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File: Ardadike big.png (766 KB, 1903x1819)
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Welcome to Continental Revolution. This is a civ/quest hybrid playing in the New Colonies which have recently entered into revolt against the Old Kingdom. You are Elijah Crawford, merchant from Bravuria, the most mercantile of the colonies, and its representative in the Continental Assembly. Currently you are engaged in the tail end of the Siege of Ardadike.

Previous threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Continental%20Rebellion


>>3534859 13. You are bad at this task+detailed tactics = bad failure

Hell's Hill is yours, and the one eight pounder you have is dragged on the hill's westward-facing side, where your allies have already begun constructing defenses for their set of cannon, all while houses atop the hill burst from artillery fire from the city.

A rider arrives somewhere, tells someone something. It takes a while until the messages reaches you, shouted by major Darling over the bellowing of armament: A relief force of Old Kingom soldiers has come from the south. It sounds like the ships of Bravuria's blockade have returned, and put their marines down to help the city. Can't be more than six hundred men, but it means that Darington's forces are being flanked during the assault. It is to you almost like someone else gives the order barked from your mouth, 'turn around men, we march back south', flanking the flanking force, for God who give us strength, for liberty, for Bravuria. Exhausted shouts of approval reach you through the powder fog, and the march begins.
The numb feeling in your arm has become a thumping pain. You have finally dared look at it, and the uniform's grey has turned into an ugly brown where bright red life force has touched it. Only you and Darling are on horse, and you keep the 2-pounders back for speed, but still, the march is constrained by the pace of your tired men. Having passed Backloft, you see, beyond the now blazing Ardadike, Daringtons reserves pushed beyond Blackpear by a much smaller force. It is a tactical retreat, Darington's specialty (which you do not mean as a slight; The man knows how to keep a retreating force perfectly organized, and he knows when to do it), not yet a routing, but this gives the marines the cannon battery implaced there. You shout for your men to pick up pace, pass Dare's Fort as you watch the assault on the city break, and Darington's force regroup, climbing over the corpses of their comrades, under fire from two sides, back over the neck, and you give your horse the spores.
Then the air is knocked out of your lungs. You see your horse topple as if onlooking from far away, the noise of the battle disappears, and then your consciousness from it.

(cont.)
>>
File: Willhelmina.png (276 KB, 824x956)
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You awaken in a room which you recognize to belong to the Ardadike Royal Hospital. Your arm is bandaged and you feel drowsy, noises reaching you as if through water. The nightstand next to you is filled with unopened letters, something your eyes are immediately drawn to with frustration.
At the foot of your bed sits a woman, dressed scandalously in pants and a military jacket. You know her from somewhere, somewhere important, but you can't quite reach it in the mucky waters that constitute your mind. When she opens her mouth, it comes back to you.
Willhelmina Gorge, the woman who roped you into this war says, matter of factly:
"If it hadn't been for Hell's Hill, the relief force would have brought quite a spot of bother to our efforts." she pauses, then continues: "To be fair, there still was a considerable amount of bother involved. But they didn't refuse us the city, is the point."
She gives you a short battle report. After you were thrown off your horse by a ship's barrage and your forces consequently routed, (-1 Morale) Darington had brought all his men over the Backbrook River, regrouping around Dekmore. Across the bay, at the harbor, Old Kingdom ships had tried to dock in the harbor but had been chased away from Hell's Hill. A two-master was even sunk.
Unable to extract their men from the harbour, the Crownsmen elected to evacuate the city through the neck aided by firing support by the marines, which meant going through a funnel of lead from Shamrock hill and Darington's forces. Out of the estimated 900 men in Ardadike, 300 were captured, and at least as many killed or seriously wounded. In the end, all the enemy's relief force managed was to extract a small portion of the occupying forces.
As expected, the losses on your and Darington's side had been considerably greater than the enemy, and among the dead is even Willhelmina's husband and representative of Princeland in the Continental Assembly, Patrick Gorge.
Still, a good amount of plunder inside the ruined city in the form of armament and ammunition somewhat made up for the loss of human life. Even the ship within Ardadike Bay which was cut off by Hell's Hill was captured, giving the Continental navy its first (albeit heavily damaged) heavy warship. Darington himself has already departed to pacify New Olontes.

You...
>Ask Willhelmina something
>>Where is the enemy now?
>>What is the condition of the army?
>>What the hell are you wearing, woman?
>>Other: Write in
>call in someone else to talk to (One of your officers, representatives from the other colonies, write in)

>Get right to opening the letters (commence turn progression)
>>
This looks interesting I'll need a few minutes to catch up.
>>
>>3537017
please take your time. As we're jumping in in medias res I'd rather have informed than quick players
>>
>>3537010
(Zero fucks give about her legwear, we aren't some stuck up noble)
>What is the condition of the army?
Are our men alright, how many were lost and where have the remaining ones made camp?
>Call in one of our officers for a full status report.
Have we been given any of the plundered heavy weapons?
>Where is the enemy now?
Are they still fucking plundering in New Olontes? If so it's time for some asymmetric warfare.
>Commence turn progression
This will not be the last army sent by the crownlanders, we'll have to build some defenses in the coastal Bravurian settlements.
>>
File: New territories.png (772 KB, 2602x2534)
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>>3537030
You look at her vacantly for a moment. Then you slowly shake your head, snapping back into reality and ask: "What of the Musketon Militia? Are my men alright? how many were lost, where have the remaining ones made camp?"
She explains to you that over a hundred of your men were killed and there is no number of yet of how many returned home. As this is not specific enough for you, you ask her to send a boy for Sgt. Darling, who comes an hour later and gives you the report: one of the two-pounders was destroyed, and officer Plinkett killed with a musket ball in his eye. He estimates the amount of lost men closer to one hundred and fifty.
"And of the plundered artillery? Have we been given any?"
Darling sighs. "They are set upon like vultures. Now that Gorge is dead, God rest his soul, his captains fight over who gets what. Darington took most of the cannon readied for field use to go up north, and the Ardadike locals are of course fighting tooth and nail to keep what they can."
"And the enemy? Where are they now? Still plundering New Olontes?"
"'Fraid so, sir." - he calls you sir, like in a proper army. The battle must have made him wish it was one. "General Darington's moved up there to liberate his homeland. That means, sadly, that we couldn't follow the Crownsmen from Ardadike, who are now somewhere in the Princeland countryside. They were last seen taking supplies in a village near Camp Crawford. But Darington's got his own priorities."
With that, you dismiss Darling, and go to open up the letters. (turn processing next post)
>>
>>3537040
You have advanced your skills through use!
You are no longer bad at military tactics, you are now poor at this task.
You are no longer terrible at personal fighting, you are now bad at this task.

Over the next days, you grind through the work that accrued during your march to Princeland and your subsequent hospitalization.

The first letter you open is one of happy news: The Howitzers have been finished down in Bravuria. These short barreled monsters don't have the accuracy of your ordinary cannons, but can be loaded with explosive shells. They are perfect for starting off a field battle.
Next, you open a letter from Julius Forsight, your contact in Honoria. He says he has been able to sell the cotton for 2000 crowns, of which he will keep 200, and the Fortuna either for 10.000, of which he would want to keep 1000, or for the services of a retired Hausreich mercenary captain of reportedly high calibre to train your troops and a small sum besides that he would keep. Make your choice.
Next, you open a letter with the seal of the Bravurian territory; It's by the local assembly and informs you that you have, in absentia, been confirmed as representative for the third Continental Assembly.

Next there is a letter from the Bravurian hinterlands that informs you that three men, called outlaws in the letter, had to be executed without trial, but that the civil population there is safe and sound.
During the days of work, you also get a detailed report of casualties, shown bellow, as well as the number of this month's recruits (25).

It is budding summer. The war is going well and the Continental Assembly is two months out. Give me your actions for
>You
and
>Your assets
Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.

>Army:
Princeland:
114 experienced Militiamen -36
280 Militiamen - ? - -92 (150 will be counted as experienced Militiamen next turn)
10 green Militiamen - ? -40 (will be counted as Militiamen next turn)
10 Officers - 1
5 2-pounders -1
1 8-pounder
2 mortars
2 12-pound Howitzers
Bravuria
145 green Militiamen (120 in hinterlands)
4 Officers ( hinterlands)
>Navy:
2/3 trade ships
25/50 sailors
>Morale:
7/10
>Resources:
16.700 Crowns
1 ship's load of cotton (?)
1 ship's load of Fortuna
6 swivel guns
access to a understaffed dockyard

Actions in Progress:
[Trade with Dörtigland] - ON HOLD
[Recruit 75/500] 2/?
[Build a small warship] 6/9
[Trade with Honoria] – ON HOLD


Actions completed:
[Build 2 Howitzers] 5/5
[Trade with Honoria] – 4/?
>>
>>3537049
Write Julius Forsight that we are rather happy with this outcome, the mercenary captain will surely be a great help at drilling our man into order.
>You
Coordinate the resupply and reorganization of our men in princeland, make sure we can get them medical attention, good quarters and rations. Additionally order uniforms for everyone and begin rotating men out with the ones stationed in the hinterlands, since some of those were complaining and some of our men here could probably use a break.
>Your assets
As described above, princeland troops camp, rest and rotate out some men.

Begin building fortifications in Musketon, harbor gun emplacements and small forts with the swivel guns on the most important one on the main approaches to the city.

Now that the blockade is gone get back to trading Fortuna and cotton for crowns with Dörtigland.
>>
>>3537069
+1
We should order some guns for our ships. Op is there a number of guns a ship can hold?
Or should we just give them swivel guns with buckshot and focus on boarding?
>>
>>3537069
+ have medals made for those injured in combat and the ones having distinguished themselves. Additionally make a list of those dead to inform their relatives, write letters of condolences either ourselves or from their comrades.
>>
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>>3537069
>>3537069
>>3537076

You wirte to Forsight of your decision (+1800Crowns) and travel back to Bravuria, together with a contingent of militiamen you will supplement for some of the greenhorns in the hinterlands.
Before you go though, you look for quarters, medical attentions, and rations. While rations are easy to procure from the donation boxes of the continental army, both quarters and mecial attention are stretched thin in the burnt out city, where your saboteurs had been busy during the siege. You have to pay overprice for your three hundred men in princeton getting what they need. (-450 Crowns).
Back in Musketon, you order uniforms for the rest of your men and enough fort he planned additional recruitments. If you keep them at the high quality that the ones you bought previously, it will be -2200. These are dapper, warm and lasting, but expensive. You also commission some medals to be made for the heroes (-50 Crowns).
In Bravuria you begin to order fortifications built in Musketon, forts and gun emplacements. You are aided financially by the newly formed Bravurian tax corps, but it is still not a small endeavour, even if done on a budget. (-8.000 Crowns)
When you are not overseeing the building process of this mammoth project, you spend your days writing letters. Letters to the families of the patriots who gave their lives for Ardadike. Letters to Princeland, to Darling and to Darington. And letters to Steinfest, on Dörtigland, asking for trade to commence, as well as to the Palatinate to send more Fortuna and cotton for just that trade.
You are entrusting the letter to Dörtigland with a ship’s captain carrying passengers there, as you are approached by one of his passengers. He’s a fat, older man with darkened glasses, a pompous, fur laden coat and a chain around his neck that prominently displays the sign of the Paternial confession, for which he is already catching dirty looks. His face is dominated by a great bushy moustache, as if to make up for his lack of chin. He offers you his hand and says, with a heavy Hausreich accent:
“Kater. Colonel Kater.” He explains, interspersed in jokes and anecdotes, that he is the officer promised you. He boasts of past regiments he supposedly has trained, wars he has partaken in (on disparate sides it seems) and makes clear to you that he was paid a commission for 6 months, but after that would need compensation. After the flood of boisterous talk has subsided, he pauses a beat and then says: “I hear your beer is terrible. Where can I test that theory?”
At the end of the month, you hear that the northern peninsula of New Olontes is under Old Kingdom occupation.
>>
>>3537086
It is summer. The war is going well and the Continental Assembly is one and a half months out. Give me your actions for
>You
and
>Your assets
Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.

>Army:
Princeland:
264 experienced Militiamen
140 Militiamen 50 green Militiamen
10 Officers
5 2-pounders
1 8-pounder
2 mortars
2 12-pound Howitzers
Bravuria
50 Militiamen (Hinterlands
120 green Militiamen (70 in hinterlands)
4 Officers ( hinterlands)
>Navy:
2 trade ships
25 sailors
>Morale:
7/10
>Resources:
11.700 Crowns
6 swivel guns
access to a understaffed dockyard

Actions in Progress:
[Trade with Dörtigland] – 1/?
[Recruit 100/500] 2/?
[Build a small warship] 7/9
[Trade with Honoria] – ON HOLD
[Fortify Musketon] – 1/5
[Make new uniforms]1/3

Actions completed:
>>
>>3537088
Definitely keep the uniforms at a high quality.
>You
Go campaigning, give speeches attend parties and always talk about the heroic efforts of our men and the great victory in Aradike, but also make sure to point out that the war is far from won. Keep moral up, foster patriotism and collect donations.
>Your assets
Tell the mustache man that we'll see about his rate in six months, based on the results he produces. Send him to Princeland to drill our forces there into a proper military force and teach them proper usage of our artillery pieces. He is also authorizes to implement and promote whatever hierarchy he wants. He can also begin to take military action against the crownlanders in the Hinterlands there, if he thinks it a good idea. Everyone else continues as they were.
>>
>>3537076
Oh I didn't answer your question. What you are building right now is a 12 gun corvette, though it is currently not equipped with any. This is a comperatively tiny ship.

A navy is quite possibly the most expensive thing there is.
>>
>>3537086
>Paternial confession
What does that mean?
>>
>>3537114
+1
But maybe rather than attending parties we should look into something else? Gathering donations or looking into possible trade deals.
>>
>>3537123
It is the confession of the Two-part God that is not followed in the new colonies, and indeed, despised. The distinction rests on a theological argument which you, as a well educated citizen, have learned in different stages of development anew, but which the common people often reduce to the metaphor of the primacy of the 'female' or 'male' part of the Two-Part-God.
You, a more educated man, know, that the maternial confessions are correct in likening God to a mother birthing themselves, and thus revealing themselves in every person and every moment, and the paternial confessions are incorrect in likening God to a father giving themselves laws which are known from the outset and enforced from above.
>>
>>3537114
>>3537123
>>3537126
You send Albert up north to Princeland to train your men, both in infantry discipline and artillery use. You tell him “You are authorized to implement and promote whatever hierarchy you wants.”
“That will depend.” He replies. “There are two ways a military can achieve excellence. The first is, if officers and soldiers are brothers, if they are so close that the officer will cry that his daughter cannot be wed to the soldier, and that the soldier will happily die for the officer whom he sees as the better man. This takes certain types of people and a long, long time.
“The other way is that of the rod and of the rope. This is much faster, but makes prisoners of your soldiers. Prisoners or wage labourers, of which the difference eludes me at this time. I will see which path we will have to walk.”

You yourself take to the business of propaganda. You attend parties, organize donation drives, rub shoulders with officials, trying to keep morale – and your finances – high. You are fair at this task, roll me a 3d6

From the Palatinate you receive another two ship’s loads of cotton which you will once more only have to pay once it is sold. They do however ask for the payment for the Fortuna (which you have bought Albert for) from last year. They ask for 2500 Crowns.


It is summer. The drums of war are distant and quiet, and the Continental Assembly is next month. Give me your actions for
>You
and
>Your assets
Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.


>Army:
Princeland:
264 experienced Militiamen
140 Militiamen 50 green Militiamen
11 Officers
5 2-pounders
1 8-pounder
2 mortars
2 12-pound Howitzers
Bravuria
50 Militiamen (Hinterlands)
145 green Militiamen (70 in hinterlands)
4 Officers ( hinterlands)
>Navy:
2 trade ships
25 sailors
>Morale:
7/10
>Resources:
11.700 Crowns
6 swivel guns
access to a understaffed dockyard

Actions in Progress:
[Trade with Dörtigland] – 2/?
[Recruit 125/500] 3/?
[Build a small warship] 8/9
[Trade with Honoria] – ON HOLD
[Fortify Musketon] – 2/5
[Make new uniforms]2/3
[Train the Princeland force]1/?


Actions completed:
>>
Rolled 3, 4, 3 = 10 (3d6)

>>3537142
Rolling for campaigning
I'll have to think about the actions for a bit
>>
Rolled 5, 5, 5 = 15 (3d6)

>>3537142
>>
Rolled 4, 2, 3 = 9 (3d6)

>>3537142
>You
Look into acquiring horses for a Calvary force, and what horses are available. We are low on funds so perhaps hold off on any large purchase and keep the horsemen for reconnaissance and messengers.

>Your assets
See if we can improve our logistics and a bit of our fiances by creating our own baggage trains with wagons and horses, we sell at a discount to to our men and have very fair prices along with some care or luxury items to make up for any losses.
>>
>>3537142
>Continental Assembly
We will be there automatically or do we need to state that we heading there ahead of time?

>They ask for 2500 Crowns.
Pay them I don't think we should haggle price is quite low as it is.
>You
>Your assets
+1 >>3537182
>>
>>3537186
Don't haggle, they already give us a discount do they not?
>>
Glad to see you back OP! Let's give the Crownlander bastards a damn good thrashing for the Dual God, Liberty and Bravuria!
>>
[Spoiler]Sorry for the wait, computer problems[/spoiler]
>>3537177
Good success. You rub elbows and attend parties, endearing the high society of Bravuria to your cause once more. You manage to convince Phillip T. Peachbottom, the publisher of the most widely read periodical in Bravuria to run positive stpries about your leadership specifically (+1 morale) and merchants of Bravuria to chip in once more with (+2000 Crowns), which you use to pay off the Fortuna you owe to the Palatinate (-2500)

Your Envoy from Dörtigland returns and says that Hausreich is not currently in great need of cotton, offering only 1000 per ship's load but that they are very interested in Fortuna. As you already heard, Hausreich is trying to get a soothsaying company off the ground. They would like to order 5 shipments of Fortuna within the year at market price.

Horses are not something Bravuria is known for, New Olontes and Jorania are the big exporters of the equine variety in the colonies, but for a small number of animals it is enough to buy domestically. You buy forty horses for 2000 Crowns

The new uniforms are brought out by the cartload to the hinterlands, to Princeland and to your soldiers in Musketon. As they are being trained, they will now also look the part.
Meanwhile, your corvette has been completed and is awaiting a name and its maiden voyage. It is a 12 gun ship equipped with 2 low calibre cannon.

It is summer. The drums of war are distant and quiet, and the Continental Assembly is this month and next turn. Give me your actions for
>You
and
>Your assets
Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.
>Army:
Princeland:
264 experienced Militiamen
140 Militiamen 50 green Militiamen
11 Officers
5 2-pounders
1 8-pounder
2 mortars
2 12-pound Howitzers
Bravuria
50 Militiamen (Hinterlands)
170 green Militiamen (70 in hinterlands)
4 Officers ( hinterlands)
>Navy:
2 trade ships
25 sailors
>Morale:
8/10
>Resources:
9.200 Crowns
6 swivel guns
access to a understaffed dockyard

Actions in Progress:
[Trade with Dörtigland] – 3/?
[Recruit 150/500] 4/?
[Trade with Honoria] – ON HOLD
[Fortify Musketon] – 3/5
[Train the Princeland force]2/?


Actions completed:
[Build a small warship] 9/9
[Make new uniforms]3/3
>>
>>3537204
Here's what the crash swallowed:

Lastly, the Bravurian assembly receives a petition. From the Larian colonies down south, through the peacable land belonging to the windsnake tribes, a group of monks have come to the colonies. They had been immidiately chased away from the Palatinate due to being Paternial in belief, and have entered Bravuria by boat over the lake. They seem to be confused as to the hostility towards them, showing them to have little knowledge of the colonies. They petition to erect a monastery in the hinterlands; When asked why, they explain that they want to make beer of the Fortuna that grows natively here, and are prepared to pay taxes for their production. This opens a lot of opportunities - contact with Laria, a better image with the paternial countries, not to mention the money. But taking them on would also be a dangerous move for your image, both within Bravuria and especially with the Palatinate. Because of this, the assembly is split, and your vote would be the decider.
>how do you vote on letting the monks build a monastery?


also, amending resources:

>Army:
Princeland:
264 experienced Militiamen
140 Militiamen 50 green Militiamen
11 Officers
5 2-pounders
1 8-pounder
2 mortars
2 12-pound Howitzers
Bravuria
50 Militiamen (Hinterlands)
170 green Militiamen (70 in hinterlands)
4 Officers ( hinterlands)
>Navy:
2 trade ships
25 sailors
>Morale:
8/10
>Resources:
9.200 Crowns
6 swivel guns
access to a understaffed dockyard
40 horses
2 ship's loads worth of cotton
Actions in Progress:
[Trade with Dörtigland] – 3/?
[Recruit 150/500] 4/?
[Trade with Honoria] – ON HOLD
[Fortify Musketon] – 3/5
[Train the Princeland force]2/?


Actions completed:
[Build a small warship] 9/9
[Make new uniforms]3/3
>>
>>3537211
What religion do the monks follow?
>>
>>3537241
They are Paternial, so they believe in the Two-Part God as you do, but they take their orders from their High Priest, the Paternus and thus deny the individual revelation that the Maternial faith, which is that of the Old Kingdom and the New Colonies alike, is based on.
>>
>>3537211

Bravuria is a land of merchant-traders. Our forefathers came here from afar to trade and live free. What men are we if we do not grant the chance for these men to settle here? Let them settle. The people know who keeps the brigands off their backs.

We should attempt to arrange a deal with our suppliers in the Maternial Palatinate before news spreads, however, to arrange to purchase the required Fortuna for sale in Dortigland.

Have 40 of the militamen in the hinterlands train on horseback. A vanguard of cavalry would make us far more mobile on the battlefield and could really help patching holes in our lines or with flanking.
>>
>>3537211
Allow them in. I think we can take the hit. More sources of income the better
>>
>>3537246
Supporting+
>You
We should help organize our tax code and collection. Private donations and trade are no way to finance a war.
>>
With conviction, you vote for them to stay. This is not merely a question of money - though it is also that - it is a question of principles. It is a question of free religion, free trade and free settlement. There is much booing and shouting as the motion is passed, but it is passed nonetheless. (-1 morale)
The monks pay the price of the land not to you but to the assembly, but you the assembly will keep part of these taxes in reserve for you.

Before you have cast your vote however, you have sent out letters to attempt and secure a more iron tight contract with Palatine traders. roll me a 3d6 You are excellent at this task.

You also order the horses to the hinterlands and for the men there to train in the rough terrain. They will not have the benefit of Col. Albert Kater, but that of the wilderness and its challenges.

Regarding the last update - do you or do you not want to sell the cotton you have at a discount price to Dörtigland?

It is summer. The colonial assembly is this month. cont. in the next post

>Army:
Princeland:
264 experienced Militiamen
140 Militiamen 50 green Militiamen
11 Officers
5 2-pounders
1 8-pounder
2 mortars
2 12-pound Howitzers
Bravuria
50 Militiamen (Hinterlands)
200 green Militiamen (70 in hinterlands)
4 Officers ( hinterlands)
>Navy:
2 trade ships
25 sailors
>Morale:
7/10
>Resources:
9.200 Crowns
6 swivel guns
access to a understaffed dockyard
40 horses
2 ship's loads worth of cotton
Actions in Progress:
[Trade with Dörtigland] – 5/?
[Recruit 180/500] 6/?
[Trade with Honoria] – ON HOLD
[Fortify Musketon] – 4/5
[Train the Princeland force]3/?
>>
Rolled 3, 3, 6 = 12 (3d6)

>>3537260
I think our warship is not listed. Have our traders inquire if someone else in the old world is willing to pay more for cotton, if not just sell it.
Rolling for contract
>>
>>3537260
>You
let's do this what this anon suggested
>>3537254
>>
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The Colonial assembly convenes in Jorania, in a town close to the border to Princeland. Where the second assembly took place in a private estate, hidden from the eyes of Crown officials, this one is preceded by fanfare and feasting and occurs in the court house of Erdington, Jorania.
You arrive together with a much larger staff than last time, by carriage, and are lead into the court house which seems to have only recently been expanded. In the court room, the judge's podium has been removed, and a raised chair for the chairman put in its place, and a half circle of six chairs placed before it.
Julius Farthing, representative of Jorania, is again chairing. Gorge, of course, is not here, at least not late Patrick. With some confusion you see his wife in his stead, sitting on one of the chairs, talking in whispers with a secretary. The Palatinate also has sent a woman, which is not nearly as surprising, as it seems to be a nun of their theocratic assembly. Bravuria has sent a man you don't recognize, and New Olontes' General Darington is nowhere to be seen. Instead, a military adjutant is positioned demonstratively standing besides, rather than seated on, the NO seat.
The Enward Isles, meanwhile, seem to not have sent anyone.

Julius calls the meeting into session anyways.
The first item is that of the pledge to the revolution, and it is soon concluded; Jorania joins the effort, Honoria makes a pledge to support it in all but open revolt, and the Palatinate stays firm in not giving its ruler a reason to intervene in its dealings. Enward Isles, for lack of a representative, stay in their position.
Next, proposals are heard for legislature pertaining the war and the organization of the colonies.
- General Darington's aide speaks of the war; How the Crownsmen from Princeland have fled up north to Kingsgate, how the militias in New Olontes, despite two defeats in the field, have managed to push the marauders to their borders, and how only if the nacent territory is conquered, could these encroachments be stopped. He therefore proposes War on the nascent territories
-Julius proposes drafting a peace treaty with the Old King, agreeing to stay under His rule but being assured the right to pass legislature and taxation on their own. This alone is only restating the terms of the war, but he proposes the document to be sent with a negotiator endowed with the authority of the Continental assembly
-Willhelmina Gorge proposes to send Gifts and envoys to the savage nations to prevent them from being payed off by the Old Kingdom.

>Do you have a proposition to make?
>Give a nay or yay or abstain for the propositions above.
>>
>>3537270
>General Darington's aide speaks of the war War on the nascent territories
yay
>Julius proposes drafting a peace treaty with the Old King
nay
>Willhelmina Gorge proposes Gifts and envoys
yay

>Do you have a proposition to make?
If other colonies have ships capable of fighting we could form a small fleet to harass Old Kingdom ships and if we are lucky capture some
>>
>>3537270
>nascent territories
What do we know about those?
>>
>>3537285
To rephrase it.
Create small fleet to harass Old Kingdom presence on the sea. Focusing mostly on the supply ships and smaller targets.
>>
>>3537290
sparsely populated area won by the Old Kingdom during the Waton-Savage War. Not enough cities and infrastructure to have the structure of a territory, and so under direct Royal rule. Mainly mining and hunting towns, interspersed with forts and the two big cities, Kingshouse, which is the gate to the northern fur, scent and iron trade, and Kingsgate, which is the center of the colonial efforts there. Full of Waton colonists left over from before the war, so also full of Paternials.
Cold, untamed, rough, savage-laden and the likely place for the King's forces to consolidate.
>>
I'm going to be gone for a bit, going to be back in the evening. I'll be present for questions and such though.
>>
>>3537296
What exactly is the level of the tech we're playing with? Is it on par with our revolutionary period? Are there any repeaters or some such that we can procure or develop?
>>
>>3537285
>>3537292
Supporting this then.
A small harassment (totally not piracy) navy would really be an asset, forcing the enemy to travel in larger convoys and giving us an early warning should the old kingdom ship in another offensive.
>>
>>3537299
And are there trains? Train infrastructure would be a great boost
>>
>>3537302
>>3537299
You can think of the tech level as mostly on par with revolutionary tech. Slightly better in some unimportant ways, slightly worse in some unimportant ways.
>>3537302
I mean there are some horse drawn waggonways, especially where there's a lot of mining happening without too much altitude change.
>>3537299
>repeaters
Repeaters exist. They are very expensive and take a very long time to make. There are a few gunsmiths that can make them, but none you know of in the Colonies.
>>
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'Ello everybody, I'm back

First, Darington's adjutant speaks. There is quite some disagreement about extending the Continental army so early, but the war is going good, and so the ayes win out by a narrow margin.

It is a similar situation, only in the inverse, with the idea of a peace treaty. The good going of the war, Julius insists, is a reason to offer peace. The peace will be more favorable for just that reason. All the demands could be met without losing the divine backing of the God-appointed Old King. But he too, by a narrow margin, loses, as the nays win out.

The only vote you are at the losing end on so far is that of sending gifts and envoys to the savage countries. It is a draw, with Princeland, you and the Palatinate voting aye, but the others going against it, so that the nays win by default as is the ruling of the chairman. His reasoning is that the gift to Godless savages could only be made out of virtue, and was not allowed to be coerced. He encourages every territory to look after their own savages themselves.

>>3537285
>If other colonies have ships capable of fighting we could form a small fleet to harass Old Kingdom ships and if we are lucky capture some

You propose a joint fleet operation to harass Old Kingdom shipments in the region. You yourself have recently built a covette, multiple private persons have converted merchant vessels and there is of course that four-master captured in Ardadike. Impassionatly, you lay out your defense of that idea.
Give me a 3d6. You are fair at this task.

In addition, once the formal part of the assembly is over, it will be time to discuss the strategy of the war. So before we go back into regular turn-time, feel free to drop your ideas in the assembly. If they will be heard is another thing entirely however.
>>
Rolled 1, 6, 4 = 11 (3d6)

>>3537742
>>
Rolled 2, 1, 3 = 6 (3d6)

>>3537742
Rolling for fleet, ideas soon.
>>
>>3537270
>Bravuria has sent a man you don't recognize
>>3537742
So I read thru to look for Honoria representative name and I realised that someone is sitting in our chair!
>>
>>3537783
no bully please. But yeah, it's Honoria you don't recognize the guy of. He introduced himself later as Immanuel Carlson. He is a lawyer.
>>
>>3537742
Couple of things aside from war that we should discuss with representatives privately
>>Honoria
>Get acquaintance with representative of Honoria. Discuss our problems in Hinterland. Offer cooperation between our... regions? States? To improve safety in that region near our borders.
>Find out if they could provide officers to train ours troops
>>Princeland
>Discuss with Willhelmina gifts for natives we have cotton that we could make into blankets and bunch of priest making booze. That's should be enough I think.
>>
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Pic related is a map of the nascent territories. From inactivity I glean that you will defer to others in military matters and simply come when called upon. Darington is chasing the Crownsmen up north as we speak, and the consensus is to build up a secondary force to come to his aid in the nascent territories, taking Kingsbridge to pincer Kingsgate. A general for that secondary army is not yet chosen though multiple representatives throw their hats into the ring.
>Nominate someone (even yourself) if you wish
>>3537829
After the formal portion of the assembly has dissolved into more down to brass tax strategic talk, you take aside Honoria's Mister Carlson and discuss with him cooperation in the hinterlands. He praises your strong measures and says that he has paradoxically seen an influx of outlaws since you have erected your forts since they flee across the border to instead raid Honoria. He says if you are willing to provide men for a joint force to police the border, he could provide you with a few capable officers without alerting the Crown too heavily.

Willhelmina agrees with your proposals for gifts. The beer especially, she thinks is a great idea - The savages take Fortuna to all kinds of excesses, a new way of consuming it will surely be welcome. But also blankets are a good idea considering their nomadic lifestyle. She agrees with you and offers to write up a document offering friendship to the savages. She also tells you that you should involve the Palatinate since their relations with the savages are almost neighborly, despite the occasional raids.

Will you
>Give any more input in the assembly
>>Military plans
>>Legislative proposals
>>Mingling among representatives
or will you
>return to your business (commence turn processing)
>>
>>3537755
mitigated success.

Your proposal is agreed to, and every territory agrees to give two ships for the joint fleet by the end of the year. The four-master however is not offered up by Princeland, it instead is set to stay defending Ardadike.
>>
>>3537909
I think we've covered all the bases? Let's go on to turn progression.
>>
>>3537742
Strategy of the war
We can provide warm clothes for our troops
Coordinate with savages and ex-Waton colonists


We could use our war ship to bait some Old Kingdom ships into Kingsgate river estuary. Have some hidden artillery positions there and if NotBritish take the bait we can sunk or capture some of them.
>>
>>3537927
I think they would anticipate some trick like that. The Crownsmen will in now that they have the upper hand in naval terms, and would not allow themselves into a position in which we would dictate the fight. Why chase the ships in if you could simply patrol the opening?
>>
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>>3537924
turn progression
>>3537927
your ideas are noted by the assembly and filed under 'ideas'

After a few days of extensive meetings, you leave for Bravura, exhausted, but knowing that soon you will be called upon for war. You were told to expect the start of the campaign within the month. This would leave you dangerously open for an attack while you are away - if you hadn't already fortified Musketon. Two forts have been built on either side of the city, and brick gun emplacements in Larian fashion built on the harbor's shield. That shield as well as the city's walls have been reinforced to withstand stronger shelling. Any attack through the hinterlands would also have to go through quite well staffed forts. The only problem now is that the defenses in Musketon will have to be manned and gunned.
When you explain the plan for the war, you are given your share of the expected taxes for the next few months to aide you in your hasty preperations (+2000 Crowns).

From Princeland, you get a letter from Albert Kater. He says he has made you a company of soldiers, but as they are not salaried, he had to motivate them differently. He tells you he hopes he has not comitted any crimes but admits he is not familiar with the Continental legislation. (-1 Morale, +150 soldiers)

It is summer. The war is heating up. Give me your actions for
>You
and
>Your assets
Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.

>Army:
Princeland:
114 experienced Militiamen
150 (unsalaried) Soldiers
140 Militiamen 50 green Militiamen
11 Officers
5 2-pounders
1 8-pounder
2 mortars
2 12-pound Howitzers
Bravuria
50 Militiamen (Hinterlands)
180 green Militiamen (30 in hinterlands)
40 green Cavalry Militia (Hinterlands)
4 Officers ( hinterlands)
>Navy:
2 trade ships
1 corvette (2/12 guns)
25 sailors
>Morale:
7/10
>Resources:
11.200 Crowns
access to a understaffed dockyard
2 ship's loads worth of cotton
Actions in Progress:
[Trade with Dörtigland] – 6/?
[Recruit 200/500] 7/?
[Trade with Honoria] – ON HOLD
[Train the Princeland force]4/?

Actions completed:
[Fortify Musketon] – 5/5
>>
>>3537941
Question is if that river is sailable. If yes they would want to prevent our ship getting there because you don't want to have mobile artillery platform in your territory.
>>
>>3537969
Morale should read 6/10
>>
>>3537909
>Nominate someone (even yourself) if you wish

On the one hand we are not really good at this. On the other partaking in battles is really fun and some anons have grat ideas. So we might as well throw ours hat in.
>>
>>3537987
You would partake in the battles anyway. The question is if you will be leading the Bravurian forces alone, or leading the Bravurian forces and also coordinating the large scale battle plans.
>>
>>3537969
>You
We need canons for the harbor emplacement and our war ship, so let's try to get a good deal on a lot of small cannons. 10 more for the ship +10 more for the fortifications (possibly even some more). We can't afford this ourselves so try to really sweet talk some bell makers or other iron casters to give us a deal. Additionally beg the assembly for tax money to ensure the safety of our people, so to fund the cannons, maybe some more field artillery and the construction of another warship (since the naval effort will require two and we just have one).

>Your assets
Start paying the soldiers, like yesterday. Meaning pay them a kind of conscription bonus and start paying them wages, ask the assembly if they will cover that.

Begin a joined border security effort with Honoria, as discussed, our riders in training are perfect for that.

Send Mustache man a letter detailing the war plan, telling him that he should prepare our men and himself for the campaign, we'll join them personally soon.
>>
>>3537991
We can take our mercenary officer with us as advisor.
But I think this is decision more than one person should take.
>>
>>3537991
Also I'm fine with just commanding our forces and do not wish to nominate anyone
>>
>>3537969
>You
I will support Anon from earlier and say that we should help organize our tax code and collection. Private donations and trade are no way to finance a war.
>>
>>3537969
>>3537969
>Your assets
Shuffling our army
>>Army:
>Princeland:
>114 experienced Militiamen
>150 (unsalaried) Soldiers
>140 Militiamen
>11 Officers
>3 2-pounders
>1 8-pounder
>1 mortar
>1 12-pound Howitzer
>Bravuria
>230 green Militiamen (100 in hinterlands)
>40 green Cavalry Militia (Hinterlands)
>4 Officers (2 hinterlands)
>2 2-pounder
>1 8-pounder
>1 mortar
>1 12-pound Howitzer

50 green Militiamen from Princeland to Bravuria (Hinterlands)
2 2-pounders from Princeland to Bravuria (Musketon)
1 mortar from Princeland to Bravuria (Musketon)
1 12-pound Howitzer from Princeland to Bravuria (Musketon)
50 Militiamen from Hinterlands to Musketon
20 Militiamen from Musketon to Hinterlands
2 Officers from Hinterlands to Musketon
>>
As expected, you had less than two weeks to prepare. In that time, most of what you did was acquiring and hemorrhaging funds.

>>3538017
The assembly without question agrees to pay for the second ship out of pocket. You will not have to pay for it, but also not have it under your direct control. They are also willing to supplement a salary of up to 200 soldiers. How much they will supplement it depends on the roll. For this, as well as for funds for the cannons, please roll me a 3d6. You are fair at this task.

ANOTHER 3d6 will be needed to see how cheap you can get the cannons. You are excellent at this task.

You send letters to Honoria and to Albert, the one is a proposal/agreement for a border police, the other a call to arms. Will you only take your Princeland forces with you?

>>3538035
As you will be on campaign from now on, the lengthy task of drafting legislation will not be possible for you. You put your secretary to the task, but you don't have anybody who would be a great asset in this.

The call to arms from the assembly has already reached you, it's sitting opened on your desk. Frantically you are trying to get your affairs in order, but the ink does not yield:
"By the midpoint of summer, the continental armies march on Kingsbridge. Autonomy in movement is guaranteed to you, but a call to action will not be refused.
Signed, General Immanuel Carlson,
Commander of the Second Continental Army."

>Army:
Princeland:
114 experienced Militiamen
150 (unsalaried) Soldiers
140 Militiamen 50 green Militiamen
11 Officers
5 2-pounders
1 8-pounder
2 mortars
2 12-pound Howitzers
Bravuria
50 Militiamen (Hinterlands)
190 green Militiamen (30 in hinterlands)
40 green Cavalry Militia (Hinterlands)
4 Officers ( hinterlands)
>Navy:
2 trade ships
1 corvette (2/12 guns)
25 sailors
>Morale:
7/10
>Resources:
11.200 Crowns
access to a understaffed dockyard
2 ship's loads worth of cotton
Actions in Progress:
[Trade with Dörtigland] – 6/?
[Recruit 210/500] 8/?
[Trade with Honoria] – ON HOLD
[Establish a joint police Force with H] 1/4
[Train the Princeland force]5/?
[Draft a tax bill] 1/3

Actions completed:
[Fortify Musketon] – 5/5
>>
It is summer. You are mobilizing. Campaign is set to begin this month. Give me your actions for
>You
and
>Your assets
Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.
>>
Rolled 3, 3, 5 = 11 (3d6)

>>3538050
>>
>>3538050
>You put your secretary to the task
You better dont fuck it up this time Charles!
>>
Rolled 2, 2, 3 = 7 (3d6)

>>3538050
>>
>>3538050
I would still like to move our troops like in this post >>3538049 We can not leave Musketon undefended.
>>
>>3538069
7+excellent at this task - transcendent success.
There is a foundry in Erstwhile, a bellmaker, which had to close its doors before the start of the war. They didn't make enough money and so the family business which has its roots already in pre-colonial times had to close. Now a letter by Erwin Dening, the last owner of the foundry arrives at your door. He offers you a proposal: He would sell you the defunct foundry for 1 crown if you employ them as laborers. They can then build for you at discount prices, provided you give them food, lodging and a small downtime wage. They can make you a two pounder for 750 Crowns. All they need is an initial investment into the foundry of 1000 Crowns, which already at the fourth 2-pounder you are making back.

>>3538056
Good success.
As said, the ship the assembly will take off your hands. They will pay half of the salary for up to 300 salaried soldiers for at least 12 months. You pay out your part the first 6 month wages for the soldiers you have already (-225 Crowns).
On the cannon, they will buy two larger cannons (12-pounder siege cannons) and four smaller ones for the forts which you are not authorized to move from there. You spend as much as you have for 12 two pounders.

>>3538080
Before you leave, you arrange for some major movement of troops.

Then you make yourself to Princeland, this time not with an army dragging you down, but one awaiting your arrival. You are reminded of the piercing stench of sulfur, the dirty red of spilled blood and the deafening noise of cannon.

It is summer and you are at war. Give me your actions for
>You
and
>Your assets
Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.


>Army:
Princeland:
114 experienced Militiamen
150 (unsalaried) Soldiers
140 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzers
Bravuria
50 Militiamen (20 Hinterlands)
250 green Militiamen (80 in hinterlands)
40 green Cavalry Militia (Hinterlands)
4 Officers (2 hinterlands)
2 2-pounders
1 mortar
1 12-pound Howitzer
>Navy:
2 trade ships
1 corvette (2/12 guns)
25 sailors
>Morale:
7/10
>Resources:
0 Crowns
access to a understaffed dockyard
2 ship's loads worth of cotton
Actions in Progress:
[Trade with Dörtigland] – 7/?
[Recruit 220/500] 9/?
[Trade with Honoria] – ON HOLD
[Establish a joint police Force with H] 2/4
[Train the Princeland force] - ON HOLD
[Draft a tax bill] 2/3

Actions completed:


This will be the last update for today. I will NOT be able to do updates tomorrow but I will TRY to do some the day after. I had fun, good bye and gibbe feedback
>>
>>3538069
Wow we got those cannon super cheap.
>>3538052
>You
Deal with gifts for envoys to the savages.

We should start arranging for those at least.
Send letter to Palatinate representative asking if they would provide envoys to savages.
Send another letter to Willhelmina about that
>document offering friendship to the savages
Spend one shipment of cotton to textile manufacturer to change it into blankets.
Buy some of that alcohol from monks. If they made any yet. At least form deal on paper.
>>
>>3538100
fuck, messed up by not putting in
[Build 12 2-pounders] 1/7
>>
>>3538129
1000 for the foundry+12*750(9.000) for canons made there+225 for our soldiers= 10.250
11.200-10.250=950
We should still have 950 (I just really don't want to be at 0)
>>3538100
Let's grab all our Princeland forces and move Northwards to join the campaign of General Carlson

Everyone else continues to do their thing, with the Bravurian none Hinterland forces mostly being stationed in Musketon.

Use Cotton to make blankets and send an envoy to the savages, maybe ask Palatinate for a good one.
>>3538100
Enjoyable as always OP, loving this quest so far. Keep up the great work.
>>
>>3538100
>You
Let us rendezvous with out officers and get a status report from them. Any potential problems they might have, anything they wish to talk to us about.

>Army
After that, have our Princeland forces march to join Carson's campaign, scouts leading the way of course. If we march through any Patriot town, let's make a big show, flutes playing, drums smashing. Have our militia members follow the lead of soldiers in terms of marching, with us leading the front. Let the townsfolk know the cause of which we fight for, the great victory won at Ardadike, and chance of glory again!
>>
Correcting the stats:

>Army:
Princeland:
114 experienced Militiamen
150 Soldiers
140 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzers
Bravuria
50 Militiamen (20 Hinterlands)
250 green Militiamen (80 in hinterlands)
40 green Cavalry Militia (Hinterlands)
4 Officers (2 hinterlands)
2 2-pounders
1 mortar
1 12-pound Howitzer
>Navy:
2 trade ships
1 corvette (2/12 guns)
25 sailors
>Morale:
6/10
>Resources:
950 Crowns
access to a understaffed dockyard
a small foundry
2 ship's loads worth of cotton
Actions in Progress:
[Trade with Dörtigland] – 7/?
[Trade with the Palatine] 2/?
[Recruit 220/500] 9/?
[Trade with Honoria] – ON HOLD
[Establish a joint police Force with H] 2/4
[Train the Princeland force] - ON HOLD
[Draft a tax bill] 2/3
[Build 12 2-pounders] 1/10

Actions completed:
>>
>>3538100
>You
Look into any decent gun makers to start producing our own Muskets, and Carbine Muskets for the Calvary, unless pistols are cheaper.

>Army
Have the forces our forces build and expand their military camps into bases and training grounds with facilities In Hinterland and Princeland. Open a third one in Bravuria to train officers so we can train multiple forces at once.
>>
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Outside Ardadike, where the effort of rebuilding has slowly begun, you join with your three hundred man strong little artillery regiment, their officers not among them as you are used to, but standing before them. All your men are to some extent hardened by their experience, and they all are wearing the grey, expensive uniforms, they all stand at attention. But there is a certain vacant stare some of them exhibit, a group of 150 clustered together, and with some unease you understand its meaning: These men have been broken, like a horse would be, their spirit has been carefully castrated. Colonel Albert Kater, who wielded the knife, is sitting on a white horse, chewing on Fortuna.
You >>3538377 meet with your officers as the march begins, and you ask them if there are any potential problems. You are told that Kater has lifted the upper limit for lashings and wanted to institute a number of capital offenses, thought hey could disuade him from that. Nonetheless, the officers have, in the last months, lost most of the sympathies coming from the soldiers. Some of your officers think this could lead to mutiny while some, with even more concern, fear that the men were slowly made incapable of that.

Having crossed the Dimeworth river at Ardadike, you march up north inside New Olontes, where the forests give way to plantations, fields of white cotton, blue indigo, yellow linen, green sugar and blue and purple glizening Fortuna. On your way to Carson's campaign you make a big show of it whenever you cross a village. The stories you heard had made it sound like the New Olontes countryside is burned to a crisp, but there is scarcely a sign of war in this idylic country.
While you are traveling, you draft up some letters.
You send one to the theocratic assembly in the materinial Paletine, asking for them to lend you an envoy to the savage country, and one to a texitle manufacturer in Musketon to start converting one of your shipments of cotton into blankets.(-10 Crowns) Another you send tot he Monestary of Their Gifting Hands, where you ask to buy enough beer to impress two tribes of savages (-200 Crowns). The last letter you send to Willhelmina, for her to draft a catch-all document asking for savage neutrality.
On the way you also inquire with your experienced officers about large scale gunsmiths, and you hear about a huge manufactura in Enward City which produces cheap weaponry for the lower classes of the city as well as the militia. ou also hear of a Larian gunsmith down south, and Kater just grins and says: "I do know the Watons have a great many guns."

Before you reach Carlson's camp, another letter reaches you. The palatine merchant you have a contract with has agreed (>>3537265) to continue trade with you for the year, but urges you to chase away or convert the monks. For now he sends you a ship's load of fortuna to sell.
(cont.)
>>
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>>3541482
You reach Carlson's camp in the morning, a pile of white tents slowly rocking in the wind, two thousand men at least. There is no one uniform dress here, and many men in civilian clothing, many different stables, many different armories and different latrines. This is not a unified force.
General Immanuel Carlson meets you at his tent. "Three hundred men, huh?" he says dismissively as he notes down your numbers. "As guaranteed, you will have full freedom of movement within the missions assigned to you. The plan is to follow the Beohata river and take Kingsbridge by surprise. we'll set siege to Kingsgate and assault once Darington comes for the pincer. He is somewhere in the mountains right now, as his forces were propelled at Kingsbridge he had to cross by the sea. any questions?"

>Yes I have a question...(write in)
>Yes I have a recommendation... (write in)
>Yes I have an objection... (write in)
>No (Commence turn processing)


>Army:
Princeland:
114 experienced Militiamen
150 Soldiers
140 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzers
Bravuria
50 Militiamen (20 Hinterlands)
280 green Militiamen (80 in hinterlands)
40 green Cavalry Militia (Hinterlands)
4 Officers (2 hinterlands)
2 2-pounders
1 mortar
1 12-pound Howitzer
>Navy:
2 trade ships
1 corvette (2/12 guns)
25 sailors
>Morale:
6/10
>Resources:
950 Crowns
access to a understaffed dockyard
a small foundry
2 ship's loads worth of cotton
Actions in Progress:
[Trade with Dörtigland] – 8/?
[Trade with the Palatine] 3/?
[Recruit 250/500] 10/?
[Trade with Honoria] – ON HOLD
[Establish a joint police Force with H] 3/4
[Train the Princeland force] - ON HOLD
[Build 12 2-pounders] 2/10
[Draft a tax bill] 3/3
[Prepare for Savage Diplomacy] 1/3

Actions completed:
>>
>>3541483
>No (Commence turn processing)
His plan seems solid and I have no superior tactics or objections. Let's have our soldiers march with the artillery pieces in between their marching columns, at the relative back of the marching formation, to keep them safe. The militia can move however they prefer, mustache man and us should be in the middle, no point being the first to eat a bullet in an ambush.
>>
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You commence your march up north. once you cross New Olonte's border river Lionstream, you enter harsh marching conditions. Here, the land is untamed, tall grass grabs at your boots, dense forests require circumventing. In the nights, the howls of the Giant wolves here resonate through the night. You don't know whether these are wild beasts on the prowl, or worse, the mounts of savages which here up north are known to ride wolves and bears.

Your suspicion is confirmed when your scouts report sightings of singular savages, masked, as they are up here, alongside wolves the size of asses. Three times you get such a report, all of them once you passed Rexton Fort, and each time only of a single savage.

Post is difficult to get here, and so the proposed tax bill your secretary drafted up for you comes weeks late. It is competent, albeit derivative. It consists of a cut down version of the tariffs given by the Old Kingdom, with all the helpful exceptions and regulations the old Senate's experts had included. It is mainly a tax on export and domestic sale of paper, Fortuna, cotton and oil.
With that letter comes also one from the Hinterlands, explaining to you that the Cross-Border-Rangers, a collaborative institution between Honoria and your militiamen has been brought into existence to patrol your common hinterlands. The letter explains that you will have to keep far fewer people there, now that there is a well organized, cross-territorial system, but as it is now a full time profession, you will have to pay salaries pretty soon - you, or the assembly. On a similar note, it seems like some of your militiamen in Musketon have laid down arms to go back to their farms, making your recruitment this month a null sum game.

Carlson's forces make camp three days from kingsbridge. He sends out scouts to acquire a detailed plan of the region. After you have that, you will be able to decide on an attack plan and we will enter tactical time. Until then, you get to writing letters to give me:

your actions for
>You
and
>Your assets


>Army:
Nascent T.:
114 experienced Militiamen
150 Soldiers
140 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzers
Bravuria
50 Militiamen (20 Hinterlands)
280 green Militiamen (80 in hinterlands)
40 green Cavalry Militia (Hinterlands)
4 Officers (2 hinterlands)
2 2-pounders
1 mortar
1 12-pound Howitzer
>Navy:
2 trade ships
1 corvette (2/12 guns)
25 sailors
>Morale:
6/10
>Resources:
950 Crowns
access to a understaffed dockyard
a small foundry
2 ship's loads worth of cotton
Actions in Progress:
[Trade with Dörtigland] – 9/?
[Trade with the Palatine] 4/?
[Recruit 260/500] 10/?
[Trade with Honoria] – ON HOLD
[Train the Princeland force] - ON HOLD
[Build 12 2-pounders] 3/10
[Prepare for Savage Diplomacy] 2/3

Actions completed:
[Draft a tax bill] 4/3
[Border Ranger service] 4/4
>>
>>3541535
>You
We could propose to some of our allies that we have foundry that can make 2 pounders for cheap price of 850. If anyone of them would be interested we can use surplus money to speed up the process.

Ask our secretary to look for possible buyers for our cotton. You can do it Charles!

I have no other ideas. We could send letter to theocratic assembly in the materinial Paletine. To ask if they could help convert our monks but i'm not sure if that would be good idea.
>>
>>3541565
Actually our merchant ship have nothing to do right now. Because our trade deals are handled by other parties. Correct?
We could lend them to someone, Maybe to Larian colonie?

Charles! Get on it!
>>
>>3541568
>Because our trade deals are handled by other parties. Correct?
Incorrect. Your Honoria trade deal is on hold until you send them new goods. This is the least efficient kind of trade since the Honorians need to pay smugglers to circumvent the tariffs, still formally bowing to the Crown. But since the siege of Ardadike, the blockade can no longer be easily resupplied and is thus currently broken, so you can again trade yourself. If you want to return to the Honorian trade deal, just say the word
>>
>>3541571
Oy yeah we should trade ourselves. I think we were selling fortuna too Dörtigland but we did not agreed to sell them cotton because they gave us outrageous price. So keep selling them fortuna
>>3541535
Also i think this should be.
>1 ship loads worth of cotton
>1 ship loads worth of fortuna
We used one on blankets. And we got fortuna from >>3541482 For now he sends you a ship's load of fortuna to sell.

What is that?
>[Trade with the Palatine] 4/?
>>
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>>3541576
that's Abraham Stoutfoot, the guy you get your Fortuna from. He sends you Fortuna now and again for you to sell and pay him afterwards. There is no concrete contract in place with him.

You dictate a letter back home, to Charles, your secretary. Firstly, to send the Fortuna you have to Dörtigland, secondly to find buyers for your cotton, and thirdly, to see if you can enter into the cannon making business. You give this letter to the man who brought you news of the goings on back home. And the preparations for the diplomatic mission to the savage tribes beyond Lake Edwin have concluded. A document has been drafted in their language, a nun from the Palatinate has agreed to translate, and beer has been purchased as well as blankets made. Do you want to have CHarles do this in your name or wait until you can use your own considerable skills as an orator once you are back south?

Meanwhile you have gotten the scouting information from Kingsbridge. It's a small but well fortified town guarding the only sturdy bridge over the Beohata river for many miles either way. The landscape around it is dense forests and murky swamps, and dominated by the huge, shallow, but trecherous river. The walls of the city show damage from Darington's cannons but it appears to be only superfitial, those walls being made in Larian manner. You don't have information on the garisson within, but considering it has a citadell-fort, and that it was recently attacked, it is likely that they have force ready for battle. The scouts also report of being watched from afar by a savage warrior.

Carlson tells you to form the vanguard. The main force is large and poorly trained, so they will use the road to assure safe marching. This will rob them of the element of surprise though, so you are to slip in first and procure an advantage if possible, but at the very least assertain the best avenue of attack. You are then to send a signal for the main force to advance, and a rider for them to give them your intel.

You
>Object, offering an alternative plan
>Agree and deploy like this (write in)

>Army:
Nascent T.:
114 experienced Militiamen
150 Soldiers
140 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzers
Bravuria
50 Militiamen (20 Hinterlands)
280 green Militiamen (80 in hinterlands)
40 green Cavalry Militia (Hinterlands)
4 Officers (2 hinterlands)
2 2-pounders
1 mortar
1 12-pound Howitzer
>Navy:
2 trade ships
1 corvette (2/12 guns)
25 sailors
>Morale:
6/10
>Resources:
950 Crowns
access to a understaffed dockyard
a small foundry
1 ship's loads worth of cotton
1 ship's load worth of Fortuna
Actions in Progress:
[Trade with Dörtigland] – 10/?
[Trade with the Palatine] 5/?
[Recruit 270/500] 11/?
[Trade with Honoria] – ON HOLD
[Train the Princeland force] - ON HOLD
[Build 12 2-pounders] 4/10
[Cotton trade] 1/?

Actions completed
[Prepare for Savage Diplomacy] 3/3
>>
>>3541583
So are we supposed to get men into the city? or just like close because we can effectively get closer or something else?
If just getting close:
>Agree and deploy like this
Try to talk to the savages maybe, bring gifts
>>
>>3541583
Tell Charles to wait we will deal with savages.
>Agree and deploy like this
Ask our commander how to deploy
>>
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>>3541583
Assuming we are coming up towards the fort from the south road here in green and blue boxes with strips.

Yellow boxes with X's are prospective locations for staging areas and firing positions for our artillery.

Send 40 militamen and 10 experienced militia to the hill on the right side, 10 men will set up as observation watching the river and the watchtower for anything worth reporting on, while searching for suitible positions for our artillery.

The militiamen will then come down capture the mill and move to block off any runners from the tollhouse.

The rest will go up the large hill on the left and gather at the building there, and split off another 20 men to the edge of the hill overlooking the tollhouse, and observing the ground.

20 milita men with an officer and rider will be send to secure the left road with the bridge and report back once that is done.

Send two teams of 10 men, one to the large open area to scout as a staging area for our artillery and the other 10 men to follow the river at a distance and head to the brooke to make observations of that area and if we can float objects down the river into the fort, like say a boat or raft full of explosives.

Now we can...
A: Take the tollhouse on our own or
B: Carsons force will move on the tollhouse hopefully scaring off anyone there into our force of militamen and capturing them.

We asses our situation at this point. Including reports from our scouts, and plan our attack on the fort.

Any encounters with Savages are to be reported to an officer and attempt to parley with them.
>>
>>3543515
Great plan, fully supported
>>
>>3543529
Think we should try and take the toll house ourselves see if the sight of Carlson's force make them flee?

Unless its empty it should be staffed with the guards who don't expect to do more than handle the odd highway man or repulse some bandits.
>>
>>3543544
Our men look more professional and are actual soldiers. So I think them marching up in formation might prompt a surrender, with runners being send just to be caught by our militia men. Then again Carlsons giant blob of militia men would probably also prompt a surrender and we wouldn't risk our men. Let's just leave it to him and block the runners, either way could work out and I rather have him lose men than us.
>>
>>3543552
Yeah it was a rather small nuanced issue that I couldn't decide on.
>>
>>3543567
Fair enough.
While real plans to assault the town will have to wait until after the scout reports, I'm still uncomfortable with just straight up attacking a fortified town with a fort. There isn't really a clever angle I can think of right now. Hopefully Darington comes down from the north and flanks/surrounds the enemy. Maybe some of our men that infiltrated Ardadike made it out alive and are still with us, we could ask them if they want to try to swim into the town via the river. It is pretty much a suicide mission, but if they can even do some damage, it will be well worth it.
>>
>>3543581
The toll house gave me an idea, which is to wait for a caravan with a bunch of wagons to come by and hide our men in it and have them take the gatehouse after giving false seals and proof of payment by the toll house. If we had wagons of our own we might be able to pull it off....

The other plan was basically build a raft or get a boat, and fill it with explosives and sail or drift it down into the fort.
>>
OP here, love the plan.

I'll only be able to post again on sunday sadly.
I could also have one post in the evening and another tomorrow evening before picking up on sunday if you prefer spaced out but consistent updates.

See you sunday anyway
>>
>>3543602
Also, seeing as we are in tactical time now, I will need a [b]3d6[/b] every turn now or 2 [b]3d6[/b] if you can convincingly argue that you are doing two drastically different things in one turn
>>
>>3543602
One each evening won't hurt, gives us time to consider each move.
>>3543603
The infiltration is a great idea. With the bomb boat, I think it would take to much powder and there is to many variables, making it unlikely to detonate at an effective location.
I'll let anon roll for his own plan.
>>3543598
>>
Rolled 6, 4 = 10 (2d6)

>>3543602
Maybe just throw up a post on Saturday to keep us from dying of quest withdrawal.

>>3543603
Well we will only be going with one group and the others will be lead by their officers, going left is has the greater distance and directions but going right entails a riskier job of capturing a location and acting as blocking troops to afterwards. Since we are going with the group on the left till we reach the hilltop, we would be doing one action, while the other group going right would be doing another one independent of us.

From an organization standpoint it is like split hair ends, in that we break off into two groups from the mainforce orginaly lead entirely by us at the start of the map and splinter into a total of 8 or 9 smaller ones of varying sizes. Overall the 8 teams will have a parent group from that they will go back to before returning to us, for example, the group on the right splits into a group of 3, while the group on the left breaks into 5 groups that report back to us directly onthe hilltop. Each of these two groups are split from the original singular force lead by us and divided before being further subdividing again. So it would make more sense to roll two dice rather than lets say 8 or 9 dice.

>>3543613
You can roll for me if you want, I don't really know when to roll or not since I'm trying to argue for 2 dice to be rolled instead of 3?

I suppose I'll try rolling?
>>
Its roll under right?
>>
>>3543626
Yes but luckily it is 3d6 so your 2d6 roll shouldn't count
>>
>>3543628
I thought I was arguing for less dice.... w/e. someone else roll, I'm going to soon.
>>
>>3543630
Sleep*
>>
>>3543625
1x3d6 for the left side and another 1x3d6 for the right side seems appropriate
>>
>>3543633
I figure it would be 1d 6 for right side and 1d8 for right?
>>
Rolled 2, 1, 3 = 6 (3d6)

>>3543630
>>3543634
OP wants a set of 3d6 for each individual action, to get a good probability distribution.
>>3543603
Rolling for left side or all of it should OP rule to only take one set of dice
>>
>>3543635
>OP wants a set of 3d6 for each individual action, to get a good probability distribution.
I have to step in here: The 3d6 is one roll. The combined result is the result of the roll, which means our tests will be on a bell curve. Why that's good was covered last thread.

If you can reasonably argue that you have two very different roles in a thing, you can roll 6d6= 2 * 3d6.

But for now, just give me a [bold]3d6[/bold]
>>
>>3543634
1d8 for left*

>>3543635
Ah okay, I misread it. I thought I'd be arguing for 1 less dice to be rolled per roll.

Someone else can roll for me, I am getting less intelligible in my typing
>>
>>3543637
That's what I meant, sorry if I misrepresented it. My ridiculously good roll does count though, right?
>>
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Your battle plan is complicated and it implicates almost all your officers to act according to detailed instructions. There is no room for error.
>>3543635 6+You are poor at this task+good tactics(>>3543515) = Great success.
You think you conveyed your instructions pretty well.

Through a light morning rain which does little to do away with the mist covering the grassland your men march silently, flutes and drums mute, over the road, until you depart. You send Darling west while you walk your men through the trees eastward and up the hill, the subdued breathing of sixty men in reverbing as if right next to your ear. You leave a few on the hill, lying prone in the tall grass on in front of the tree line. "Manned." one whispers, pointing at a blood red blob atop the tower, denoting a uniformed soldier.
You walk on, along the brook which quickly widens to power a great wheel at the side of the mill, a heavy building with a stone base and thick walls. You gesture silently and your men draw swords - gun shots are to be avoided - and creep into the building. You don't hear shouting, no sound of struggle, and then the settlers are lead outside. One of them is wearing a paterinial sign around his neck. From the windows, the barrels of your muskets appear.

As you move on to block the street, one of your officers motions for a wagon there, filled with flour, to be moved, and the road's blocked.

You yourself cross the road, and through the forest, back south, up the hill out of eyeshot of the toll house, and meet up with your men.

Your scouts report: There is a barricade set up at the toll house, and all the shutters shut. For some reason, they're expecting company. This could suggest also that the soldiers in Bridgefort are at the ready.
The open field might be a good place for mortars, but for the cannon to be useful there, the trees would have to go.
The village of Smallbrook is currently waking up, and flocks of sheep are bound to be lead along the road to their pastures sometime soon - and they will hit the roadblock. As far as the men can tell, Kingsbridge has overlapping fortifications built into the riverbed, so floating something down would have to be accompanied by someone steering.

And lastly, a rider comes the west, on the back of Col. Kater's horse and with a bandaged arm. He explains that they were held up by a man with a blunderbus for tresspassing, and as they werre trying to keep things from escalating, another savage had been sighted. He, the scout, had been given the horse to meet the man and his wolf, but as he had come up, the savage had pulled out a pistol of all things, and shot at him, before grabbing on to his giant wolf's fur and 'riding' off.

It is not new that savages would have guns, bought for furs or given to them back in the wars, but a pistol is highly unusual, not useful for hunts, nor for infantry combat.

Whatever the case may be, your men are set up just as you wanted. What are your next moves?
>>
>>3544169
>Army:
114 experienced Militiamen
150 Soldiers
140 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzers
>>
>>3544169
Keep some scouts patrolling the west in case of any sign of a savage ambush

Clear the trees away for the cannons and move the arty up to that location.

Have the men west of the tollhouse and south on the hill move closer once finished, facing the tollhouse, but out of range of those muskets.

Since they are expecting us at the tollbooth and we don't have the element of surprise, we should send an envoy under a white flag to parley to avoid a direct assault. They are surrounded! Surrender and they will be treated with civility, don't and the first cannonshots of the seige will be directed at the tollhouse. Avoid foolish bloodshed!

Of course have everybody else maintain their positions and look for any signs of enemy mobilization.
>>
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Rolled 1, 2, 6 = 9 (3d6)

>>3544169
So mostly supporting this>>3544262
I'm not sure were you want to clear stuff for the canons, so just add that if you feel like it. Otherwise surround the toll house, while keeping our men at a save distance, offer them a chance to surrender and if they don't take it flatten it with artillery. When we have to take them out, there is no point to subtlety anymore. Have our men at the roadblock and the bridge start to dig in.
Light blue=positions for our troops to take
Green= movements to get there
Purple=fortifications
Orange= lines of attack if necessary
Rolling since tactics turn
>>
Just a reminder for everybody: this was a lone update for today, I will resume posting sporadically tomorrow and more consistently the two days after.
>>
>>3544335
Yeah, all good, thanks for the great update and awesome drawing of a tribal.
>>3544328
(rolls are on fire)
>>
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>>3544262
>>3544328
9+poor at this task+good tactics=adequate success
You send out orders to all the disperate groups all over the area, and the men tighten a noose around the toll house Once your men are in sight of the house, a rider, already standing by, dashes up north, and gunmen appear in the windows. Eight men, more than is usual in a house of this size and function. One of your men rides up, the flag of Bravuria in hand, and there is a short exchange of words from a distance. Up north, at the road block, shots fall, and the tension at the toll house breaks too. One of the regulars let's loose a shot, the horse buckles, and your man turns around and bolts into safety as your men follow your command to 'flatten it with artillery'. Since beside the mortar, which to calibrate so specifically to the toll house would take some test shots, only your 8-pounder and your howitzer are capable of piercing the thick walls of the house, you use up some of your valuable howitzer rounds for this. Your ammunition is of course not endless in general, but for the explosive shots of the Howitzer are especially precious. The deafening concert ends with the toll house in ruin and some mangled limbs pertruding from the rubble.

It's the shots before, or the falling of trees to your west, not this carnage, that attracted the riders from the city, for they arrive at the road block just after you have discharged your instruments of death. From your position, you can't make out much detail, but it seems like there are a dozen of them, uniformed riders, that they stop somewhere before the roadblock, discharge their pistols, and turn around.

All in all, your every move has been successful so far. Your men are still scattered, but most are in sight range now. you have defenses set up and put down the first line of defense with no known casualties on your side, and by all accounts, Carlson should be arriving soon.

This is all going astonishingly well.

What is your next move? (remember to roll a 3d6)
>>
>>3546784
>Army:
114 experienced Militiamen
150 Soldiers
140 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzers
>>
Rolled 5, 5, 4 = 14 (3d6)

>>3546784
I will throw some dice then I will try to think about a plan
>>
>>3546896
try not to do that. Otherwise you can tailor the risk you take to the roll you made.
>>
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>>3546930
I apologize, now I realised it is playing dirty from my side.

It's time to give signal to Carlson and his man. I think this is the best we can do without fording the river.
Small group of man move to Small Brook and fire upon the rider.
Man situated at the road, should also fire at the rider and start digging in.
Grupo to the left on the open field should concentrate, and secure their position and prepare firing position for 2 pounders.
Group on the smaller hill near the mill should move along side the brook for additional cover.
Soldiers on the main hill should dig in and cut some trees for additional cover for mortars and 8-pounders.
>>
>>3546784
Supporting
Send some men to occupy the ruins, try to see if there is anything of note there.
>>
>>3547054
>>3547062
>>3546896
14+you are poor at this task+good tactics=disastrous failure

Man you guys are lucky this roll was done on an uneventful turn like this

This is the first battle you have employed a tactic so dependent on communication, and you are starting to feel the price to pay for that. While you stay with your main force and send out a few men to take the ruins of the once fortified toll house, you also give detailed orders to a number of other men and send them off. The first hitch you notice is that the Howitzer, just to the foot of your hill, is dragged for a bit, goes crooked and stops with a crack. Something happened, a collapsed badger's den or a forgotten boar trap, whatever it was, the earth gave way under the weigth of the cannon and cracked a spoke, immobilizing the piece. Meanwhile the other men meant to consolidate to your east flank seem to have done so, hard to judge through the trees. Similarely, the effort of fortifying the road is hopefully going well too, but then the men at the mill's hill suddenly start marching forward. Either the orders have been given wrongly, or this is a reaction to whatever is happening up north, where gunfire is erupting out of more muskets than the ten men you ordered to move up to Smallbrook up there.

Your men start hollering to call the marching company back, and guns are discharged, but nothing transports an imperative quite as well as the sight of enemies firing on your cormrades, and the contingent marches on.

Now all horses you had with you are occupied in bringing orders or standing by to report, all except yours
>Do you want to ride up to the front to order the men back faster?

Speaking of riders, no tell, neither positive nor negative has come from your eastern watchmen.

You are watching these problems unfold in front of you, as one of your men calls out "Carlson's here!", pointing at a line of thimble sized bodies in the distance, marching towards you. It's not two thousand men though, it's scarcely three hundred. His contingent of dragoons seems to be accompanying them, but they are only sixty men themselves.

>What is your next move? (Please roll a 3d6 only AFTER [or with the post of] you have declared your plan)

114 experienced Militiamen
150 Soldiers
140 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzers
>>
>>3547054
Supporting
>>
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>>3547146
4chan swallowed the image.

I can add though, that the men you sent into the ruins reported back that they found a number of pre-loaded muskets in the rubble, mostly cracked and smashed to bits, and the remnants of only a small barrel of powder.
>>
>>3547146
>Do you want to ride up to the front to order the men back faster?
Yes
>Speaking of riders, no tell, neither positive nor negative has come from your eastern watchmen.
Send 4 soldiers there to be sure that everything is ok

Now question is do we want them to move back or do we want all of our forces to advance?
And starts shelling enemy's position with artillery.
If we advance quickly maybe we could catch them unprepared and get inside the fortress
>>
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>>3547176
In case other Anons would go with offensive idea, this is something I would propose
>>
>>3547183
Pink circle is where I want artillery to focus fire
>>
>>3547176
Let them move back, if they engage now, we don't know if our men can get mobilized fast enough to reinforce them if the engagement goes south. We can assemble up for an assault further back, Carlson's forces leading the charge. If that orange triangle on the lower west side is some sort of force of men, I suggest we take half the men on the southern hill down south to reinforce the sentries there. Carlson like I said can fill in the gaps.
>>
>>3547187
This we need to be careful. I'm especially worried about the enemies in the river and the bridge. Any chance of surprising them, is totally gone anyway. So maybe go with a more defensive version of this>>3547183
>>
Rolled 2, 2, 4 = 8 (3d6)

>>3547146
>Do you want to ride up to the front to order the men back faster?
Yes
>Speaking of riders, no tell, neither positive nor negative has come from your eastern watchmen.
Send 4 soldiers there to be sure that everything is ok
Reinforce western bridge with 50% of man from our force on southern hill
>>
>>3547218
Sure, let's do it
>>
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>>3547218
fair success

>>3547176
>>3547187
>>3547197
You give your horse hell to catch up with the wayward soldiers and rally them back, bringing the men from the mill and the fortifications in to join the force and taking some potshots at the regulars, but moving back, rather than further forward. To your west, you see your reserves moving up and gathering further forward, but still in a defensive position, while Carlson's forces - or the portion of them present anyway - join up with your reserves.
From them, a singular rider detaches and makes way for your position. He jumps of his horse before the animal has come to a halt and reports to you with some urgency:
"Our forces have been bogged down further south by skirmishing savages. They've set up defensive positions and the savages haven't attacked when we broke out, which would be suicidal for them, but the main force is nonetheless immobile.

As he speaks, a rider is galloping up the road from the western bridge. Although he still has some time to reach you, you can imagine what he has to say.

Also, you have sent out four men to report back from the eastern watchmen, and they have not given the signal for trouble having befallen them (three shots in the air), though last time you saw the enemy cavalry, it had been going down the river.

The enemy meanwhile is moving westward, with smallbrook as a kind of shield to their flank. It's not a very numerous force, maybe a hundred regulars.

>What is your next move? (Please roll a 3d6 only AFTER [or with the post of] you have declared your plan)

114 experienced Militiamen
150 Soldiers
140 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzers

>Allies:
300 militiamen
60 militia mounted infantry

Probably my last post for today.
>>
>>3547312
>enemy cavalry
How many riders?
>>
>>3547333
see >>3546784

>From your position, you can't make out much detail, but it seems like there are a dozen of them, uniformed riders, that they stop somewhere before the roadblock, discharge their pistols, and turn around.
>>
>>3547333
>>3547343
We'll need to swing some troops to the eastern hill, to guard against the cavalry.
>>
>>3547312
Have our mounted infantry split up into two groups of 30 and head east to eliminate that cavalry detachment as well as make sure that our east flank is secure for good.

Have the artllery start shelling Smallbrook, targeting the largest grouping of their formation.

Have Carlson's militia move down to the west of Smallbrook to cut the regulars off, concurrent with our force near the mill. Once they are in position, have both our forces near the mill and Carlson's militia, march in range of small brook and open fire, trying to get the town and the regulars within a cross fire. That and artillery should inflict heavy damage.

We already gave the order, but I don't know if it's carried out yet. If half our infantry on the south hill hasn't started marching down to the western bridge to reinforce our boys yet, then they need to do so NOW.
>>
>>3547422
It's Carlsons mounted infantry so I don't know if we can order them around, additionally I am unsure if they can take on trained cavalry.
>>
Rolled 1, 2, 1 = 4 (3d6)

>>3547474
We outrank them! If the main force isn't here, then they are are under command of the senior commander present aka us. We are also sending all of the cavalry to fight against 12 men, I am sure that 60 vs 12 are favorable odds, even if they aren't well trained.
>>
>>3547490
The dicegods have shown your words to be wise and true, so you have my support
>>
>>3547312
Hi OP, just caught up. Really cool quest so far, I like that our forces are becoming a sort of elite/more regular unit among the continental army
>>
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>>3547312
If I can add, The eastern scouts are waay off, they should be on the hill overseeing at a distance. If possible they need to get back on the hill, or find a dense thicket of trees and brush. Either will break a cavalry's moment or momentum.

>>3547490
We can probably ask Carlson to send atleast 40 of his riders to collect our men on the east, and take care of the enemy cavalry.

>>3547422
I think we should Hold off firing the howitzer, its more valuable to fire the shots at the fort. Let the little gun pieces deal with the forces at the brook.

If they intend to keep on moving west along the river, we should let them. Our main force is literally going be in a flanking position on them if them head all that way to the bridge, they would have almost no were to run since the river would be on one side and we can trap them or inflict heavy and severe casualties on them.

We also need to consider moving our HQ from off the hill to the little force by the road west of the toll house in between the trees, or by the artillery position at the edge of the hill.

It would reduce the difficulty of orders reaching us and we would receive them faster. We can leave some men back at the previous place to direct the riders and messengers to where we currently are and when the have all been informed they can rejoin us.

Now for the force that seems to be moving west alone the river we should left them move as far west as possible and ambush them at where the scattered blue scouts from the river and the brook are. We can do an anvil and hammer ambush with Carlson's men as the Hammer

We ought to reinforce the men at the bridge and have them build some more fortifications on both sides of the bridge
>>
>>3548022
>>3547422

>>3547422
Crimeny. If this battle isn't exciting enough for you, blame your rolls
Transcendent success.

You move west of the road, where you have your reserves march to, and call for the dragoons to go after the cavalry, and give them orders to have the men in the east retreat onto the hill. Meanwhile, now that you know that there seem to be savages down west, you have half your reserves march down there. You hope Albert and the men down there can hold out before the savages break through.

As you get into position facing Smallbrook, one of the dragoons reports to you. They have met the enemy and were last in the process of cutting off their escape. He came before the skirmish was over to tell you that a rider was seen going to the watchtower.

Then you start shelling Smallbrook, wasting but a prayer for the men, women and children in the village, your mortar and 8-punder still moving up, but your 2-pounders laying into it, while Carlson's men get into position to intercept the regulars should they cross the brook to flank you.

But they don't cross. They turn around, back into Kingsbridge, somewhat inorderly, and a lucky barrage of scattershot runs through them. You cannot see the blood from where you are, but you see bodies flayling as they fall to the ground, and the formation breaking. Flustered and panicked, they start running towards the opening gates of kingsbridge.

What is your next move?

>What is your next move? (Please roll a 3d6 only AFTER [or with the post of] you have declared your plan)

114 experienced Militiamen
150 Soldiers
140 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzers

>Allies:
300 militiamen
60 militia mounted infantry
>>
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>>3548797
>>
>>3548799
Now I think the fundamental question is whether or not we should try to rush the gates, while they are open and the enemy is in disorderly retreat. I wouldn't suggest it if we just had militia, but our soldiers could be ordered to rush into such a situation, it should take the enemy by surprise and while we will suffer casualties, the potential payoff is massive. Losing the southern side of the river would be a huge blow to the enemy. The soldiers just south of the gate and already firing on the retreating hostiles should charge, the fleeing men will hopefully not offer much resistance. The artillery can focus on the walls to suppress the crownsmen there. It's risky though, if they close the gates fast enough or the retreating enemies regroup we are stuck in a shitty situation. What do you guys think?
>>
Rolled 2, 3, 2 = 7 (3d6)

>>3548797
Finalizing my vote for this>>3548824 let's try to rush the fleeing enemy and the open gate, with our artillery suppressing the walls (save howitzer rounds). Our cavalry finishes of the enemy cavalry. The troops on route to the western bridge continue to march there to repel the savages.
No risk, no reward.
>>
>>3548841
Maybe fire one or two howitzer explosive rounds into the gate if it looks like it is closing and if our men aren't in the way
>>
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>>3548841
Good success

>>3548841
>>3548853
>>3548841
>Howitzer
That thing is immobilized. It's got a cracked axle. I realize I said 'spoke' above, but that's my b for not being a native English speaker

In the east, the riders disappear more and more in the distance as the Crownsmen cavalry, faster, better equipped, better riders, but outnumbered and outflanked, are chased further and further away from the fight.

In the west, you don't really know what's going on, but you have over a hundred mend down there and Albert Kater, who better earn his ridiculous wage.

And here before you stands open the gate of Kingsbridge, panicked crownsmen running towards it. And you call for a charge, hoping to the two-part-God that your men down south wont shoot you in the back. The company officer switches from a hasty march to a jog, where one hand holds his sabor forward and the other his hat onto his head, and his men follow, the trained soldiers in front - a costly decision no doubt, but high stakes for high gains.
Lead immidiately rains down from the walls, and the gates are beginning to close, clogged by fleeing Crownsmen who fear what the Territorials will do to them that have just opened fire on a populated village.

It's a matter of seconds that the question is answered if you have just sent your men to a wall in front of which they can be shot down or into a crack into the city itself. The violent screams of a meelee erupting tells you that the latter is the case. Your men are pushing into the city, though on the other side they seem to have met a line of regulars. From the walls still muskets shoot down into the mass of your men and you are close enough to see clouds of red mist erupt, but the cannon quickly begin blasting the walls, which brings them not to fall but surpresses most of who are atop them. The regulars in the town will at some point have to yield. The question is - will you
>follow
or
>regroup?

Also, in general, give me your
>next moves


114 experienced Militiamen
150 Soldiers
140 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzer (immobilized)

>Allies:
300 militiamen
60 militia mounted infantry
>>
Rolled 2, 4, 1 = 7 (3d6)

>>3548859
>follow
We are committed now, there is no way but forward. The artillery stays back with a reasonably sized guard force and provides covering fire against the wall and fort, everyone else keeps pushing forward. We got them with their pants down, let's finish the job.
Cavalry keeps chasing of the enemy and I'm sure Kater will earn his pay. Got his men into a nice square anti cavalry formation, he'll be fine. Should some savages break of to harass us, they'll have to deal with the forces guarding the artillery.
>>
>>3548859
And have someone start to fix the howitzer wheel, if that's not already happening.
>>
Rolled 6, 4, 6 = 16 (3d6)

>>3548859
GO! GO! GO!
Storm the front!

>follow
Dispatch a last set of orders for the men before we become difficult to reach, the men on the mountain are to stay back and observe the southern road to our rear, ensuring the enemy Calvary doesn't do anything desperate. If they are smart the will bugger off.

Try to tell the villagers to leave and if possible evacuate the small brook village,I thought it was a bunch of rocks I swear!

The men at the mill will screen the river/stream in case the enemy riders attempt to cross back over. Keep 20 men from the mill watching the area, have the rest meet up with the men on the hill to their south east. They will watch the southern road and ambush any forces attempting to come up from behind.

Call back Carlson's cavalry, send them west to the bridge to help.


Look for any large wagon and put our howitzer on it, it won't be repair in time but it can still be rolled in to battle if we can detach it from its broken carriage and put it onto the back of a 2 wheel wagon then angle it at the fort, I recall some of the barricades we set up to block the toll house had some wagons?

Have our HQ move to the remains of the blockhouse and build some makeshift fortifications and sangars from the ruins of the toll house. Grab some of the

I just woke up to use the washroom and decided to check up on the thread
>>
>>3548915
Boy am I glad only the first roll counts, or this would have been apocalyptic.
>>
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>>3548915
Some parts got cut off for some reason....

Grab some of or all the barriers we set up on the road to reinforce the toll house.

>>3548916
I didn't know if I needed to roll or not so I did anyways.... Not used to this troll sytem.
>>
>>3548920
Doesn't hurt to roll, even if it's not taken.
Good plan, supporting
>>3548915
>>3548920
>>
>>3548925
Just realized carts and wagons aren't the same thing.... So I mean to find a cart for the howitzer to be fired on, we can make do with a wagon if we remove the front wheels or cannot find a suitable cart.
>>
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>>3548915
>>3548875
good successd
you push through, pushing the regulars onto and over the bridge. Before you completely descend unto the madness that fills the streets of Kingsbridge now, you bellow some commands, pretty extensive ones actually, restructuring the battlefield. Put the reserves at the ruined toll house. Get the cart at the center of the road block to the howitzer and the rest of the barricades to that new HQ.
The dragoons back to Kater, men from the mill manning the brook and hill - Though Darling reminds you that the mill's pretty much empty and that you'll have to send men back from the artillery covering force. After having entrusted this complicated set of orders, you throw yourself into the mess of bayonets and swords, with militia follwoing your soldiers and Carlson's men besides, which hopefully are seccuring the dinged up Smallbrook.

The regulars are pushed back with only nominal resistence, there is an attempt at first to hold the streets, but to avoid being swept away, they move back over the bridge, to a contingent of about eighty 'Scepters' - the Old Kingdom grenadiers - on the other side of the bridge, holding its mouth. You have passed the walls and taken the southern side of the city. The fort is not cannonproofed from inside the city and the now only thinly staffed walls to the south are being taken by your allies.

You, on your horse and all the way at the front see cannon being dragged out from the fort, two hundred feet away from you, and a secondary line of men waiting at the northern gate of the city.

It reminds you of the type of maneuvering General Darington would do, but you can't put your finger on why.

give me your
>next moves


114 experienced Militiamen
150 Soldiers
140 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzer (immobilized)

>Allies:
300 militiamen
60 militia mounted infantry
>>
>>3548976
>next moves
Our men should clear the southern part of the city, but not advance over the bridge. We are going to hunker down on the southern side, keeping some buildings or at least a wall, between us, their canons and their grenadiers at all times. Our artillery should start to excessively shell the troops forming up on the northern side of the bridge and the fort. Additionally relocated 2 of the western 2-pounders to the 8 pounder and have them blast the reinforcements form the watchtower once they get in range.
Howitzer recovery and all that just proceed as planned
>>
Rolled 5, 3, 4 = 12 (3d6)

>>3549003
>>3548976
forgot rolls
>>
>>3549003
Agreed, We need to clear the city walls on our side first, we may even be able to turn the cannons the have on the walls onto the city. I think we should focus on the right side first so we can move the mortar and 8 pdr closer or have them shoot at new targets.

>>3548976
How many men do we have at the mill, the toll house, both hills, and the ones watching the stream feeding the mi the large one to the south west with that singular house on it and the men on the east hill?
>>
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>>3549021
>How many men do we have at the mill, the toll house, both hills, and the ones watching the stream feeding the mi the large one to the south west with that singular house on it and the men on the east hill?

At this point it's difficult for you to pin down the exact numbers due to your commands to split up often being somewhat vague (which is a good thing, as it gives your officers on the ground a way to adjust as they see fit), but there are less than ten men left at the mill, there are now most of your reserves, six dozen or so, at the Toll house, twenty five men between the river and the hill. That singular house has like three old or lightly wounded men holding it, and Albert Kater plus relief nets probably another hundred. The rest is either manning and protecting artillery or in the city.
>>
Rolled 3, 1, 4 = 8 (3d6)

>>3548976
Move the men on the east hill closer to the edge on the left between the toll house and the mill but still on the hill near were the stream starts so they are not so isolated and can flank any force going to the toll house or the mill in either direction.
I don't think the cavalry would come back since it makes no sense for a small force their size to do so but they could get desperate and try a suicidal charge on our artillery, especially if we leave it vulnerable.
I want to move the men on the eastern hill to either the rear of the artillery or to gather at the toll house to be used elsewhere but I am indecisive of this at the moment.

Have we gotten any riders from Kalbert recently?

>>3549032
Just finished my map edit when your post made it irrelevant lol
>>
>>3549032
Nice pictures, you draw them all by hand on a tablet?
Could also you do a gear load out of what they carry on the march including a list of items later?
>>
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*map*
>>
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>>3549003
>>3549021
>>3549005
Failure.

You call for your men to clear the southern part of the city, and see that many of your, and Carlson's men, have already begun to do so very thoroughly. While your frontmost men obey your order to move behind buildings out of sight of the Scepters, who stand in staggered formation behind hastily erected defenses, men further back have taken to looting houses. Screams and the breaking of windows echo in the body-jammed streets.

Meanwhile, some of your men aid in taking the walls, where they meet some quickly surrendering soldiers and a wealth of pre loaded muskets, but no artillery.

On the right hand side of the wall, your allies get involved in a meelee with the garisson there which seems to fight for a retreat to the river.

Despite the unwieldly response of your men here, there is a conspicuous lack of shooting at your position, from either the fort or the Scepters, who are holding their fire on the other side of the bridge, but who are not being shelled by your cannon as you ordered, as the two 2-pounders you intended for this are slow to arrive and hindered by the unordered, looting back lines.

Alright, give me now not just your next move, but the manner you intend to finish this battle in. We are 'zooming out' from the tactical display to a strategic one. I will take a bit of a break here, but will be available for questions and such. Still give me a 3d6 though.

Army:


114 experienced Militiamen
150 Soldiers
140 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzer (immobilized)

>Allies:
300 militiamen
60 militia mounted infantry

>>3549043
tablet. Who are you refering to with 'they'? The Crownsmen regulars?
>>
>>3549062
Of Kingsmen regulars and loyalists with standardized equipment. So yeah including the Crownsmen. But mainly the Cownsmen.
>>
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>>3549062
Are Carlson's Calvary being attacked by random wolves? Are they savage owned wolves?
>>
>>3549087
The savages ride and fight side by side with wolves
>>
>>3549076
sure, I'll draw that. I'm open for any request anyways
>>
Rolled 2, 2, 5 = 9 (3d6)

>>3549062
Gather all men on the east hill to meet us at the toll house, then move the remaining forces into the city for battle. Move the artillery up to be closer and make heavy use of plunging fire from mortars and other artillery pieces to take out the enemy artillery and any groups of soldiers in the streets.

Start reasserting order by having officers disciplining men for looting before the end of battle and force the looters to the frontline battles.

We want to disable the enemy heavy weapons so we can fire on their strongholds and concentrations of enemy soldiers with relative impunity. Once we force the enemy from being able to properly cover the bridge we can move to take the other side and finally the fort.

Once the fort is taken, we can focus the Savages.
>>
>>3549062
What would be the win condition for this quest or conflict? If we win or meet the victory conditions, will we get to continue this quest in a more tradition quest like way or would it end?

How much optimization or involvement in the more supply things of this quest can or will we be getting into? I was thinking of us making war material that we can sell to both fund our army and outfit our units and our allies units. I don't mean to go profiteering in the war but getting income for a fair priced and quality item that will serve everyone well.

Also can we form specialized units such as combat engineers or sappers?
>>
>>3549244
>If we win the war by throwing the king and his men off the continent, will we get to continue this quest in a more tradition quest like way or would it end?
I was thinking about that. I'm prone to start things with huge scope and then drop them half way, so I'm trying to keep this small-ish. After the revolution, we might follow Crawford, but we could also look into other points in this world's history. My not being a native speaker makes a traditional quest unlikely to succeed.

>How much optimization or involvement in the more supply things of this quest can or will we be getting into?
It'll be as it has been so far - you'll be able to do your thing with relative impunity and I'll try to accomodate the consensus.

>can we form specialized units
don't see why not.
>>
>>3549305
>don't see why not.
Sappers Ahoy!

So what level of firearms tech are we at? I assume we are using flintlock guns?

Are there trains and railroads?

What is our official marching song? I have "The British Grenadiers" playing in my head every time I think about tactics before I post, and its kind of stuck in my head.
https://www.youtube.com/watch?v=1zSowOS4Wyg
>>
>>3550161
Carbines are super rare and expensive.
Trains/railroads don't exist.
>>
>>3550189
>Carbines are super rare and expensive.

Why? Just make the same musket but with a shorter barrel and rod. Shorten the butt stock or cut it down, and voila!
>>
>>3550292
carbines aren't rare, repeaters are
>>
>>3551490
Well that makes a lot more sense.
>>
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>>3549114
adequate success>>3549114

You command your men to discipline the looting and put them into the front line. They do not protest, as under Albert's new hierarchy, they are not beholden to the approval of the men anyways, and one or two marauders are picked to be incarcerated to be flogged later, while a number of others are forced up to face the Scepters in the staredown over the bridge.

You ride out of the city to gather your men at the toll house, to regroup, and finally push over the bridge. Sulfur clouds lay heavy over the battle field, here and there lie dead men. This is different to Ardadike, where Ardadike was an orgy of death and blood and inaudably loud explosions, this is a God damned marathon for you and your men. Your head beats in the rythm of your heart as you hoarsly call for the exhausted men to regroup around you which they, with some delay do. Before you march off, you give your Howitzer, which can now move, albeit only on roads, and your other heavy ordenance the order to start plunging fire, which the mortar crew especially greets fondly.

You march on and the artillery bellows. At the gate, you are met with a rider, one of your officers. The scepters, he says, have moved away from the bridge. They are exiting the city. The cannon the enemy had moved out of the fort had been the cannons of the fort, and the men grouping up at the north gate were fixing to leave through it. You understand now why the movement reminded you of Darington. This was an ordered retreat. Behind you, your artillery pieces still scream as they pepper an empty street beyond the bridge, as well as the houses to its sides, with heavy lead balls.

Then something even louder erupts, so loud that it seems like it's only a low thud, and your hat is blown off your head.

In astonishment you watch, as if slower than normal time, the upper floor of Bridge Fort, is blown to bits by some hidden powder compartment, and debree is thrown hundreds of feet around.

It takes your men a while to collect themselves, but they start streaming into the now empty city. You have taken kingsbridge, the most important crossing of the Beohata River is yours. You have done so with only 700 men, no less, and as Carlson's forces finally arrive, you have manned the walls and the ruins of the fort. (+1 morale)

(cont.)
>>
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Between now and then, Col. Albert Kater reports back to you also. He's bloodied and not wearing his glasses, his mustache is caked in blood, as is his sabor. He hasn't got his furred coat on, and so his considerable belly stretches the formally white blouse to its limits.
On a rope, threaded through their eye holes, he is carrying a number of savage masks, and one of his men - one of YOUR men you correct yourself mentally - is dragging a woman with him, half naked, red skinned and desperately trying to cover her unmasked face.

"A hell of a lot of fight in these people." Kater tells you with a smile. "And those wolves. Well they go down from a musket shot at least, they're not bears."
Then he presents to you the woman.
"Look what we have captured. A witch, one of their seers. These savages are bound to be more adapt at using Fortuna, right? No hazy hallucination and dull premonitions for them. We should use her!"


>No, it is a Godless pursuit
>No, it's pointless superstition
>Lets take her with us
>Lets send her back to Bravuria
>Other (write in)
>>
>>3551643
>Other (write in)
Take her off his hands, tell him. "I will be the judge of that."

Have the woman brought to a our tent with guards posted outside. Withhold her mask from her for the time being if we have any local women or camp followers who can help us clean and bathe her we will do that as well.


Then we start the "interview" with her, not alone of course and have some strong strapping lads nearby in to restrain her if she gets uppity.

Speak to some of the locals asking them about the savages, who and what they are like, their encounters with them, their use of witchcraft, while animals and drugs, and any incidents of note they have experienced with them.

Make sure she is watched by some men and an officer at all times. Even when bathing or using the latrines, or put her in a room where cover any and all openings like windows or moveable floorboards, etc. Heck even surround the building just to be thorough.
>>
Rolled 6, 4, 6 = 16 (3d6)

>>3551643
Afterwards we can take her back with us to Bravuria.

Forgot roll
>>
>>3551654
shit that's bad.

Probably need to ask around for someone who speaks savage.
>>
>>3551654
>>3551655
we are out of the tactics phase, you will now again only have to roll when I call for it.
>>
>>3551657
Oh good, that was a pretty atrocious roll.
>>
>>3551643
>Lets take her with us
Also
>It's pointless superstition
But
>Maybe we can make deal, them leaving us alone and us leaving this territory after we deal with kingsman

>Give that Woman a mask to cover herself up
>>
>>3551660
>>3551653
You tell Albert to give the woman to your baggage train where she is to be cleaned and fed, and though you are not sure about it, you decide to give her a mask to cover her face, which she eagerly, like a frightened animal, grabs and presses on her face. Before you speak to her, you gather information on the Wolf-tooth witches, as they are incredibly different to the savages around Bravuria. You are told that Wolf-tooth savages are not as numerous as those down south, for every free savage (they have thralls and freemen and -women) is paired with a wolf. They can only sustain a population of free savages as they can sustain wolves. They never appear without masks, and cover their hair in artificial mains of wolf's hair and feathers. They are less open to trade than those further south, but they did fight in the Waton-Savage-war, on the side of the Watons. Their witches are supposedly soothsayers (as all the savage witches are), they can control animals and drive a man mad. The common theme amongst savages continues here, that they consume Fortuna like bread, and here the normal folk seem to eat as much as the priesthood. Then you take a local translator with you, and start interogating
>What do you want to ask her?
You are good at this task. Give me a 3d6

As you encamp in Kingsbridge, time to rest your men, heal the wounded, scout out the territory around you, you also get to your old routine: Writing and receiving letters. The tell of your victory soon reaches Bravuria, and your next recruitment report tells you that the turnover rate has now finally been overcome and you are slowly gaining troops again. You also get word that you were able to sell Fortuna for 12000 Crowns to Dörtigland, of which you payed 5000 to the Palatinate. Another urgent matter is whether you want to have your tax bill submitted in absentia - you recall that it's content, set up by your secretary, is a watered-down version of the Old Kingdom tariffs.

And a third, very troubling message reaches you. The Enward Islands have shut off trade with the territories in rebellion. Old Kingdom warships, which had to retreat north after the fall of Ardadike, have been seen traveling down south.
(cont.)
>>
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>>3551668


Carlson meets with you to discuss your further actions. There is an Old Kingdom army walking the territories now, the Kingsbridge garrison together with a Kingsgate force. Darington is still somewhere in the east, and nowhere near Kingsgate. Carlson asks you whether you think it is wise to get into another siege at Kingsgate, or if you would advocate for circumventing the city by going around Lake Katex and fording the river up there, or if we should provoke a battle to take the city without a siege.

>Army (Nascent Ts)
110 experienced Militiamen
138 Soldiers
126 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzer (Not off-road capable)
>Bravuria:
50 Militiamen (20 Hinterlands)
285 green Militiamen (80 in hinterlands)
40 green Cavalry Militia (Hinterlands)
4 Officers (2 hinterlands)
2 2-pounders
1 mortar
1 12-pound Howitzer
>Navy:
2 trade ships
1 corvette (2/12 guns)
25 sailors
>Morale:
7/10
>Resources:
7950 Crowns
access to a understaffed dockyard
a small foundry
1 ship's loads worth of cotton
Actions in Progress:
[Trade with Dörtigland] – 11/?
[Trade with the Palatine] 6/?
[Recruit 280/500] 12/?
[Trade with Honoria] – ON HOLD
[Envoy to the Savages] - ON HOLD
[Build 12 2-pounders] 5/10
[Cotton trade] 2/?

Actions completed
>>
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Rolled 5, 3, 5 = 13 (3d6)

>>3551668
Ask her...
Who she is
Where she is from
Why she and her people attacked us
And how we can speak to her people and have a truce or diplomatic relations.

>>3551669
I kind of want to do a distraction of marching on Kingsgate, only to turn back. We build a bridge and cross the Beohata river to surprise Rexton fort, and take a series of fort along the way to link up to Darington forces.

If we do this, we can draw forces from kingsgate into a skirmish and make it easier to for Carlson's forces to siege kingsgate. If they don't come out to meet us, then we take out the nearby forts and isolate kingsgate, and eventually siege it from two sides with Darington's help.

Otherwise we should probably try to provoke a battle after some reinforcements and resupply and we need more artillery and cavalry.

Whats the situation on our cotton? Have we found a buyer yet?
>>
>>3551669
>>3551668
As a reminder: I still need your actions for next month, including your position on your tax bill.

>>3551682
>cotton
When something comes up, it'll be in the turn progression
>>
>>3551713
Does it include a tax on finished goods and consumption like livestock, fruits and veggies, wagons, guns, and cannons?
>>
>>3551720
It is mainly a tax on export and domestic sale of paper, Fortuna, cotton and oil. Finished goods and livestock are moderately taxed, but only in domestic sales.
>>
>>3551729

Tax bill seems fine for now.
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>>3551713
I think we should submit it with our signature of approval.

>We should....
Organize some supply trains to get us the finish 5 cannons cannons from the bellmaker with plenty of ammunition and a new carriage for our 12 pdr and extra parts for any breakdowns.

Order the men in the hinterlands to form a horsemen Squadron.

Send a message to find out where approximately Darington is or where we can eventually meet.

>Army actions
Have the army begin training and practicing some orderly retreats. We may not be as good as Darington, but we can be better. Our battle at Ardadike showed we need some proper training in that regard.

Also get a after action report from the soldiers that guarded the western bridge, how many were lost, what they did, and if they fired first at the savages, and the savages tactics and crossing of the river? Was it a river or more of a stream that the savages cross over to our side?
>>
>>3551682
>>3551736
>>3551734
>>3551682
Regular Failure.

You try to find someone who speaks the savage tongue, even just a little, but the only one who comes close is a merchant whose house you partially destroyed in the bombardment of the city and who explains that he sometimes talks with fur traders, and that one can communicate with them if one puts their all into it. He asks for unreasonable compensation (-10 Crowns)

With wild gestures and some savage loan words, he tries to translate your questions, and her answers.
It seems like she is a shaman, and her name is Adi-he-Waheti, which means something, but you don't know what. Her answer to the question of her origin is vaguely answered with gesticulations all around her and a word the merchant translates as 'land'. the same word she uses to answer your question why they attacked you, and then *again*, when you ask her how to establish diplomatic relations with their people.

After this fruitless interview, you ask Albert how the altercation even came about. He informs you that, as far as he was concerned, it was an unprovoked assault by an organized force hellbent on chasing the garisson from the houses at the bridge and continuing northwards. Similarly, the attack on Carlson's men was sudden, organized, and not a raid but rather a sustained attack.
The river crossing the savages undertook in the west was over a narrow river, whereby the savages swam independent of their wolves.

You send a message of support for your tax bill down south for it to be passed next month, and to the Hinterland to order your horsemen away from the Border Rangers, to form a cavalry squadron. Additionally, you arrange for a more efficient route from Bravuria to the Nascent Territories in the form of always moving supply trains (-600 Crowns), to get your cannons up north as quickly as possible. meanwhile, you send scouts on boats over the river to triangulate Darington's position more precisely.
in turn, you get the information that you have found a buyer for your cotton: The New Olontes militias. You have sold your second load of cotton for 1250 Crowns.

Your men spent the days drilling ordered retreats, until Carlson orders the army to move, a hundred of his men staying back at Kingsbridge, where the population is not exactly happy with the occupation, citing the destruction in and out of the city as a violation of their property rights.

(cont.)
>>
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>>3551756
Carlson informs you that he has agreed with your proposal to forgoe Kingsgate for now, considering that the pincer move that was planned before would no longer be workable due to Darington's slowed advance. He tells you that a bridge over the Beohata is only feasable so far south that the march alone would make any hope of surprise impossible, so he had boats built en masse over the last weeks to cross closer to Kingsbridge. From there, the plan is to join up with Darington and move right to Kingshouse. He also gives you the opportunity to leave your men under his command and turn around to deal with matters in Bravuria, if you are so inclined

It is late summer. You are on campaign. Give me your orders for
>You
and
>Your assets
Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.

>Army (Nascent Ts)
110 experienced Militiamen
138 Soldiers
126 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzer (Not off-road capable)
>Bravuria:
50 Militiamen (20 Hinterlands)
295 green Militiamen (80 in hinterlands)
40 green Cavalry Militia (Hinterlands)
4 Officers (2 hinterlands)
2 2-pounders
1 mortar
1 12-pound Howitzer
>Navy:
2 trade ships
1 corvette (2/12 guns)
25 sailors
>Morale:
7/10
>Resources:
9150 Crowns
access to a understaffed dockyard
a small foundry
a Wolf-Tooth Shaman
Actions in Progress:
[Find Darington] 1/?
[Organize Supply lines] 1/3
[Trade with Dörtigland] – 12/?
[Trade with the Palatine] 8/?
[Recruit 300/500] 13/?
[Trade with Honoria] – ON HOLD
[Envoy to the Savages] - ON HOLD
[Build 12 2-pounders] 6/10
[Cotton trade] 3/?

Actions completed
>>
>>3551758
Can we call up 100 green militia men from Bravuria to reinforce us on before we cross the river in boats?
>>
>>3551758
>>3551758
We shall make her our envoy then, start teaching her our language, and try to learn her language so there is some reciprocity. She is to be our well treated prisoner until we can send her back with a message of peace and gifts of fortuna, and sweets. I have plans for her... I swear they are not lewd!

>We
Send for men to reinforce us, and begin to teach Wolfy girl how to speak and communicate in our language while trying to learn hers. make sure to have quill and paprus at hand, don't forget to write down words we already know.

>Army Corps of Engineers
We select 20 men who are good with tools and have knowledge in craft and building to form our first Sapper unit. Our army will make a more permanent ferry crossing at a chosen point for us to be better supplied while we march across the T!

We will siege 12 Point fort, first by sending skirmishers to surround the area and move our army north of the fort. Carlson will come up on the fort south and west.

Can we get a count of how big Carlson's army is?

Ugh, had difficulty posting.
>>
>>3551898
Supporting
>>
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sorry for the late post, I didn't have the thread open. I'll probably take a few days off after this post to recharge

>>3551898

You decide to learn from your prisoner, and you command her to be treated well. She soon demands Fortuna, showing clear signs of withdrawal, and wood and tools to fashion a new mask for herself, the one you gave her being too large for her face. Thus the first words you learn are those for fortuna, wood, and face.

You send a note down to Bravuria to call for reinforcements in the shape of a hundred greenhorns.
Meanwhile, you put two dozen men into a Sapper unit, men that will be builders and engineers both for your war machines, but more importantly for the infrastructure your army will require.
These men have their first training routine in building catwalks at the shore of the Beohata River, and spanning a thick rope over it across which ferries can be pulled. You join up with them after making a fake forray across the bridge, and your men enter the nascent territories. You move your army north of the fort while Carlson covers the south. The skirmishers you send out report back that the fort is manned with no more than three dozen men and should be easily taken.

Finally you get tell from your scouts about Darington's whereabouts: Having been repelled at Blackcastle, he has dug in south of Huntspost. Your scouts also report that Belling's Fort is in your hands.

It is late summer. You are on campaign. Give me your orders for
>You
and
>Your assets
Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.

>Can we get a count of how big Carlson's army is?

Carlson's forces:
1700 militia
50 militia mounted infantry
12 pieces of field artillery
2 pieces of siege artillery


>Army (Nascent Ts)
110 experienced Militiamen
138 Soldiers
126 Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzer (Not off-road capable)
100 green militia (in transit)
>Bravuria:
50 Militiamen (20 Hinterlands)
200 green Militiamen (80 in hinterlands)
40 green Cavalry Militia (Hinterlands)
4 Officers (2 hinterlands)
2 2-pounders
1 mortar
1 12-pound Howitzer
>Navy:
2 trade ships
1 corvette (2/12 guns)
25 sailors
>Morale:
7/10
>Resources:
9150 Crowns
access to a understaffed dockyard
a small foundry
a Wolf-Tooth Shaman
Actions in Progress:
[Learn Wolf-Tooth-Language] 1/10
[Turn Adi onto your side] 1/?
[Train a Sapper unit] 1/6
[Find Darington] 2/?
[Organize Supply lines] 2/3
[Trade with Dörtigland] – ON HOLD
[Trade with the Palatine] 9/?
[Recruit 310/500] 14/?
[Envoy to the Savages] - ON HOLD
[Build 12 2-pounders] 7/10

Actions completed:
[Cotton trade] 3/?
>>
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>>3549076
here you go
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>>3552070
That's cool I fell asleep.

>Us
Spend at least half an hour every day to teach and learn from wolfy girl.
Learn the condition of Darington's Army size and assets.
Forgot to add last post, tell the men at Kingsbridge to help rebuild and repair the defenses and the peoples houses and shops that were destroyed, after that, for them to fix up the hamlet at small brook. If they feel the need to find something to preoccupy themselves further afterwards, tell them to further fortify the western bridge to their west at kingsbridge
Tell some of the men to reconnoiter General Pinkelton's? Forces until we can get a rough number of their men, their artillery, horses, and if possible, their intentions.

>Army
Have the army surround 12 point fort at a distance, with Carlson's forces clearly massing south of them. Send a rider to the men at the fort asking for the surrender. Inform them that if we shall begin battle, no quarter will be given.

After we take this fort with similar methods we use at 12 point, but we form a V around the fort with the fort's only backside being the river. Its probably a fort meant to watch the river and not so much the area around it so it SHOULD be fairly easy. the V and the movement line is poorly drawn since I suck at MS mouse painting, and can't hit undo more than 4 times.

>>3552152
Cool, very nice detail. Love everything about that kit. Wait Queen's rifle? I thought we were up against a King?
>>
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It is my hope that we can take both forts and meet up with Darington's forces to begin our march on kingsbridge before the end of summer

Forgot pic.

>>3552781
Also mention to the men of 12 point, if they hand over the fort and lay down their arms, they will be treated fairly.
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>>3552781
>Queen's rifle? I thought we were up against a King?

The Old King takes wives, periodically, often a younger overlapping with an older. They are his Queens, and the Queens of the Old Kingdom.

The Queen's Tears musket is named after one of the Kings favorite recent wives, Queen Hellen of Harbourgh specifically, which is why it is sometimes called 'Hellen's gun'. Its design was commissioned to honor her death 722, and in each of the first 1.000 muskets, a piece of her sublime bone is inlane at the stock where the cheek meets the weapon.

It is not entirely known where the bone for the subsequent muskets comes from, but every gun has this smooth, egg-shell white bump on its stock.


I will, by the way, need a *3d6* to start next thread off with.
>>
Rolled 1, 4, 1 = 6 (3d6)

>>3553425
here you go
>>
Rolled 1, 6, 5 = 12 (3d6)

>>3553425
>>
>>3553425
Also, remember to archive
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>>3553574
good shout

archived:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Continental%20Rebellion
>>
>>3553536
That's one mighty fine way to start a thread
>>
Where is this new thread? I can't find it.
>>
>>3554108
As I said, I'll take a break for a few days. Thread will probably drop between thursday and saturday
>>
>>3554456
Ok.
>>
New thread: >>3557689



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