note, to attack under a flag of parley is considered abominable. So, don't do it. Unless you really, really think you have to. "

He looks at you quizzically.

"For instance, if Tywin Lannister was fool enough to ride out to meet me for parley, I'd kill him where he stood. I can take him in single combat, but he's worth three of me in command."

"Of course, we have no need for a parley, since these are war games. Instead, we move our troops into position, based on where we predict the enemy acting."

BEGIN PLAYER INPUT.

Now, normally, we'd go one unit at a time, placing defender, attacker, etc. But that would take forever. Instead, here's his set-up, now decide where to place yours.

Picture took 10 minutes in paint, go fuck yourselves. Oh, and Finn is on the Upper square of infantry.
>>
>>41820503
>and you wonder if the inexorable slide to winter has begun.
Robert ruled for 15 or so years, 10 of it being summer, this winter won't be long.
>>
Fuck me. Put everyone as close as we are allowed to on row O.

Those woods are a fucking trap.
>>
>>41820785
Us and the Bloodsmiths at the top flank, Cav and harriers centre, and vet infantry bottom flank.
>>
>>41820876
The Cavalry should at least be on row 0 to try to blitz those unprotected archers. Harriers are not sufficient bodyguards for Elite Archers.
>>
>>41820901
In addition if the Cavalry are still alive after the archers are gone (They wont be, but if they are), they can go then Blitz vertically to get 3 attacks off.

The Blitz action lets a unit charge in a straight passing through units and getting attacks off as it passes. A Cavalry charge hitting both I's and the C is our biggest hope. Our second biggest is that our Bloodsmiths survive the march to fuck shit up at close range.
>>
>>41820948
Hmm.... can our Bloodsmiths survive a Painted Dog ambush in the woods? They only attack at melee range and they will be sprinting to get through the woods...

Okay.
Everyone who isn't a Bloodsmith on row 0.
Bloodsmiths at row D to sprint through the woods.
>>
>>41820855
>>41820876
>>41820901
>>41820948

Shall we say:
H9 for Bloodsmiths
I8 for Harriers,
L8 for Vet infantry
and O7 for Cavalry?
>>
>>41820989
Sure
>>
>>41820989
Make the Harriers P8 and you have a deal
>>
>>41820989
Ok. Give the Bloodsmiths orders to fucking sprint through the woods. Don't fucking stop to fight Painted Dogs. Charge the Catapults asap.

Everyone else sprints and charges the Archers.
Cavalry does a very thematically appropriate L-Shaped Knights Move, blitzing through the H and A then blitzing again through the I C I
>>
>>41821019
why would we sprint through the woods when we can run past them?
They aren't that big why are you so obsessed with running through them and not fighting any people in them when we could just not run through them?
>>
>>41820999
P is in the wrong spot. As is logical, it should be under O. Are you aware of that when you make that request?
>>
>>41821046
no. I just looked at the map.
>>
>>41821056
So do you want them on K or L, or down on P?
>>
>>41821043
Extra cover against the Catapults and Archers.

Our two winconditions are
A: Our cavalry reaches the enemy in fighting condition
B: Our Bloodsmiths reach the enemy in fighting condition
>>
>>41821073
L is good.
>>
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>>41821090
>>41820996
>>41821019
>>41820989
>>41821073

Alright, following that, you roll 4d6.
>>
Rolled 6, 2, 1, 6 = 15 (4d6)

>>41821159
>>
Rolled 4, 6, 6, 3 = 19 (4d6)

>>41821159
>>
Rolled 4, 6, 3, 6 = 19 (4d6)

>>41821159
Rolling

Also, at some point, ask Stefon for his opinion on what we should do.

Give a small lesson on tactics/strategy and gauge his talent/ability at it.
>>
>>41821214
We have warfare 3. We're the ones with no talent/ability at it.
>>
>>41821223

Then we should appear to be skilled at it, anyway.
>>
We should have insisted on getting to use the Mantlets and giving them to the bloodsmiths...

Can we spend a destiny point on that detail to do it retroactively? I would have pushed for it before if I had remembered.
>>
>>41821223
Rank 3 is above average. It isn't amazing but it isn't totally lacking skill either.
>>
>>41821223
>>41821254
Yup, and to a fresh faced youth we are giving the basics and foundations of strategy and command, not stuff way above his head.
>>
>>41821268
Huh, I wonder if there's a Water Mirror at the Citadel?
>>
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>>41821177
Alright, you get to go first...
After the siege engines.

And Finn's gonna try for the gold, having his engineers fire right for you and the bloodsmiths.

And that's...a lot. Let's, uh. okay. 24. Versus unit defense...4. 4 degrees of success...times 7...equals 28 damage. After 10 AR, 18 damage, the Bloodsmiths are now Disorganized.

You take one damage.

You may now make an order.

One of these, or an advanced order, like how people keep calling for the cavalry to blitz.
>>
>>41821321

Organize.
>>
>>41821321
Fuck. Rally the Bloodsmiths, we can't risk them being routed.
>>
>>41821340
You mean organise, not rally.

Rallying is for when they are already routed.
>>
>>41821321
Organize.
Holy fuck that was quite the nasty first strike, I feel bad for the guys who will fight against our siege engines/army.
>>
>>41821321
WHY does he get 4 Large Catapults AND more men than us?
>>
>>41821386
to make it fun
>>
>>41821321
Page? I'm pretty sure 28 is more than double the Bloodsmith's max hp. Doesn't that instantly destroy them according to the massive damage rule? Or is it double max hp of damage post AR rather than pre AR and the Bloodsmiths have Endurance 4?
>>
>>41821359
It was literally the most damage they could do. Granted, they could have rolled a whole 5 points lower and still done it, but still.

>>41821359
>>41821353
>>41821333
You roll to organize the bloodsmiths. I do not require a roll from you, because the difficulty is 3, and you have 3 Warfare. You literally cannot fail.

That makes it Finn's command.

He...
Shit. This is a hard call. He can't use the catapults until his NEXT turn. And your men are out of the range of his archers. I guess he shouts a command to the painted dogs to charge The Bloodsmiths, revealing them from space C 23

>>41821386
Because you're a better commander. Also, because you personally are fucking terrifying. If the shot that took out your unit COULD have been aimed at you, it would only have done 6 damage. Total. You would have taken 4 catapult stones and kept walking.


(also, this was a bad week to do this: if Grell were on your side, things would be bad for the people in the woods)

>>41821405
As far as I can tell, it only cares post AR. And yes, your bloodsmiths have Endurance 4.

Give me one sec to work out the painted dogs math, posting to keep you all updated
>>
>>41821494
Unless Finn is mentally deficient at warfare, he should have gotten 2 or 3 catapult shots during the Siege Warfare phase. The commander gets to fire a number of Siege Weapons equal to their Warfare, and each weapon suffers from HyperBeam cooldown, so he could fire two per round. They don't detract from his orders.

Siege Weapons don't use orders: they are a separate phase and fire every other round.
>>
>>41821494
Painted Dogs get -1D for charging, but +1 for doing so from hiding. They add two to their damage.

They roll 16, which is 3 degrees of success, for 18 damage, minus 10 AR, 8 damage.

The Bloodsmiths are disorganized again.

Your command.
>>
>>41821530
>Pound them hard like men do
>>
>>41821530
Bloodsmiths are a lost cause. They will have -2D even if they reorganize. Have the cavalry charge.
>>
>>41821530
We need to get off the defensive, especially with the catapults coming in next round again.

> Have the Cavalry charge the archers
>>
>>41821530

Put those dogs down.
>>
>Cavalry charge
>>
>>41821526
I'm aware they don't use orders. I did miss that they get to fire multiple Siege engines, somehow. I'll have him fire those two next turn, since I fucked up.

This is why I did this NOW, rather than waiting for the Rebellion!

>>41821546
Technically, they only keep the +3 Difficulty to command, by the rules. It doesn't even go up.

Not saying your incorrect on which to send, just noting that that specific issue isn't a huge problem.
>>
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>>41821530
>The Bloodsmiths are disorganized again.
>>
>>41821594
"A Commander can reorganize a disorganized unit by giving it the reorganize order. If the test succeeds the unit removes all damage but keeps the penalties. The effects of disorganization are cumulative"
>>
>>41821594
In other news, the odds of any knight defeating you in combat just dropped.

>>41821611
Shitty start with those fucking catapults. Now, if organizing brought you back to full health, you wouldn't have given a shit about the Painted Dogs' charge.

I see three votes for cavalry, so let's do that. Now, you must make a warfare check to succeed at getting them to Blitz.

Roll 4d6.
>>
Rolled 3, 4, 6, 2 = 15 (4d6)

>>41821637
Page 188. Also a unit being disorganized deals two damage to the commander attached, not one.
>>
Rolled 1, 5, 1, 3 = 10 (4d6)

>>41821639
>>
Rolled 6, 5, 4, 6 = 21 (4d6)

>>41821639
>>
>>41821639
Organizing does bring the unit back to full health. It removes all damage, but the penalties for disorganization remain. Page 188 core book, GoT edition.
>>
Apparently the book has a contradiction in it.

The description for Reorganize differs from what is said on the description of Disorganization on page 188.
>>
>>41821664
>>
>>41821664
>Rolled 6, 5, 4, 6 = 21 (4d6)

>https://www.youtube.com/watch?v=MoURQz1_c0U
>>
>>41821637
You might have the wrong edition.

Read the text in the Organize in >>41821321, or on page 187.
It only mentions the Difficulty increase staying, and not even increasing.

>>41821652
...
And then the rule book clarifies on the next page. WHOOPS.

THAT'S NICE. (good catch on the damage as well)

So, CORRECTION TIME. The Bloodsmiths did NOT get disorganized again, they instead took 8 damage. They have a -1D, and are at 3 Difficulty
>>41821664
>>41821655
>>41821652


Literally any of them succeed.

Nice.

So, the Cavalry charges. In the interest of time, I'll roll for the units.

>>41821684
I thought that at first, but technically the 188 can just be a clarifier, since 187 only refers to the Difficulty.

So as you get disorganized repeatedly, you take a growing penalty, but your difficulty only goes up the once.
>>
>>41821716
Use our last command to smack the dogs in the snout with a newspaper.
>>
>>41821716
Okay, so the cavalry obliterate the unit of Harriers. Just, one-shot KO.
Then they roll worse against the archers. One point more would have been enough to one-hit them as well, but sadly, they're only disorganized.

Finn yells out to try and rally them...Success. The archers have rallied.

Your command. if you command the Cavalry again, it's Difficulty 3 (9 for another blitz) If you command the Bloodsmiths again, it's Difficulty 6.
>>
>>41821738
No, no, you gotta keep them loyal, so let's starve them for a few days.
>>
>>41821716
When you say Charges, you mean Blitzed the harriers and archers, right? Cause thats what we wanted
>>
>>41821776
Of course. My apologies for the loose terminology. I meant only to convey "they take off".
>>
>>41821765
fukkit. Blitz the I C I

Might save us from the catapults.
>>
>>41821789
DISREGARD THIS I SUCK COCKS. The blitz penalties last until end of round, to prevent people from doing exactly what we were trying to do.

Smack the dogs so that next round they will have standing orders and we wont need to command them.
>>
>>41821765
Bloodsmiths, we need them to enter the fray.
Order the cav to either circle around or pull back
>>
>>41821801
>>41821738
You command your bloodsmiths to beat the Painted Dogs until the paint comes off.

Roll 4d6.
>>
>>41821765
Give the Envelop order to our Bloodsmiths, that way Finn can't target them with siege weapons if he knows whats good for him.
>>
Rolled 4, 1, 3, 4 = 12 (4d6)

>>41821835
>>
Rolled 6, 5, 1, 2 = 14 (4d6)

>>41821835
>>
Rolled 3, 4, 5, 2 = 14 (4d6)

Is it too late for the order to be Envelop?
>>
Rolled 2, 1, 2, 3 = 8 (4d6)

>>41821835
>>
>>41821850
>>41821840
fuck it, why not?

I'll just take 3d6 out of the rolls to make it a Command roll.

>>41821842
You BARELY squeak by.

NOW roll 4d6.
>>
Rolled 1, 3, 6, 4 = 14 (4d6)

>>41821835
Let's see how bad I would have failed
>>
Rolled 2, 2, 5, 5 = 14 (4d6)

>>41821867
>>
Rolled 2, 2, 3, 2 = 9 (4d6)

>>41821867
Bad day to be a Bloodsmith
>>
>>41821875
Two degrees of success... deals 12 damage, minus AR 2, 10 damage to 8 health.

Painted dogs are disorganized.

Finn gets the last order...He commands the painted dogs organize. Rolling...

...
Failure.
He fails to organize the Painted Dogs.

End of turn 1.

Roll 4d6 for initiative
>>
Rolled 3, 6, 1, 5 = 15 (4d6)

>>41821867
Jeeesus
>>
Rolled 4, 6, 4, 2 = 16 (4d6)

>>41821910
Rolling!
>>
Rolled 6, 2, 5, 3 = 16 (4d6)

>>41821910
Ah. So we both have Warfare 3.

Not really fair to call us the "better commander" if we only lead by a single 1B
>>
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Rolled 3, 6, 3, 6 = 18 (4d6)

>>41821910
>>
>>41821910
...what? It's a difficulty of 6 and Finn has Warfare 3 because he was able to give out 3 orders.

Also, I think you have the Bloodsmiths difficulty wrong: Are you remembering that Personal Guard have a -6 to their Discipline Difficulty? Our attack order should have been facing a DC of 0 - 6 + 3 + 3 = 0
>>
>>41821979
Actually -3 because Commanders can attach themselves to their Personal Guard unit and retain the ability to issue orders (Page 112) Units with a character attached have -3 to their Difficulty.
>>
>>41821922
True enough. you are MARGINALLY the better commander.

You also go first...after the siege engines.

Firing the other 3 that he held back for no reason, Finn targets your infantry, harriers, and cavalry.

Against your infantry: 17 to hit, 21 damage, minus 3 AR, 18 damage versus 12 health. Unit Disorganized.

Against your harriers. a 19! Jesus. That's..just under another degree. so 21 damage, -3 AR. Sadly, the Harriers have 1 less endurance than the infantry, and are destroyed.

Lastly, against the cavalry, a 14. that's..2 degrees of success. 14 damage, minus 5 armor. 9 damage versus 8 health. Cavalry are disorganized. Shit.

>>41821979
Your are correct. He rolled a 1, 2, and 2.

As to your latter, You don't get to carry over the -6 like that, sadly.

It goes 0-6 = 0 for their base command difficulty, which you then modify. I think it sucks too. I may change it. This is my first time toying with the warfare system.

Alright, your command. You've got the bloodsmiths pounding the Painted Dogs, your cavalry and infantry are disorganized, and holy shit Trained Infantry should not stand in front of Elite units, they just fucking die.
>>
>>41821935
I love that gif so much. Someone with shooping skills needs to change it to Bordain Assault Intensifies.
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>>41822040
Fuck this noise. Reorganize the cavalry. Then Blitz the ICI after finn moves unless something drastically changes.
>>
>>41822027
I did miss this part, though. Damn. You also give the unit +1D fighting. Let me see if that changes things.
...
IT DOES.

With the extra d6 (I rolled, got a three) You hit the next degree of success, dealing 16 damage to the painted dogs, thus destroying them!
>>
>>41822081
God damn personal guard are awesome.

I think our turn will be Organize Cavalry. Blitz ICI. Charge with Bloodsmiths
>>
>>41822081
Can we get a nice description about how that destruction is due to our personal combat prowess? Because I just have this tingly feeling as I imagine Bordain tearing through those guys like a wrecking ball while shouting orders to his Cavalry(Are you SURE there's no range limit on orders? Ah, I'm sure we conveyed our will through the interpretive dance of BATTLE)
>>
What if this whole quest is an extremely long process in order for page to learn how to Gm this game properly, and that once he has learnt all the mechanics he'll leave and never come back.

A very very long intricate ruse....
>>
>>41822072
>>41822099

You call out to reorganize the cavalry. ...Success!

Finn commands his archers fire at the Bloodsmiths, confident his men can face the Cavalry.

Rolling 4d6 because of their penalty...that's a 19.

That's...exactly 4 degrees of success by the archers. 28 damage. which is enough to disorganize, but not destroy your Bloodsmiths.

Jesus fucking christ.

I assume we blitz again? If so, it's a difficulty 9,

And we roll 3d6.
>>
>>41822119
I'm beginning to figure out why none of the other /tg/ quests had us play out the tabletop war mechanically in front of the screen.

Karban rolled it behind the screen, Harrock's battle against the milk snakes just had us roll attacks while the enemy charged US.
>>
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You know what we need in Morderengrad?
A fookin Murderkube
>>
Rolled 5, 6, 2 = 13 (3d6)

>>41822132
>>
Rolled 5, 4, 1 = 10 (3d6)

>>41822132
>>
Rolled 4, 4, 2 = 10 (3d6)

>>41822132
Ok things are heating up now. Finn just made a huge mistake.
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Rolled 4, 1, 6 = 11 (3d6)

>>41822132
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>>41822132
Why did we lose a die?
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>>41822142
"Every block of Iron has a Throne inside it and it is the task of the Lord to discover it."
>>
I feel really dumb....

The Trample attack is exactly the same as Blitz, except it's the version Cavalry is supposed to use except it's easier to command and does 5 more damage. Page 191
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>>41822113
Sure, let me take a second.

This skirmish got out of hand real fast, and you are starting to get irritated. You'd never faced Catapults in the field before, so their flying balls of fucking floury death are starting to piss you right the fuck off.

And then the painted Dogs coming charging out, screaming to wake the dead. And they make a big mistake.

They step where you can reach them,

It's one of those things that people forget, seeing Egar's broad, quiet face. There's a reason you only have 20 Bloodsmiths.

You only need 20.

You and your men are outnumbered 5 to 1. But the wheat outnumbers the farmer when he takes the field as well, and you have just as much to fear. Your assault reminds the Painted Dogs why they bent the knee. Why Vil-ak still talks of the Great Mole-Bear, why Ut is dead and gone, and why Tor never tried to get up when you sat his fat ass down.

They may think themselves wildmen, but Iron Masters All.

>>41822167
I re-checked the rules. Your specialty die only adds on Initiative tests of Warfare.

>>41822197
THEN LET'S DO THAT.

>>41822143
Easy success.

TRAMPLING:

Hefram's unit rolls...18. That's 11 points higher, meaning 3 degrees of success. Assuming that Trample adds before degrees...that's 36 damage. That OBLITERATES the unit of Infantry.

13 against the Engineers/Catapults. That's ANOTHER 3 degrees of success. And a destruction.

And against FInn's unit... fail to hurt.

At that, you see finn signal a herald who sounds Surrender.

You've WON!

END OF SESSION

NEXT TIME: WE FINALLY FINISH UP THE NEXT 4 MONTHS, PAVING THE WAY TO FUTURE GLORY.
>>
How much money did the smallfolk win? Did they break the bank or did the bookies win?

What odds were the bookies giving on us considering we were outnumbered 3:2?
>>
So did the troops gain a level or something?
I can imagine the Bloodsmith got a "favored enemy: Catapult" or something after all the trouble they've got.
>>
>>41822256
thanks for running this tonight Page.
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>>41822256
>You only need 20.
>>
>>41822256
Things to note: I need to make more behind the scenes rolls for Warfare, or it will never end.

Some streamlining of the system is probably in order.

Holy fuck are cavalry, Archery, and Siege Weapons terrifying.

Oh, and next time, maybe you should upgrade YOUR FORCES, and not the enemy's!

I...don't know if I'm staying up for much longer, but if you post in here, I will eventually see it.

Having now moved out of my busy weekends, I'm pretty clear in terms of space, though I will be quitting my job soon and moving sometime around the first week of September.

So unless I get a job offer in the interim, we should be clear for the next two weeks.

I'll archive in a sec.

Next time, I should have a pastebin full of cool shit. Maybe even finally get that one that describes all the characters physically, for that one drawfag. We'll see how bored I get over the next week.
>>
>>41822297
I doubt it considering I dont think we are going to lose troops.

You realize the after combat roll if this were a real combat would have been
1d6
1: Bloodsmiths reduced to GREEN
2: Bloodsmiths reduced to TRAINED
3: Bloodsmiths reduced to VETERAN
4+: No change

Also: Big thanks to our Twenty Good Men.
>>
>>41822322
Finn made a huge mistake not targeting the Cavalry. The entire point of the siege weaponry is to not let horses get near you.

Also he should have commanded the infantry to Set For Charge round 1 when he didn't know what to do.

These are things we are noting to actually TELL Finn in the debriefing by the way.
>>
>>41822322
Archived.

As always, anything you want to ask or say will eventually be seen. In the mean

>>41822358
True. It was at least partly MY arrogance, because I didn't think of certain things, it being 1 AM and all. ("Oh man, catapults have 40 health! They're not going to hurt them AT ALL!"
...Minutes later... "Except if you kill the engineers, the catapults are useless. SHIT.")

But assume you talk to him about it.
>>
Cavalry with upgraded armor move 200 yards on a Trample/Sprint. Personal guard move 10 yards, 40 on a charge/sprint. Holy fuck.
>>
Note to self: Get some extra Warfare dice. Command can wait: Elite units are easy to control and having the extra order is what really matters.
>>
>>41822389
He did have the right idea in trying to assassinate the enemy commander with Rocks Fall, Everyone Dies. Against commanders not named William Bordain, it might be a good move in the future.
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>>41822322
>I need to make more behind the scenes rolls for Warfare, or it will never end.
Well if you look at it that way, it's actually quite fitting!
>>
Hey, can we give Finn a secret command to find some dinosaurs over on the Eastern Continent?
>>
You know what would be awesome? Spending 5 power to add the Cavalry type to our Bloodsmiths.


That way they can use their absurd Fighting and Athletics to Trample their way to victory while also having Bordain lead from the front attached to them. Which would be awesome.

>6d6 attack, 14 base damage
>Trample
>Can be ordered a million times in a row due to their iron will.
>>
>>41822544
Oh, and if Page uses the Formation rules.

>Wedge formation makes it 7d6, 14 base damage
>Trample EVERYTHING
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>>41822389
I'm just loving the fact that the cavalry, support and harriers would have been on Finn's side were this one of his merc contracts. We might be small but we a going to fucking change the course of some battles.

All I want for christmas page is a detailed description of the reaction of the first guy to hire us. I mean, we're a new unit without any rep to speak of (also means we can't charge too much ... yet), no one will see it coming.
>>
>>41823078
Don't start counting you chickens quite yet: Our army got completely obliterated by a SINGLE unit of Veteran cavalry making it to close range. In the future, Finn will need to make sure that the full might of his fully armed and operational siege weapons are brought to bear against any mounted enemies who seeks to close the distance and engage us.


That said, our fuckawesome artillery and pewpew spam makes this practically our theme song.

https://www.youtube.com/watch?v=HJNz2QgSNsk
>>
>>41824804
>>Veteran cavalry
Elite cavalry with castle-forged steel.

And if elite cavalry can do that to us then imagine what we'll do to the inferior foes they'll be trampling across the narrow sea. Even if we can't upgrade everyone, I definitely think we should spend month to upgrade the cavalry at the very least. The armour boost for upgraded cavalry is incredible.

We also need to make sure Finn takes advantage of the Set For Charge Manuever.
>> If an enemy unit charges your unit that has set for a charge any time during the round, your unit may make a Fighting attack. If the attack hits, the unit deals double the weapon damage plus additional damage for degrees as normal.
I feel like that could wipe-out any enemy cavalry units that tried to trample our infantry. Especially if they're in shield wall formation (+5 def and negates the effects of charges)

We want to start most battles at least 500 yards away which honestly seems pretty achievable. That means any enemy cavalry have to survive 3 rounds of fire from the catapults (which look capable of at least disorganizing a unit every shot) plus two rounds of fire from the archers. Any that survive that have to first get through doubledmgsetforcharge+shielldwalled elite infantry and then ideally get counter-charged in the flank by our own cavalry. Meanwhile the catapults and archers continue destroying any slower units which haven't made it to the melee yet.
Obviously our biggest threat will be dothraki hordes, even if they're only trained, the sheer amount of cavalry could overwhelm our ability to destroy them at range then it all comes down to whether our skill can outweigh their numbers.
>>
>>41823078
>All I want for christmas page is a detailed description of the reaction of the first guy to hire us. I mean, we're a new unit without any rep to speak of (also means we can't charge too much ... yet), no one will see it coming.

Seconded. The reaction, at least.

>>41824804
>Our army got completely obliterated by a SINGLE unit of Veteran cavalry making it to close range.

We should train them to be more calvalry resistant, yes.
>>
>I actually got into one of these threads live
Fuck yeah

A few things:

As >>41822544 said, we can combine unit types to make things like horse archers and such. I think we should add the Cavalry type to our Bloodsmiths, as it makes them so much stronger, and they can just dismount and fight as normal when necessary.

Second, I saw Page mention some Out of Strife, Prosperity Holdings earlier.

https://img.4plebs.org/boards/tg/image/1423/13/1423135781079.pdf

What set of rules are we using? Under OOSP rules, our mines give a lot less value, both in terms of raw stats and the stacking bonus rule. We should also consider establishing a non-mining based business, to give us some versatility. I particularly like animal husbandry, it's good from the start, and the leatherworks upgrades make it even better.
>>
>>41827920
>What set of rules are we using?

I think normal rules, unless Page says otherwise.
>>
>>41827920
We've been using the core rules, but I think we're going to start converting as Page only recently found out about OOSP.
>>
>>41828685
Our money machine is going to take a major hit. Iron mines is OOSP produce +2 to house fortunes and +2 to wealth, with stacking bonuses rule. The mine upgrade gives population , for some reason, and we would lose our power boost. If we do convert from princely rules, we're going to get a lot of wealth back from the mine upgrades.
>>
>>41827920
I AWAKEN.

To answer your question, the rules we're using are, quite frankly, a mess.

We started out using the core rules, with the addition of some play-tested houserules made by another QM, to expand on the wealth holdings (this was before OOSP came out.)

While playing, I created a couple small houserules here and there.

Then, OOSP came out. Which has some great stuff, and I want to use it.

So right now, we're kind of moving forward on three mismatched legs of power.

Though I did want to take a look at what would happen if we fully moved to OOSP, so I'll do that in the 10 minutes, and post it in the thread.
>>
>>41829193
I just want to say I kind of like this thing we've had going on the last few threads where we keep mechanics out of the main quest as much as possible for roleplaying, and after the night is over we discuss mechanics stuff/circlejerk about how badass Bordain is.
>>
>>41829277
I'm supportive of both sides.

To me, personally, the divide is:
Mechanics in quest are the ones needed for the moment. Hence the discussion about Organize, and listing of your holdings when we were talking about House Fortune Rolls.

Mechanics discussed after are the behind the scenes things: What if we did a system transfer, how much XP does Bordain have, etc.

You can see a moderate mixture in the (still unresolved) discussion about dice rolls that took place over the one thread.

I'm not against high-crunch sessions, OR high RP sessions.

NOW, ONLY 10 minutes after he said he would, the first analysis of moving to OOSP!

First: SPACE ALLOCATION.
This is a rule they implemented in OOSP forcing you to expand your towns in order to expand your holdings. You're actually doing much better than I thought:
Estate Holdings (Your mines) have to each occupy their own domain. They do so.

Lifestyle Holdings (you have none, though you're building a library) occupy the Castle.

Personage Holdings (Your smiths, masons, architect, banker, accountant, and technically the guilds): Actually have no limit based on holding size, just on recruitment.

Settlement Holdings are the big concern, and when all is said and done, you only have two: Your marketplace, and your Port. Given the nature of holdings, you can support up to 4 holdings in your castle, 1 in Morderenfeld, and two in the Port town when it's done.

So, technically, if you assume that we've been keeping either the port or the marketplace INSIDE the castle, things are fine. (Except that without a small town, you can't BUILD a port or marketplace, but pish posh.) We clearly haven't, but whatever.

Next up, actual numbers.
>>
>>41829801
What ARE our current domains and the domains of our banners by the way?
>>
By the way, are we using Formation rules? because Finn's infantry should definitely be in Shield Walls(p 193) to reflect their job as bodyguards against cavalry charges to the Engies and Archers.
>>
>>41829801

Now, adding up all the bonuses I could find:
Your mines now add a total of +5 to House Fortunes, and Wealth, and a +1 to Population

Your artisans and guilds add 2 to House Fortunes, 2 to Wealth.

Your Port with Trader's Warehouses (the more appropriate replacement to the Docks option in Princely's) gives +2 to House Fortunes, +1 to Wealth, and reduces Lost Wealth by 1.

Finally, your Marketplace adds 1 to Wealth. And another 1 for each estate or personage holding you have in that doman. So that's +1 for the mine, +1 for Smiths, the Architect, The accountant, the Banker, and the Maester, so +7 Wealth total.

In the end, you get a +9 to House Fortunes, +15 to wealth, and a +1 to population rolls.

Due to the replacement of straight bonuses for variables, this leads to a +2d6 to House Fortunes, and a +3d6 to Wealth.

Further, the system doesn't have clear analogues for: Accountant, Banker, Mine Foremen, or your Mining Complex. So I either need to find analogues, or just slap them in the middle. If I port over the Complex at least, that's a +1 to Power and Defense,

And I just learned I've been making a rather notable mistake in all of this. THAT'S EGG ON MY FACE.

Apparently, despite writing it down in my use of Wealth at the start, I never noted that we improved Morderenfeld from a Hamlet to a Small Town pre-game. Which means my notes about the Port and Marketplace are moot, and the mayor's whining from last thread was unnecessary. Though, nothing WRONG with making it a Large Town. It even makes more sense, given that it's weird Guilds of artisans don't take up holding rooms.

>>41829868
That's a touch vague, and I'll get to why.
>>
>>41830040

Make it a Large Town, then, if we can.
>>
>>41830040
>>41830069
Second
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>>41830069
>>41830121
What are the benefits of a Large Town? From skimming through OOSP, Small Town is the barrier to entry for a lot of holdings.
>>
>>41830040
>>41830069
>>41830121
Supporting.


>>41830165
Even if it isn't necessary mechanically, I'd argue that it still makes sense in RP, because we have a LOT of shit like Page said and we're always planning ahead...we'll need the room eventually and a town takes time to grow.

Plus more pop (I know it doesn't exactly work like that in game), more tax base, more reason to have more soldiers...etc.
>>
>>41830069
Supporting.
>>
>>41830040
Accountant could be counted as a Steward, possibly with one of the upgrades.
>>
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>>41829981
DID YOU SEE HOW MUCH BOOK-KEEPING WE HAD WITHOUT THEM?

Ha! Seriously though, we might. The biggest issue on my end was actually just writing down a bunch of info that we've technically known the whole time. (Unit health, AR, Defense, movement, etc.) Once that system is sorted out, it shouldn't be hard to add things like facing and formation.

>>41829868
WHY ARE THINGS VAGUE?

Well, because we never drew lines on who controlled what.

Technically, you started the game with
1 League of Mountains, with a Hamlet (improved to a Small Town)
1 League of Hills with a River.

When you conquered the lands of the Painted Dogs, you gained (letters signify which chiefs controlled which lands)

1 Hill with river, (U)
1 Mountain (U)
1 Hill, (R)
1 Plains with river (R)
2 Hills with river and woods (M)
1 Mountain (T)
2 Mountains, 1 with woods (V)
2 Mountain with streams (G)

You then just Made two bannermen, and never announced which lands they controlled.

You definitely control the Lands marked M and G, since you're building a town on the M, and your Gold mine is in G.

We can assume Tor controls at least his own lands (T),

The problem is that the territories themselves are something of a Mess.
Logically, a good region for Tor to control would have been T and G, since they're adjacent. But we wanted G for the Gold. T and M would have been good options, but again, we were using M. U is literally right next to our lands.


Offhand, my suggestion is that Donnal has the lands that were once Rogar's, Tor rules his lands and Vil-Ak's, and we control Ut's, Murwin's, and Gorda's.

>>41830252
>>41830210
>>41830121
>>41830069
That is part of the Begin Projects option, and therefore will have to wait until next month.

>>41830165
It can hold more Settlement Holdings.

>>41830254
That with Skilled Overseer isn't a bad call. I like it.
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>>41830434
As a note, because of finally working that out, we know that building a road to Tollett lands will cost us roughly 35 Lands.
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>>41830482
Technically 25, and we demand that Tor build the roads in Vil'ak's lands.

I'm also currently running the numbers on the estimated profits of our mercenaries.
>>
So basically we control an 8 shaped chunk of land with the river as it's spine, with our bannermen each governing the hills on one side of the river, while the water and it's shores remain under our direct control.

Also, we really only need a road from Tollet to the nearest river access. 35 lands for a road is waaaay too much.
>>
Us: Murwin Gorda Morderenfield Rogar
Donnal: Vil-Ak UT
Luuk: Tor Luuk

Does this seem good? We retain control of the river and the mines while everyone has contiguous territory.
>>
>>41830549
I don't think the River up to Grey Glen is suitable for ships, judging by the map and how narrow and steep the river looks like it gets.
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>>41830605
Luuk's territory wasn't really territory, sadly. that was just where he and his men were camping out at the time.

Also, TOR is the bannerman, Luuk is a Captain now.
>>
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>>41830434
>Offhand, my suggestion is that Donnal has the lands that were once Rogar's, Tor rules his lands and Vil-Ak's, and we control Ut's, Murwin's, and Gorda's.

Something like this?
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>>41830912

We just need to go beyond the Virgin River and we can have our area of land look like a penis.
>>
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>>41830912
Maybe give Donnal an access to the river.
Orange would be land we'd give to another bannerman if we raise one, might have to cut if we need more bannerman, same with Donnal I'd guess
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>>41830912
Fairly close. Something a little more like this was my intent.

Because, in fairness, technically the lands of bannermen ARE your lands. So the idea of shared territory in the middle isn't too bad.
>>
>>41831267
Has Donnal finished building his sept yet?
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>>41831247
Donnal already had river access. Also, I don't think we can just push our borders out like that, our neighbours that presumably claim that land would get a little pissy.

My map worked within the borders drawn by Page.
>>
>>41831298
Still got a year or so, maybe less now
>>
I think poor Donnal has been mentioned more times this thread than he has the last twenty.

We kind of forgot he existed.
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>>41831267
Any better?
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>>41831500
I kinda want to know if Page has been making our banners do anything, since they're technically independent or something and they got house rolls (Last I heard at least.)
>>
So our to-do list:
Discover if Baelish was responsible for starting shit in our lands
If so: smash his face in
Deal with Oberyn Martell for poisoning one of our men by smashing his face in
Deal with Tywin's request by saying we will be Jon Arryns confidant(This is only thing besides the birth we need to handle before the Rebellion)
Witness the birth of our child.

Am I missing any outstanding plot threads?
>>
>>41831746
Winter
>>
>>41831746
Random brigands attacking us for our mother. Likely a plot by someone.

Also, were past 300, now in autosage.
>>
Seeing as how we're currently rolling 3d6 for wealth, we should look into other holding upgrades. Here are some things that jump out at me

>Ministrel's Seat: 10 Wealth, 2d6 months to establish
For every three points of any stat we gain in a House Fortunes roll, we gain 1 influence. Whenever we lose Wealth as a result of a House Fortunes roll, we lose 1 more Wealth. There is a 5 wealth upgrade that cancels out the negative. Also, we can ask traveling performers about places they've been. This would get us shitloads of influence, and we could tie it in to that bard we hired that one time

>Military Academy:Requires Power 21+, costs 5 Power and 10 Wealth, 20 + 3d6 months to establish
Without upgrades, allows us to convert Wealth to Power on a 1:1 basis, and units that lose abilities due to damage reduce the amount lost by 1. The upgrades are where things get crazy: for 5 wealth, we gain the ability to give a unit a fourth ability, and for 10 wealth, we can choose an ability, and all our units will gain +1 to it.

>Sewer: 10 wealth, 2d6+6 months to build: +2 to population growth +1 to population loss mitigation. for 5 wealth, we can have secret tunnels installed to let us sneak around our town.
>>
>>41831853
Really I think we should start looking into Lifestyle Holdings.
>>
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<<< Our Dreadnaught armor?
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>>41831827
We never asked, but what's our mother's family name?
>>
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>>41831901
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>>41831500
HEY.

It's only been like, 14 threads since he was important.

It's actually kind of telling of Westeros politics. "Time for politics, politics, politics."
"Don't you have bannermen?"
"Bannerwhats?"

There's several people who kind of phase in and out of reality. I mean, there's like, 5 named members of our Bloodsmiths, but I never bring them up because, well, why would I?

It also doesn't help that quest time and Westeros time differ so greatly. Like, the town mayor complained about his holdings two threads ago. We spent 6 threads on a three-week trip.

>>41831605
Honestly, I have not. I thought I might spend a day soon and catch them up, so to speak. Like, for all that I haven't been having them do anything, they've only been (knightly) lords like, a year. It would not be hard for me to spend a couple hours catching them up.

I just choose to instead think of cool things for your storylines.

For instance, some upgrades I think you want:

Master of Arms: All units start with 1 Wealth of upgrades. Add 1 to post-battle injury rolls.
UPGRADE: Warfare 4 commander. UPGRADE all towns and holdings contain 6 months of food in case of siege.

Engineer Personage: Speeds up construction.
UPGRADE: -1 Wealth cost for Siege engines. UPGRADE: Warfare 4 commander, Engineers cost -1 Power.

Seasonal Martial Festivals 10 wealth.
Reduces pop loss by 1, gives you bonus die on interactions with small folk, and reduces their disciple difficulty if raised as levies.

Timber in Murwin's Lands could lead to Shipyards, reducing the cost of ships by 2.

>>41831853
I see someone else is playing the shopping game.

>>41831898
I was actually gonna offer you a few of them for free nominal costs, representing that you've always HAD them, you just let them fall to disrepair for a while. I liked that idea. It also helps address things like "Why has Page continuously held meetings in a room we never bought (the solar)"

You did already buy a Library.
>>
>>41831939
Paege.
>>
>>41832033
...
>>
>>41832014
>>Why has Page continuously held meetings in a room we never bought (the solar)
I may or may not have thought exactly that then I first saw the holdings table.
>>
>>41832033
>>
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>>41832033
Hmm a Riverland House, guess which Riverland House got a LOT of tie with her house?
>>
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>>41832014
>mfw I was halfway through writing a post on Master of Arms and Engineers

But seriously, the engineer is expensive but godly. You forgot to mention that all our fortifications would gain a + 1 defense bonus, and that we could get shit like scales and telescopes at 20% off.

>>41832079
The entire idea of having to pay extra for the lord of the castle to have what amounts to an office is ridiculous. The bonus it gives isn't even good (+1 to House Fortunes, with no upgrades available)
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>>41832166
I assume it refers to a fancy office, not just having an office.
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>>41832075
What? House Paege of the Riverlands. one of her sisters marries Walder Frey. Her nephew will squire for Jaime in like...17 years.

>>41832079
My thoughts were closer to "ah, shit."

That's also partly why I wrote the dog gift, as It served as a "Oh cool, we can open up that room you've been ignoring. Shall we open up some more?"

It also served to buy me time with a topic that was bound to draw a lot of poster response and discussion so I could write the next lord,
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>>41832014
I love the upgrade ideas and we have the wealth for most if not all of the big ones. However I would like a Bannerman update if only so you don't have to scramble and do it mid thread if we need to call them for some reason.
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>>41832166
What bugs me about the Engineer is that the speed reduction is a big part of why you hired a Mason's guild, but OOSP treats them in a different manner.

Like, when you guys bought the architect and Mason's, they gave:
+1 to defense in buildings. -2 Wealth on buidings.
Fortifications cost -5, buildings constructed 16% faster.

Using OOSP, they give
+1 Wealth, +1 HF, -10% building time, +1 defense, and if you personally wanted to buy things made from stone, they'd cost 10% less.

On the other hand, you've spent 25 Wealth on those two systems, which now only cost 15.

If you guys invest 5 more wealth, I'll say you get a base engineer as well.
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>>41832186
You know what seems interesting? The way to counter these monstrously powerful Cavalry Tramples is to get a bunch of Green/Trained Criminals with Endurance as their upgraded ability, equip them with Turtles(p 181), and tell them to make a Shield Wall and stand in front of the archers and wait.
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>>41832339
Make it so!
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>>41832344
We could resurrect the Dead Men idea, just say that we are sending criminals in our lands to Essos to serve in the penal legions, make 2 or 3 Green Criminals and just have Finn set them in front of the ranged guys and not give them any orders except to stand still.
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>>41832387
Our archers don't have that good a melee though?
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>>41832186
>one of her sisters marries Walder Frey.
That's your OC? 'cause the wiki says two sisters maries Walder's Frey #13 and #14 sons
>#13 and #14 sons
>Fucking Walder Frey
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>>41832387
It also gives more Sub-Commander slots(page 177). An army gets an extra order for every 2 units in the army. Also can we just call sub-commanders Lieutenants from now on? It rolls of the tongue better.
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>>41832430
The point is that during the wargame the archers and engies got their teeth kicked in by a single unit of Cavalry using the Trample order. Trample attacks sprint in a straight line attacking every unit they pass through, getting -1D until end of round for every attack they do past the first. We need some meatshields to protect our Elite Archers. Green Criminals with Turtles cost 2 Power and 1 Wealth, and actually might not die to the massive damage rules like our Harriers did due to Criminals having Endurance as their main skill and Turtles giving +10 defense.
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>>41832432
I think he meant Walder Frey's family.
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>>41832387
You do currently use basically an indentured work-release/indentured service punishment system

>>41832432
I misspoke. I forgot Big Walder wasn't actually a son of Walder Frey. Also, as noted, the fuck if I'm working on that goddamn family tree.

>>41832430
They're alright. not fantastic, but better than some.

>>41832441
Works for me.
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>>41832487
Couldn't we just get some decent spear infantry instead? I'd prefer not to use criminals since we've got the kickass vets thing going
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>>41832387
>We could resurrect the Dead Men idea

According to Page, we already conscript any criminals (Grell doesn't torture to death for funsies) that we catch on our lands.

Keeping them here until they've had proper discipline and respect for our law drilled into them seems to be working fine. But I'd be against just sending them off to Essos as part of any sort of Penal Legion. Would lower the quality of our troops and probably lead to all kinds of discipline problems.
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>>41832532
>The Seed is Strong.
>We'll fuck Anything. ANYTHING.
>She's already pregnant.
>Who's your daddy?
>I've got 99 heirs but a problem ain't one.
>>
>>41832573
Yeah, I'd much rather we be known for our high quality disciplined troops than having some criminals sent over and make us look bad.
>>
If we're getting the Engineer, we should build some scorpions and catapults to station in our castle, to fuck over attackers. Since we're in the mountains, attackers can't bring siege weapons to bear on us.
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>>41832573
You don't conscipt them, per-se.

You have a system not unlike wergild, wherein criminals the victims/the state for their crime. Sometimes it's literally a fine, other times, it's a set time limit of labor. So it's more like how prisons clean the nation's highways, but with your mines and so on.
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>>41832659
criminals OWE the victims/the state.

Missed a word there.

Alright, I'm gonna make a bad choice, and go get taco bell. Assuming we haven't fallen off the last page, I'll be back in 15 or so.
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To be fair, the criminals wouldn't actually recieve any actual orders, they would just stand in front of the ranged guys to prevent cavalry charges.


I just really like the idea of purification through combat, where we send over Green Criminals, they get experience, and then we typechange them to regular troops to represent them having paid their dept to society.
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>>41832706
I personally think its a terrible idea, the last people I want I want in front of our valuable engineers and archers are green criminals. High quality troops all the way.
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>>41832573

It's like sending a teenager to military school: we send them over to serve in the army and they have the crime beaten out of them until they are reformed, then we either dissolve the unit after they serve their sentence or typechange them into normal troops. I just think it's really flavorful.
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>>41832727
The problem with our elite strategy as we saw during the wargame is that it has a big problem against Cavalry charges.

The system would be something like this
Enemy hordes
[Elite Infantry]
[Criminals]
Criminals]
[Archers]
[Engineers]
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>>41832797
Then we make more elite troops later.
The whole point of our merc army is for sieging, there should be other units there to do most of the frontline stuff.
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>>41832797
We also didn't have the elite infantry in shield wall formation or several other things we could have done.
I don't want criminals.
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Also weren't we doing this venture to make it seem like we had less troops? Why would we want to add even more units to our army and criminals at that?

The other lords are already twitchy at our military build up and you want to make it worse with bands of scum? Seems too much like playing into the worse images of us.
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>>41832797
I don't think we can judge our army based on a single fight where half the rules weren't used.
Plus we were fighting equal skill troops.
I doubt that our upgraded, veteran troops will be fighting many people of the same calibre.
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>>41833094
They can be peasant levies if you are so terrified of criminals, despite the fact that they have the exact same amount of discipline and there are actual mechanics that govern them.

>>41833056
That's not the point. The point is that we equip them with Turtles, which give them +10 defense and prevents them from attacking. They stand in front of the engineers so that a single unit of cavalry can't just blitz them to death like we did in the wargame.


Also if we use formation rules and Shield Walls exist, cavalry will just be in Wedges anyway and the bonuses will cancel out.
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>>41833282
We are not levying peasants to send over to Essos and be used as horse fodder.

That would really not help our reputation at all. With anyone.
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>>41833329
You'd get a nice rep among the Dothraki.

Roose Bolton might think you're cool.
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>>41833380
>Get nice rep with Dothraki
>14 years or so into future
>Get invited to some Khal's wedding
>Have awkward introduction to his new wife
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>>41833408

Oh god. Imagine if Dany attempted to hire the Grey Company.

>Westeros wants me to be their queen! They love their rightful ruler and hate the Usurper!
>I will go talk to these westerosi mercenaries

Before you saw she's not that stupid... she wanted to hire the Second Sons, who are almost as closely affiliated to Westeros as our men would be. It was only dumb luck and plot armor that she survived.
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>>41833240
>Also weren't we doing this venture to make it seem like we had less troops?
Yes. Also for the money.

>Why would we want to add even more units to our army
The other half of this plan is to continue growing our army without our neighbours getting pissy.

>and criminals at that?
That is a shitty idea and I am also fully against it.
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>>41833282
I'm not terrified of criminals. I do however think it would be out of character for Bordain to suddenly decide criminals, whom we've more or less previously loathed, would be good for our forces, whom we've sought to improve at every turn and treated like our brothers as much as possible.
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>>41833533
We already use them as labor in the mines, instead we would offer them the chance to serve their sentence, learn discipline, and redeem themselves.

We equip the men with Turtles and have them guard the ranged units, they gain experience, and then we can typechange them and turn them from criminals into normal troops. It's exactly the sort of thing Bordain would love.
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>>41833408
While hilarious, that would make that scene SO MUCH DARKER.

Dany is being sold, basically as a sex slave, to a brutal warlord by her shit of a brother, and at the wedding reception is the dude who literally helped kill her family. And Illyrio is telling Viserys they have to be polite with him, because he has this great mercenary company that they can hire to break open the castles for the Dothraki to ride in...

It would be like walking into a negotiation chamber, and finding Lucifer Morningstar himself at the table.

The worst part is, given our hatred of Robert and Tywin, it wouldn't be insane for us to accept the deal. Well, it would be insane, but impossible,

>>41833473
The Second Sons are kind of weird. Yes, they're cool with Westerosi, but they also have no loyalty to Westeros. That would be the big things against hiring us.

Though the big thing, if we're talking about mercenaries, is the fucking Golden Company, and their shit with Illyrio.

Spoilers for DWD
Look, I get it, she didn't go the way you planned. You still have a HUGE FUCKING ARMY. You could have walked to fucking Mereen at SOME point. Or taken a boat or some shit.
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>>41833604
No. It's not.
Criminals can stay in the mines.

Our elite army is not going to be diluted by thieves and murderers. (Except Grell.)
And ourselves
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>>41833604
I don't agree with that. Criminals working in mines is different than serving with OUR forces. Other lords may use them, but that's because they don't have enough Iron. Bourdain would just raise more good honest soldiers who aren't convicted criminals.



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