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Welcome to Continental Rebellion. 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 on campaign in the north.

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

The sun beating down on your neck has lost some of its bite over the last weeks, and the wind blowing down from the mountains already speaks of things to come. Still, it is too hot for the coat and hat of your full uniform, your open blouse is heavy from sweat. Your riding boots stick to the wet mud of Twelvepoint Fort's court yard as you walk by the row of red-clothed, wigless men, flanked by your grey-uniformed soldiers. The fort had been taken without much of a fight. It had turned out that it was staffed with only a dozen regulars, the commanding officer of whom quickly surrendered as the vastly outnumbering army had appeared at the foot of their hill. The Crownsmen been rowed up now to your right, for you to walk by them and demonstrably ignore them, showing them no scorn.

Now, Twelvepoint Fort is the temporary base of the Second Continental Army beyond the Beohata River, and you are its warden. General Carlson went on with his 1700 to take Rexton Fort without you. Getting supplies has been a hassle, especially now that the population here has turned against you after what happened in Kingsbridge, and considering the religious tensions. Luckily the supply lines you had set up are beginning to take fruit and Bravuria is sending the necessities. A hundred greenhorns have been sent up, downright cheery, they can't wait to fight for the rightious cause. Not too long now, and the field guns too will follow that line, neatly before winter starts.

(cont.)
>>
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>>3557689

You've finished your silent walk past the prisoners now, nod at the officers, one of Albert's creation, you think, stoic and bestial, and make your way to the fort's officer's quarters while the officer leads the prisoners to be fed and cared for.
There, up the wooden staircase, in the furnished room of the fort commander, you had your other prisoner quartered. The guard opens the door for you and you enter the small cabin, with its oven, feather bed and painting of the Old King from afar.
On the bed, cross legged, sits Adi, in the clothes that you have given her, trousers and blouse, but no shoes. An immodest fashion for a woman, but far less so than the cloth blanket she had wrapped bellow her bosom in her traditional gown. That's gone now, to not give your men any ideas, as is the mane-like wig of white wolf hair she had worn, instead short, black hair is visible behind her mask - her mask, of course, you let her keep. She would scream and wimper like a hurt animal, clambering to get it back, or anything to cover her face. So you let her keep the mask, and she's been calm and even cooperative in your quest to learn her language and teach her yours.

"Hello." you say. Her gaze doesn't meet yours, she's staring at an unspecified point at the wall.
"Look Grass." she says, in the Old Tongue.
"I beg your pardon?"
"Look Grass."
You furrow your brow. Then you understand.
"Oh, Sightweed! Fortuna. What about it?"
With a sudden jolt she snaps her head around to look you in the eyes, with her piercing, black stare darkened by the shadow of the mask.
"Yes. Sightweed. You Give: Sightweed. I give: The Soon."

You:

>Ask her:
>>"What are you going to do with it?"
>>"What do you mean, 'The Soon'?"
>>Something else (write in)
>Call for the guard to bring some of the Fortuna stored in the fort
>Decline, take your language lesson and get back to work (commence turn progression)
>>
>>3557691
>Call for the guard to bring some of the Fortuna stored in the fort

>"We would say 'near future'"


Prepare something to write to make notes and observations
>>
>>3557691
>>"What do you mean, 'The Soon'?"
Do you mean "The Yet to be, or The Possible, but not certain to come?

>Call for the guard to bring some of the Fortuna stored in the fort
When it arrives ask her
>>"What are you going to do with it?"
Then hand it to her.
>>Something else (write in)
What should I know before had or expect so I do not worry myself and the men?

Was just about to sleep
>>
>>3557691
Man, twelve point was small. Wouldn't have bothered wasting time scouting and surrounding it if I knew it was THAT small.

Love the small details and shrubbery.
>>
>>3557706
supporting
>>
>>3557697
>>3557706

You open the door and exchange a few words with the guard, who nods and descends down the wooden stairway. As you turn back to Adi, you consider what you are doing; You had been quite confident in the past that the shamans among the savages hold their positions based on superstitions, not ability, and you were happy to believe it, the alternative being both impious to consider and frightening to contemplate.
Even still, the effects of Fortuna on the human mind are undeniable - Small quantities sharpen the senses, larger doses bring shady halucinations and feelings both of eery premonitions with indecipherable content and of extatic anticipation for nothing in particular. There are those that think that the effect of the drug points to one or another kind of future.
Albert Kater, your bought officer certainly seems to think so, and when he had captured the witch he had speculated that she would be able to make out more clearly what lies behind the veil of inibriated uncertainty the plant produces. His countrymen, too, are buying Fortuna in large quantities from you, and the rumor is that its purpose is military in nature. Whether this is merely in reference to the sensory acuity its consumption gives or if the talk of a soothsayer division is true, you don't know.

You snap out of your inner dialogue, silently say a prayer and then look at Adi, whose eyes have not strayed from you. You smile meekly.

"We would say 'Near Future'"
"The Nee-foo-jure" she says.
"Is it certain?" you ask, but realize the folly in the word.
"Will it be? Or can it be?"
She stares at you, then says: "Is. Nee-foo-jure is."

You're about to correct her pronounciation as the door opens and the guard comes in, with a whole linen sack, half filled with blue and purple leaves. He looks at you with a mixture of uncertainty and worry, but you thank and dismiss him.

"What are you going to do with it?" you ask. "Anything we need to... *fear*?" you use the Wolf-tooth-nation word she taught you when you first asked her how she felt.

Without saying anything, and quick as a cat, she snatches the sack from your hand and scurries over to the oven. Pots and pans hang there, and with purpose she grabs one, fills it with leaves - enough to put a man out of commission for days - and throws in some ember from the oven, then she closes the lid and looks back at you to answer your question, in the Old Tongue:

"Yes."

She opens up the pot's lid, filling the room with smoke, but also steam from the water that's trapped even in thoroughly dried Fortuna, and tears enter your eyes as shadows begin dancing in your vision's periphery.

"Come" she says, beckoning you towards her, and grabs with the other hand towards her mask.

You...

>Come closer, into the haze and towards her
>Exit before you fall unconscious with nobody in the room but this prisoner of war
>Put a stop to the whole thing
>Other (write in)
>>
>>3557721
>Come closer, into the haze and towards her
>>
>>3557721
>Come closer, into the haze and towards her
YOLO!
>>
>>3557721
>Come closer, into the haze and towards her

Curiosity killed a cat. Good thing we are human.
>>
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>>3557725
You see her taking off her mask, but her face remains obscured by the smoke. In part because you want to see her face, you take a step into the haze, and another, until you are within inches of her, who know fills her mask with smoldering Fortuna, and presses it back onto her face, smoke bursting forth the holes for mouth and eyes as if she were a dragon. She breaths for a while before taking the mask back off, as ash falls forth from it and no other trace remains of the blue and purple plant. She fills the mask again, and offers it to you. You do not resist as she presses it onto your face, the ember burning your skin, the smoke scratching your throat and eyes, the lack of air in your lungs triggering your flight reflex.

*

And then you are elsewhere. The cabine is gone, the furniture in it, its walls have fallen away. But beyond them is not twelvepoint fort, not the forests and not the Coldfall mountains, but just emptiness and shadows, moving.

And there is also she, Adi, the witch. She points at something and you follow. There, in the void, large and festering, almost clogging up the sublime emptiness of this place, eating away at its pure nothing, is a beast, both fat and thin as bones, a rotting animal which you cannot make out any details of, until Adi says:

"The oldest stag lies in Nee-foo-jure."

That's right, a stag. Its antlers grow large and intricate and take up more space than its whole, rotting body.

"Beware its horns, for they are its nature" Adi says, using words you did not think she knew. She is pointing again, and two Bisons appear, charging at the stag, through eternity. One is slapped away by the gigantic antlers, but the other lodges its horns - longer than any bison's horns should be, in the creatures chest. Confused you look at Adi, who says:

"The horns are not the buffalo's nature. But the bison that wears the horns prevails, and it, that doesn't perishes."

You watch the two animals quarrel until you Adi points again, and you notice seven birds watching the display. Three are turned to the fight, two have their heads burrowed beneath their wings, and two are turned away. Of the two turned away, one walks up to one of the ones burrowing its face, and pecks it. You watch mortified as blood spews forth from the open neck, and the murderous animal moves on to the next, then the next, and the next of its brothers.

"One chick astray can fell the flock." Adi proclaims.

Someone screams, loudly, and full of terror and the scream tears you from your horrified stupefaction as you are filled with the desire to help the man. You wade through the empty, towards the scream, until you are back in the cabin, where the screaming man is cowering on the floor. You kneel down to help him, as the door is thrown open, light floods the room and Captain Darling bursts in, two men to his side who jump at something behind you.
"Sir!" Darling shouts, apperently upset. "Are you alright?"

Your face feels wet.

>what do you say?
>>
>>3557766
>what do you say?
Open our mouth to speak, then throw up our spaghetti, then pick ourselves up and wipe our mouth.

Then we say " I need a some whisky".

I'll be fine, just need a drink. Go outside and sit down. Somewhere with fresh air or a open window.
>>
>>3557766
>"Im fine"
>"Whats with Miss Adi?"
>>
>>3557773
You open your mouth and try to speakm, but your throat is dried out from the smoke, and from deep within you feel your stomach betraying you. As you ungracefully spew forth your breakfest, the screaming stops. With horror and some embarrassment, you realize that it was your own.

"I need whiskey." you cough, and force yourself outside, into the relative purity of the Fort's air. Your head is racing, and so is your heart. Everywhere you look, it seems like phantoms have just fled your looks. But even though you cannot clearly differentiate between real and imagined right now, you still have duties to perform. You call for an adjutant to bring you the letters and reports of the last weeks.

In Fort Twelvepoint, you have captured a set of cannon. To your army, two eight-pounders have been given. (+2 8-pounder cannon) They are currently in the process of being made field use capable.

In Bravuria, your men have received another ship's load of Fortuna from the Protectorate and sent it on to Dörtigland. It being autumn, you will still get the last crops over the next months, but probably not enough to fulfill your obligations to your Heimreich trading partners.

You also get a letter reminding you that you are to provide one ship (the other Bravurian ship being supplied by the assembly) to the raiding fleet by start of winter, as per the bill you sponsored last Continental assembly.

Summer has ended. 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.

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
100 Green Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzer (Not off-road capable)
Baggage Train
>Bravuria:
50 Militiamen (20 Hinterlands)
210 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] 2/10
[Turn Adi onto your side] 2/?
[Train a Sapper unit] 2/6
[Trade with Dörtigland] – 1/?
[Trade with the Palatine] 10/?
[Recruit 320/500] 15/?
[Envoy to the Savages] - ON HOLD
[Build 12 2-pounders] 8/10

Actions completed:
[Organize Supply lines] 3/3
>>
>>3557780
>>"Whats with Miss Adi?
"We have restrained her." Darling says, unease reverbing in his voice. "When Berkman, the guard, heard you scream he did not dare disturb you. So he called for me and well, fearing the worst, we broke down the door. We have bound and gagged the witch, so she cannot do any more of her..." he trails off before saying putting a label on whatever he thinks had happened.
>>
Rolled 4, 1, 1 = 6 (3d6)

>>3557781
>>3557785
Tell them that we are alright, and to unbind her but keep her confined to her room for the time being.

>You
Ask Carlson if his scouts along the river found a suitable location to build a sturdy bridge that can carry wagons towed by Oxen over. It needs to be close to the other side and have solid ground on each side.

Send a letter back home to whoever is in charge of the continental army as supreme commander to help us find decent officers of at least a dozen.

Have a letter sent to our businesses in Bravuria to send salesmen to travel all alone the coastal towns and cities with samples of fortuna and cotton to see who would be interested in buying it.

Look into start the possibility of making some simple Karvi longships for local and coastal goods transport and trade when we have volume to small for a full ship to meet our contracts or leftover surplus cargo like fortuna.

Send one more letter to our small foundry on how we could expand and produce more war materials, and perhaps sell some locally.

>Army
Have our engineers look into these respective locations to build a bridge, and have our army focus on clearing a wide path leading right next to twelve point fort.

Have our men practice being better at firing artillery by using a spotter becoming familiar with where and how to land their shots.
>>
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>>3557821
Blue is the road, circles are the locations I'm interested in.

Can we ask how both Carlson's and Darington's Armies are doing?

Is Carlson have any trouble with fort Rexton?
>>
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>>3557821
Again, we're out of tactics phase, so I do not need a roll from you.

You send out a letter back to Bravuria to go back to the dried up well of retired officers in the territory, and another to find more buyers for goods you already have too short a supply for, but you commission a number of cheap coastal trading boats for when you do have goods to peddle. (-1000 Crowns)
On your request, you get an estimation of your foundry as to how to expand their production. The biggest bottle neck is the iron availability. Now that imports from the Nascent territory have stopped, iron is a precious comodity. But then the foundry is too small, to extend it and hire qualified laborors would be something that would nigh empty your coffers (although the ship's load of Fortuna currently on its way to Dörtigland would probably mitigate that).

Then you recieve a letter from Carlson, preceding the arrival of his army:
Rexton has been taken and is being occupied. Some casualties. Among the wounded is General Carlson himself. He will have to sit it out for a while at Rexton, and as second in command, he entrusts you with the command of the second Continental army for the duration. He urges you to meet up with Darington before the start of winter, which is especially harsh up north, and to conclude the campaign before weather makes it impossible. On a more positive note, you also receive a recommendation for the construction of a bridge and you send your newly minted (but not yet finished training) engineers down to do so.

From Darington's scouts you also hear of the approximate position of the Kingshouse army, lead by a Lord Chyle, an estimated 4000 men. From Kingsbridge you have not gotten any word about the whereabouts of Pinkingtons 1.6 thousand.

Autumn is here. 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)
160 experienced Militiamen
138 Soldiers
76 Militiamen
100 Green Militiamen
11 Officers
4 2-pounders
1 8-pounder
1 mortars
1 12-pound Howitzer (Not off-road capable)
Baggage Train
(Carlson:)
1400 militia
50 militia mounted infantry
8 pieces of field artillery
2 pieces of siege artillery

>Bravuria:
50 Militiamen (20 Hinterlands)
215 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] 3/10
[Turn Adi onto your side] 3/?
[Train a Sapper unit] 3/6
[Trade with Dörtigland] – 2/?
[Trade with the Palatine] 11/?
[Recruit 330/500] 16/?
[Envoy to the Savages] - ON HOLD
[Build 12 2-pounders] 9/10
[Build 4 Coastal trading Boats] 1/8

Actions completed:
>>
>>3557821
I'll support this. We should secure our supply lines with these bridges, but we will probably have to winter for now.

Should we return home?
Also, don't forget to ready the ship.
We should recruit more sailors, and send back some cannons for the ship.
OP, what cannons does our corvette take?
>>
>>3557890
I say, we live 100 of carlson's militiamen and our remaining 78 militiamen to man the fort, then march to link up with Darington. Have our mounted inf. outriding to find him and warn of enemies
>>
>>3557892
>OP, what cannons does our corvette take?
It could accomodate up to an 18 pounder without being shaken, but it's made with 12 pounders in mind. Anything bellow an 8 pounder is still useful on a ship, but will not penetrate many hulls from a reasonable distance
>>
>>3557892
>Go Home
We will return when we either finish campaign or it is too late in to the winter.

Or tuck tail and leave. But you wouldn't do that to our dear friends would you?

>Sailors
We will when we get back home, and higher more dock workers too.

>Cannons on ship
I think there are currently 2-12 pounders on it.

We don't need to send any cannons back, and it would be a pain because we just had a bunch sent up to us. We have a foundry that makes cannons down there, so use the fresh ones coming off the line to equip the ship.

>>3557895
I think Carlson's keeping 300 men and 4 guns with him, and leaving 1400+men to follow us.
>>
>>3557900
Then I guess we can only send it out as is, perhaps with the howitzer back home loaded in the front.
Traditionally small commerce raiders really only need one cannon, small ships surrendering after one warning shot. So, as long as we don't target any military ships, we should be fine.

I vote to recruit as many sailors as possible, load in the howitzer, and send 'er hunting
>>
>>3557911
Right, I meant to garrison twelvepoint fort as such, and then march out. Let's leave the howitzer there for now as well. it will just slow us down.
>>
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>>3557890
>You
Send letters to all the prospectors in Maternial Palatinate, Bravuria, and Honoria to look for new deposits while we also look for more suppliers.

Spend time working and training Carlson's forces with ours, make sure our officers know the names of all the officers in Carlson's army.

Do some drills on the move with them so there is some familiarity, and a general understanding of what to do when things get confusing.

>Army
We rush some messengers to Carlson, have his army meet Chyle's Army in battle, either through baiting him by attacking Huntspost or meeting him in the field. We will flank him from the east or attempt to get behind him.

Picture is if he is met in battle, If Darington goes for Huntspost to bait Chyle there instead, then battle will take place at or around Huntspost.
>>
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>>3557949
I couldn't delete that extra green arrow to huntspost so ignore that in the first post. This is Plan B...?

Dunno how hard that small looking river is to cross, so the path that swings around is the alternative path for plan B.

>>3557912
We could do a smaller "gunboat" with a singular large 18 pounder cannon on front, for fast and maneuverable interdiction of trade and patrols.
>>
>>3557916
There's not much point in leaving forces at 12p.

Its gonna be inbetween us and Carlson's forces at Rexton, it be better to leave a concentrated force together and send the men either with us or go with Carlson to Rexton. Same with the 12pdr cannon, but I think we fixed it since its status isn't "broken" anymore....

But yeah, if its still not fixed then we can leave it behind.
>>
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Gonna take a break again. Probably back later in the evening

In Bravuria, the cannons are done, and thanks to your efficient supply lines will be at Twelvepoint fort within weeks. The money from Dörtigland for the Fortuna has also come in, netting you 7000 Crowns once the plantation is reimbursed. Your corvette has been sent out for the raiding fleet, and your tax bill has gone into action. (-1 Morale) The assembly has granted you 5000 Crowns from the expected income. 2000 of that you put into financing prospectors.

This good news in your pocket, you gather the army, your men well rested, Carlson's men not far off of that, and you march northward to meet Darington. Once you reach the Betiti river, your stragglers and your baggage train is consistently harassed by savages, not looking for a fight but to pick off what they can. (-5 green militiamen, -50 Crowns)

You send out a rider to tell Darington of your plan, but you get back a man on a horse ridden to death who tells you that Chyle is already trying to provoke a battle before you are there. Darington has mobilized in your direction to meet with you, even if that means Chyle will be able to choose the battlefield.

It is early autumn. 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)
160 experienced Militiamen
138 Soldiers
76 Militiamen (TPF)
96 Green Militiamen
11 Officers
4 2-pounders
3 8-pounder
1 mortars
1 12-pound Howitzer (Not off-road capable, at TPFort)
Baggage Train
(Carlson:)
1400 militia (100) TPFort)
50 militia mounted infantry
8 pieces of field artillery
2 pieces of siege artillery

>Bravuria:
50 Militiamen (20 Hinterlands)
218 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) (With raiding fleet)
25 sailors
>Morale:
7/10
>Resources:
18.100 Crowns
access to a understaffed dockyard
a small foundry
a Wolf-Tooth Shaman
>Actions in Progress:
[Learn Wolf-Tooth-Language] 4/10
[Turn Adi onto your side] 4/?
[Train a Sapper unit] 4/6
[Trade with Dörtigland] – 3/?
[Trade with the Palatine] 12/?
[Recruit 340/500] 17/?
[Envoy to the Savages] - ON HOLD
[Build 4 Coastal trading Boats] 2/8
[Find Iron suppliers] 1/?

Actions completed:

[Build 12 2-pounders] 10/10
>>
>>3557979
Ask Adi about the raiders. Perhaps she may even recognizes some of them.

Ask the foundry, or look into making bronze cannons and saving the Iron for the more important constructions, or parts.

>Army
Have Calvary stationed in the front and back of our traveling column, followed by the infantry marching in groups of 40, 4 columns 10 men deep formations.
Baggage and artillery in the middle.
At first sighting of Savages within range, 10 men on the side facing them closet will step off the path and volley fire into them.
Calvary will give chase until they are out of sight, or they have abandoned any stolen loot.

Only Calvary will give temporary chase, as they are on the front and back, and can easily reattach without interrupting the movement of the Army.

Send some riders to check on Bellings fort, and check back.

Did we leave the engineers at the bridge or are they with us? If they are not with us, get them back here asap.
>>
>>3557970
Naval Cutters, that's what they're called.
>>
>>3557890
>You send out a letter back to Bravuria to go back to the dried up well of retired officers in the territory

Why not Princeland and New Olontes as well?
>>
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This'll be the last update for today. Tomorrow I will only be able to post an update in the evening. I hope on saturday I will be able to do a bit more.

>>3558026
In your next session, with Adi, you ask her about the savage raiders that have been a thorn in your side these last few days. She says they are friends, members of the Wolf-tooth-nation, tribes that were 'promised just as her tribe' was, for them to 'blood the patriots'
To preempt any further savage attacks, you put in place a protocol which the more experienced soldiers have an easier time of enacting than others, but it keeps the savages away from you for the march. You send out riders to Belling's fort, which, with a quite healthy crew, is comfortably held. You also send for the engineers to come back from their work at the bridge, and you receive word that the new cannons have arrived in Twelvepoint Fort and are making haste to reach you, toegether with a group of guards from the fort.

On a more mundane matter, you are told that bronze and brass as material would be easier to come by, but more expensive as a whole.

In the evening of the last day of the week, Darington's army appears on the marshy grassland surrounding Betiti's source. They are four thousand or so, and they seem to be walking with some more discipline than last time you had seen the army, back when they were 6000. They're dirty, tired and thin, and Darington himself seems to have lost a little bit of his aloof manner. He greets you with a handshake as soon as you meet and tells you the situation: Chyle's army is hot on his heels. The Crownsmen tried to get a battle before you joined up, but they failed. Next they will try to pounce on you before you're ready. Therefore, Darington proposes to get into fighting order already, and concede the bad battlefield in favor of not being caught with your pants down. Additionally, Pinkerton is currently marching towards our position, so it would be prudent to fight Chyle now instead of both together later.
Do you
>Agree with his plan
or
>Propose something else? (write in)
>>
>>3558532

It is early autumn. Battle awaits. 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)
160 experienced Militiamen
138 Soldiers
76 Militiamen (TPF)
96 Green Militiamen
11 Officers
16 2-pounders (12 in transit)
3 8-pounder
1 mortars
1 12-pound Howitzer (Not off-road capable, at TPFort)
Baggage Train
(Carlson:)
1400 militia (100) TPFort)
50 militia mounted infantry
8 pieces of field artillery
2 pieces of siege artillery

>Bravuria:
50 Militiamen (20 Hinterlands)
218 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) (With raiding fleet)
25 sailors
>Morale:
7/10
>Resources:
18.100 Crowns
access to a understaffed dockyard
a small foundry
a Wolf-Tooth Shaman
>Actions in Progress:
[Learn Wolf-Tooth-Language] 5/10
[Turn Adi onto your side] 5/?
[Train a Sapper unit] - ON HOLD (4)
[Trade with Dörtigland] – 4/?
[Trade with the Palatine] 13/?
[Recruit 340/500] 18/?
[Envoy to the Savages] - ON HOLD
[Build 4 Coastal trading Boats] 3/8
[Find Iron suppliers] 2/?

Actions completed:
>>
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>>3558532
>Propose something else? (write in)
Ask him if we have enough time to move forces south-east and use river to cover one of our flanks.

If he not sure or thinks that would happen with losses agree to his plan and start digging in cutting trees for cover etc

>marshy grassland?
cue the music
https://www.youtube.com/watch?v=tGutW_qsRvw
>>
>>3558665
Nice idea, supporting
>>
>>3558665
Won't this cede the initiative to the enemy this allowing Pinkerton and Chyle's army to link up before attacking us?

From what I can tell Pinkertons forces seems to be like just under two turns away from us, and just over 1 turn from linking up with Chyle's forces.
>>
>>3558537
Okay I'm awake.

>>3558532
>Agree with his plan
I really want to flank Chyle's army.

>>3558537
>Us
Give the order for another group of Calvary to be raised in the Hinterlands.
Write some letters to the Watson colonies asking for assistance.
Ask the foundry what the price difference is between a iron 12 pdr cannon and a bronze one is.

>Army
Have the men survey the river to our south including the forks where they diverge.
Check look for a suitible location where we may skirmish against Chyle's forces.
Send some scouts to see how much men artillery and calvary seem to be in both Pinkerton's force and Chyle's.
Examin Pinkerton's formation perhaps we can harrass him along the way and slow them down.
Bring up the rest of our 76 militiamen at TPFort to accompanied the cannons in transit. They are likely enticing targets for savage tribe raiders. Leave the remaining 100 of Carlson''s men behind at TPF.
>>
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>>3558665
>>3559799
[We enter tactical time. 3d6 with every move please]

"We should get the river to cover our flanks and dig in. If not that, then we should at least move in such a manner that we can fllank Chyle." you explain your goal to Darington who even now, hunched over the map of the area, towers over you. He smiles at you as a teacher would smile at an over ambitious child, with some justification, as he is ten years yor senior and technically your superior.

"We can hardly do even one of those things." he says. "Digging in would mean we give Chyle no reason to engage. he will wait for Pinkerton and we'll be numerically almost even then. That will not do. On the other hand, I would also quite like to flank the man, but we are a larger, more cumbersome army of less trained men. We certainly could split up again, but I do not predict the Crownsmen to be out-marched even by our best trained men."
He thinks for a bit.
"But I suppose we can get them to follow us south enough to the point where they may see the river more as a prison's wall than a guard to our flank." He points at the spot that you had pointed out before (>>3558665) Goldbrook basin. That's where we will meet them.

You get back on your horse and your combined armies begin the march south. You send orders for the men from twelvepoint fort to accompany the cannon which should join you any day now, and a desperate letter up to the Waton territories for possible assistance. If you don't remember what Waton is, ctrl+F it in the first thread

On your move to your chosen battlefield, you receive rough estimations of the enemy army's composition.
The core of Chyle's army is made up of regulars, with few Scepters but a good amount of light infantry, the latter made up of irregulars and locals. There is also a small contingent of light cavalry with them, but their main force of cavalry consists of Hausreich mercenary swan knights trailing the main force.

In terms of artillery, you're facing at least two dozen pieces of field guns, and there is the rumour that the Hausreich mercenaries have brought a special piece with them as well which may explain their slow pace relative to the rest of the army.

Darington sets up his men in Goldbrook Basin, shielded by the marches and the Betiti river to his left.

How do you want to deploy?

160 experienced Militiamen
138 Soldiers
76 Militiamen (TPF)
96 Green Militiamen
11 Officers
16 2-pounders (12 in transit)
3 8-pounder
1 mortars
1 12-pound Howitzer (Not off-road capable, at TPFort)
Baggage Train
(Carlson:)
1400 militia (100) TPFort)
50 militia mounted infantry
8 pieces of field artillery
2 pieces of siege artillery

Darington:
~4000 men
~15 pieces of field artillery
>>
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>>3560694
My proposition of deployment.
Hunting post should be great observation point to improve our mortar and howitzer bombardment.

Do we roll for deployment?
>>
>>3560778
>Do we roll for deployment?
no need, though it's a good habit to get into now that we are in tactical time.

Also I want to reiterate that this has been an evening update for me so don't expect another one for at least eight hours.
>>
>>3560792
Alright, thanks for running.
>>
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>>3560778
>>3560804
you set up on Darington's left flank who moves up his now protected flank. On both sides, you are guarded by marshland, and there is a wide open corridor before you. This is as good a battlefield as you could have asked for - with the exception of the height advantage.

Not long into the day, Chyde appears. You hear the drums before you see the men, rows of red clothed regulars behind green clothed, spaced out light infantry. They set up bellow the slope opposite to your position, their cannon behind them. You outnumber them three to two. Two blocks of them move down the slope, guarding a number of cannon looking over their backs.

>What is your move? [3d6 for whatever you do]


>Army

160 experienced Militiamen
138 Soldiers
76 Militiamen (TPF)
96 Green Militiamen
11 Officers
16 2-pounders (12 in transit)
3 8-pounder
1 mortars
1 12-pound Howitzer (Not off-road capable, at TPFort)
Baggage Train
(Carlson:)
1400 militia (100) TPFort)
50 militia mounted infantry
8 pieces of field artillery
2 pieces of siege artillery

>Darington:
~4000 men
~15 pieces of field artillery

Because of the dirth of players I will move away from an 'update when there's orders' style to an 'update at rough set times in the day' style. Updates will get more frequent again if we get a few more voices in.
>>
>>3562079
If only I woke up a few minutes earlier.
>>
>>3562079
What is the range of our various cannons and mortars?
>>
Rolled 2, 2, 6 = 10 (3d6)

>>3562079
>update at rough set times in the day
So what times will that be at roughly?


>>3562079
Send two officers on horse with a white flag, when the enemy arrives to greet them, we ask them for their surrender, and laugh if they don't.

How far away is our artillery in transit? Will it arrive during battle?

>Army
It would help to know the range of our various guns, but since I don't I'll have the army start playing the enemy marching or battle songs to taunt them.

Make sure to twist the words and play it somewhat offbeat.

Have our Calvary hidden here to the hill here on the right to observe the right side and sawmill.

Send up like one guy hidden and dismounted. We may be able to in the future sneak around and hit the guys at the mill or just skirmish the enemy forces there without worry of being hit since the battle would be obscured by trees.
>>
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>>3562114
Map...
>>
>>3562114
Good plan, supported
>>
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>>3562114
mitigated failure

You send out two of your officers with provocative orders. While they ride up, you give your musicians orders for even more provocative music. The riders, you send into the forest to occupy the hill there.

You then turn to Darling:
"How long until the two pounders arrive?"
He shrugs. "Last we heard they should have arrived this morning. But they're dragging cannons through mud, it's not an exact science. We've not got any distress calls at least. I will send a rider to check up on them if you wish."

Then you wait, as Darington's host next to you continously convulses and shudders like a gigantic living creature, and the Crownsmen in front of you slowly walk towards you.

In the distance, your riders stop outside of effective firing range and wave the flag. As a sergeant, on foot and with two guards, meets them, you see your officers do the pantomime you ordered them to and turn around. The Old Kingdom Officer shouts orders back, their lines part, and four large cannons appear on either side, one of each a howitzer. Clouds of smoke appear, silently, before a low rumble is heard, and explosions begin to erupt in your and Darington's mid ranks.

The Crownsmen begin again to march.

>Army

160 experienced Militiamen
138 Soldiers
76 Militiamen (TPF)
96 Green Militiamen
11 Officers
16 2-pounders (12 in transit)
3 8-pounder
1 mortars
1 12-pound Howitzer (Not off-road capable, at TPFort)
Baggage Train
(Carlson:)
1400 militia (100) TPFort)
50 militia mounted infantry
8 pieces of field artillery
2 pieces of siege artillery

>Darington:
~4000 men
~15 pieces of field artillery


>>3562114
>So what times will that be at roughly?
morning, midday, evening for GMT

>>3562086
between 800 and 2000 meters, range goes up with calibre. If you want to maneuver based on the range, just say what you want done. These maps are not made to tell exact distances, and things like 'musket range' or 'charging distance' have worked out well enough before.
>>
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>>3562157
>between 800 and 2000 meters, range goes up with calibre.

Oh and this is of course max range. Effective range would generally be half
>>
Rolled 2, 1, 4 = 7 (3d6)

>>3562157
Have a man sent to check up on the artillery.

Have the Calvary meet the enemy Calvary here on the right in a pitch battle if needed, they are likely engaging or skirmishing our reinforcement cannons and infantry. If they are not attacking our reinforcements then have the Calvary pull back and go with the advancing infantry.

Move the men on our right flank to take the mill.

Have our men put space two abreast and stagger their lines. Then lay down until the enemy gets close to firing range, which then the men in front will fire a volley, and move to the rear of the formation to reform proper battle lines.

Have all the artillery in the middle hill fire all at once concentrated at the center right enemy guns. Knock out center right cannons first then the right side cannons.

Have some men on our center hill dispatch 100 en to plug this gap between the trees and the brook.

>>3562183
I was hoping to be able to fire our long range guns at the commanders tent and hope for a lucky kill on their command staff.
>>
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Rolled 5, 2, 4 = 11 (3d6)

>>3562183
Great drawing
>>3562157
Have the two infantry blocks at (3) retreat out of the enemies effective cannon range, so that the enemy artillery needs to relocate. Open fire with all our cannons around (4) once the enemy enters effective range, if we can destroy some of their cannons that would be great, but every dead crownsman will do for now. The soldiers will move up to (2), so that they are in a good position to flank or move on to the saw mill, are reasonably obscured from the enemy main force and have marshland between them and the enemy cavalry. Should the enemy cavalry charge down form the mill, they'll get stuck in the wet terrain and mowed down by far more professionale and concentrated fire than they might expect. The cavalry at (1) holds position and if the enemy cav comes close they will charge downhill at them, this should give them a reasonable edge, despite being less experienced soldiers. Our troops at (5) will hold their position and if the enemy enters cannon range open a crossfire, enemy artillery is a priority target.
>>
>>3562183
If staggering the battle lines is too complicated while being shot at then the men can just hit the dirt and spread out a little.
>>
>>3562196
I keep forgetting the map.
>>
>>3562196
sweet roll
>>3562197
Forgot color code:
-light blue=position to take
-light green=movement
-orange= attack path if possible
>>
>>3562200
Apart from not retreating our front line this plan seems fairly similar to mine. Are you fine with moving them back a bit? I'd say we keep our cav on the hill until the enemy comes in charge range and has lost some momentum to the hill, since the enemy cavalry is better than ours. If they are knights we need to straight up bale, only taking potshots at them.
Moving up the other infantry with the soldiers towards the mill is fine with me, let's just try to keep advantageous terrain between us and the enemy cav, so that we don't get charge.
Acceptable merge of plans?
>>
>>3562196
>>3562197
32 seconds apart.

>>3562201
Well we can pull the infantry back to your recommended position as a compromise, I make could do either way, just worried about the loss of space to maneuver..

bbleg, I forgot to hit send on this post.
>>3562202
Yeah forgot to hit send.
>>
>>3562204
Yeah, that is a potential downside, but giving up some ground to force them closer seems like a good trade for now.
Good so a plan is agreed upon and a great roll was had, let the crownlanders come
>>
>>3562202
The cannons on the right I don't intend to fire yet, as the enemy left flank may move in response to our infantry going up to the mill. If they take the bait, the cannons on the right will fire on them when they get into optimal range.

Overall my plan is to take the right side and hopefully time it with the arrive of our 2 pounder cannons and then set up on the right side of the basin and fire on them from the woods.

>>3562206
Sure.

Another thing I am worried about is using the river as a barrier. When when we took kingsbridge, we had savages cross a river to circle around the guys on the bridge, so I'm not so confidant using a river to guard an entire flank is reliable.

If only I woke up like 10 minutes earlier, I would have tried to deploy ourselves on the betiti spring and the hill on the left, infantry and artillery on the hill on the right with with infantry fortifying the mill, and some scouts on the far left hill by the river.
>>
>>3562210
>The cannons on the right I don't intend to fire yet, as the enemy left flank may move in response to our infantry going up to the mill. If they take the bait, the cannons on the right will fire on them when they get into optimal range.

Then maybe fire howitzer and mortar and leave 8 pounders waiting.
>>
>>3562212
If the enemy flank doesn't move to intercept, all the guns on the right will fire anyways, just at a different target.

Keep in mind they have two Calvary units out there, one in a ideal position attack our advancing infantry, so the cannons might be used to deal with them instead. But firing prematurely with potshots spoils the surprise, since they are fairly well concealed at the moment, and we don't want them running off to regroup.
>>
>>3562215
Fair enough, that battery should hold fire until it can open up with maximum effect and the enemy is already to far advanced to easily withdraw.
>>
>>3562202
The thing with the Calvary is that I somewhat want them to help taking the mill or to check the enemy advance.

I'm worried about the cannons and militia that are due since the are enemy Calvary on the far right is where I am expecting the artillery to arrive from. I suppose we can keep them on the hill for now, but the infantry going to the mill will be a bit exposed and isolated. The Calvary that I'm sending isn't suppose to fight the enemy Calvary, they are just there to check out the enemy and make sure they didn't ambush our cannons. If they are just trying to get around us we then either go back to the hill or head to the mill and help the infantry take it from the force heading there now.

Also the 76 militiamen at TPF I wanted to accompany the cannons to us, not stay there.
>>
I'm probably being overly paranoid, we can just keep Carlson's Calvary on the hill and, send like 5 horsemen to check em out, and decide if we need to pull the rest off the hill.
>>
>>3562227
We can see cavalry movement from the hill so yeah
>>
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>>3562225
>>3562227
>>3562221
>>3562229
So can I have a clear directive for the cavalry? If it helps, the enemy riders are not the Swan knights. As your scouts have told you, those have been trailing after the main host because something is slowing them down.
>>
>>3562232
Yup.
>>
>>3562234
so you keep your cavalry on the hill?
>>
>>3562235
Yup.
>>
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>>3562196
good success

You give your orders and your officers, by now beaten into shape by the harsh campaign so far, put them into practice. Your main body of soldiers moves back, outside of the range of the enemy cannons, which already had a lot of trouble hitting your men from that far away. At the same time your batteries begin to put the hurt on the enemy, and even though you have the same problem of range, the first volley seems already to score a direct hit on the enemy artillery, or at least a celebratory trumpet to your south suggests that.

In the meantime, while you move back, Darington moves forward, slowly and methodically as he is wont to do.

Your artillery fire quickly loses some of its efficiency, as the enemy formation splits in half, and makes for the hill in the swamp on the west side, and the saw mill in the east side. Their sides towards you, they would be easy prey for cavalry - of which Chyde is no doubt aware you have little - but they don't give much surface for your cannon. You only hope that your soldiers have taken the saw mill by now, and soon you get the confirmation. The enemy light cavalry had tried to occupy the building, likely in preparation for the main force, but your disciplined men have chased them away. You note this with professional satisfaction, but Albert, on his horse next to you, seems uncharacteristically tense. He curses in his language, and then says: "I wish we had asked the witch about this."

Meanwhile, a rider is dispatched to ascertain the whereabouts of your battery of small cannon.

What is your next move?

>Army

160 experienced Militiamen
138 Soldiers
76 Militiamen (in transit)
96 Green Militiamen
11 Officers
16 2-pounders (12 in transit)
3 8-pounder
1 mortars
1 12-pound Howitzer (Not off-road capable, at TPFort)
Baggage Train
(Carlson:)
1400 militia (100 TPF) -?
50 militia mounted infantry
8 pieces of field artillery
2 pieces of siege artillery
>>
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>>3562255
That little red bit infront of our right side artillery is nothing right?

The trees here, can the artillery on the right move up and fire over or through it?
>>
>>3562286
yeah that (and that alone) is an artifact. And you can pretty much always assume that cannons can not shoot through forests.
>>
>>3562291
Well I was thinking the density might not be too great, and trees may be spaced far apart enough that you can have some line of sight and shoot through or inbetween.

But we can shoot over right?
>>
Where is Carlsons siege and field artillery located? Its the stuff on the right, yes?
>>
>>3562296
I'm confident you'll be able to figure stuff like that out with some common sense.

>>3562300
they're on the hill, where it says '2-6p'

And look, try to answer small questions like that with common sense or by looking through the thread. I promise I will interpret your commands favorably if our intuitions differ.
>>
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Rolled 3, 4, 4 = 11 (3d6)

>>3562304
>I'm confident you'll be able to figure stuff like that out with some common sense.
Devil's in the details.

>>3562255
Have our artillery focus fire on the blocks here. on the turning side of this force.

Break the men here into companies of 300 men 100 across 3 men deep, and form a line facing the enemy directly ahead of us and march to here.

Bring up the right side artillery to this area here to fire on the enemy force should the press onward to the mill. Circle with X marks ideal time to fire when they reach there or the dark red one with a general region they can enter and still fire.

The Calvary on our right has permission to engage the approaching enemy Calvary at their discretion, but suggest to them to use the artillery as bait for them to be able to hit the enemy Calvary from behind or ambush them as they get near by charging at them down the hill.
>>
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Rolled 3, 1, 2 = 6 (3d6)

>>3562255
Red lines indicate where our artillery should focus fire
Dark lines movement

Our cav should dismount and prepare to ambush enyms cavalry (move horses behind the hill infrantry shuld stay at curent position)

Two units that are entaring the forest are to use trees as cover and open fire and kingsman
>>
>>3562329
>>3562327
>Posts show up right after
This is going to be a recurring theme isn't it?

You had nice roll too.
>>
>>3562329
Seconded.
>>
>>3562329
I can get behind the Calvary plan and sending a company of soldiers through the forest to shoot if we can move through there.
>>
>>3562335
I don't get why do you want to move our artillery there. They can already shoot at the enemy

Position at the saw mill will be overrun in a matter of one or two turns.
>>
>>3562342
To fire as accurately into their forces as possible?
I thought the long range siege artillery was on the right, not the middle. Plus some of the artillery, (mortar?) I don't think will have the range. If you want to shoot from here we can. I kind of wanted to wait for them to get closer or move closer.

Need to keep them occupied on the mill, it gives our forces good opportunity to advance and hit their side.
>>
>>3562351
But where you want to move them you won't be able to shoot at infantry you will have forest in the way.

2 pounders are in range so 8 pounder and howitzer also should be

I say shoot from save distance no point in pushing into position we most likely will need to retreat from in one or two turns
>>
>>3562368
Shoot over? Angle the cannons and reduce the powder charge.
>>
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>>3562327
regular failure

You shout orders, and your men get in nice and close. This is especially opportune as right now the cannons on this side are either retreating or in transit, as the Crownsmen's line seems to be making a bee-line to the sawmill, cannons between them, and a force of what appears to be a mix of regulars and light infantry covering their march.

This must have been the most vulnerable moment of the enemy's plan (which so far seems to have hardly taken note of your movement. Everything that has happened so far, safe for certain covering maneuvers, seems to be following strict plans that are mirrored on the other side), and the militiamen that had gotten stuck in the swamp are laying down valiant fire, protected by the trees, but the main body of your force is only partially in action. Chunks of Carlson's militiamen lost cohesion in the woods and are regrouping during the pivotal moment.
All the while your cannons are thundering down on the enemy, killing some and routing a group of light infantry. Similarly, the cavalry which evidently was attempting a flanking maneuver is turned around by your dragoons having dismounted and thus made able to use their carbines.

But from the woods now comes a company of Crownsmen that you had lost track off after the first few volleys. Three hundred Scepters, a number of field cannons behind them, are charging out of the wood (and immidiately in formation, damn those grenadiers) at the saw mill, putting even the well trained soldiers within to shame in their discipline.

In better news, the rider you sent out has returned and says he met the cannons in a skirmish with some wolf riders, but that they should be arriving within the hour. But, as Albert reminds you grumbling, the Hausreich reinforcements of the Crownsmen aren't going to be in transit forever.

What do you want to do?


>Army

160 experienced Militiamen -?
138 Soldiers -?
76 Militiamen (in transit) -?
96 Green Militiamen
11 Officers
16 2-pounders (12 in transit)
3 8-pounder
1 mortars
1 12-pound Howitzer (Not off-road capable, at TPFort)
Baggage Train
(Carlson:)
1400 militia (100 TPF) -?
50 militia mounted infantry
8 pieces of field artillery
2 pieces of siege artillery
>>
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>>3562456
Howitzer and mortar use normal rounds to range shots then use explosive shells when enemy will be in position. (Hunting post should help with ranging)
2/8 pounders focus fire on that big line
Those unit in the back shift them at the front of the forest and focus fire on cavalry unit
Our cavalry hold position
>>
Rolled 2, 6, 1 = 9 (3d6)

>>3562477
My dice
>>
Rolled 5, 4, 3 = 12 (3d6)

>>3562456
Shift some of the mortar and shorter range artillery on the right to target the enemy Calvary coming up behind the men at the mill.

Remount our 30 of our Calvary at the hill to find a suitable firing location near the brook to fire on the enemy Calvary that is moving in from the east.

Move men from the artillery right side to the brook here.
>>
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Have the men at the mill set fire to the mill and the wooden stocks, to cover their retreat, they are to link up with the forces south of them before pulling back as a whole. Detach a company from the rear of the forest line to move here to the end to help cover them and fire on the Calvary forcing them to dismount.

Cut up my post and forgot the other half.
>>
>>3562477
Aren't the 2/8 pounders already firing on that line?

Eh, I'll support your plan.
>>
Alright guys, my eyes are pretty strained and I need to rest. I'll update again tomorrow.

If you want something drawn, through it my way, I might do it or I might not
>>
>>3562528
An artillery crew, loading and firing with a 2 pdr gun.

Adi doodling "caveman" drawings on the inside canvas of the wagon shes kept in to pass the time because shes bored, with a battle raging on in the background, see through the opening of the wagon flaps/curtains.

A savage woman or teenager trying to ride a wolf.

A ship of the line from the royal fleet (kingsfleet?).

Some local currency, Gold, Silver, paper notes, ..... beads (savage man currency?).

A picture depicting the transition of a Militiaman from green to average, and experienced.

Sightweed in all its life stages from growing in the wild, to being smoked or eaten.

A simple carried or worn religious item or icon of the two faced gods?
>>
>>3562528
Thanks for running
>>
>>3562558
My pleasure. Thanks for engaging.
>>
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>>3562480
mitigated success.

You manage to consolidate your soldiers back into lines, while the light infantry continously picks off men, and the first organized volley of your men throws the skirmishers into retreat. You then have your men turn at the mass of regulars which are now crashing down on the men in the small wood to your north, to which your soldiers are also retreating. They have set if not fire, then at least smoke to the saw mill and have managed to evade most of the cavalry's attack which was slowed down in the swamp. a contingent of scepters follows, and at the saw mill, the Crownsmen gather, shielded by its hill and erecting new fortifications. Your cannon have done a number to the forces marching to the sawmill and thrown a company into retreat, but the rest has gathered there, and more and more cannons are set up. The fire of your own field cannons is also beginning to affect your men, since the proximity of fighting has become extreme.

You have called your reserves into the fight, and Darington's own eastern reserves move to replace them.
While all this is going on, you hope to the Two-Part-God that your orders to the greenorns in the south and the dragoons in the east have reached them correctly.

Darington meanwhile, to your west, is for once deciding not to retreat, but calls for a charge.

Meanwhile a trumpet to your south sounds the arrival of 76 more men with *twelve* short range cannon with them.

160 experienced Militiamen -?
138 Soldiers -?
76 Militiamen -?
96 Green Militiamen
11 Officers
16 2-pounders
3 8-pounder
1 mortars
1 12-pound Howitzer (Not off-road capabl)
Baggage Train
(Carlson:)
1400 militia (100 TPF) -?
50 militia mounted infantry
8 pieces of field artillery
2 pieces of siege artillery
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>>3564419
Cavalry
Mount up and regroup in a smaller inner circle
Artillery
Just like on the map 2/6 pounder focus on the retriting group
Rest of our cannons together with newly arrived 2 pounders focus fire on the sawmill
Infantry
Group forward centre of the field pursues and fires at retiring kingsman
Block of infantry at the top of forest charges kingsman engage with our man in the next patch of trees
Two smaller group consolidate and advance with charging grup but do not engade
Green militia advances further up the brook
>>
Rolled 5, 4, 6 = 15 (3d6)

>>3564505
I keep forgetting
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>>3564506
Oh no
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Rolled 3, 2, 1 = 6 (3d6)

>>3564419
Have the newly arrived reinforcements and cannon deploy on the hill by the Calvary in the east and begin firing on the sawmill marked A&1

Have the artillery in the middle hill fire on the enemy line Daringtons forces on his right side marked B&2

Have the artillery at the hunting post fire on the enemy Calvary and infantry by the saw mill marked C&3

Have the men coming off the mill and the men at the forest begin a fighting retreat back to our lines marked E&F

the reserves moving up near center marked G goes to here.

While guys marked H will break from the forest here to move up to position 4 to fire on the guys shooting and driving our men out of the forest.

Calvary here can move here to help cover the retreating forces.
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>>3564505
>>3564519
I suppose we can keep the Calvary together and regroup and have the center group on artillery continue firing onto the enemy.
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>>3564519
>Have the newly arrived reinforcements and cannon deploy on the hill by the Calvary in the east and begin firing on the sawmill marked A&1
I would veto dragging artillery thru marsh and brook
>Have the artillery in the middle hill fire on the enemy line Daringtons forces on his right side marked B&2
Shooting into infantry that's about to engage in melee also not the best thing to do
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>>3564547
>Marshland
Yeah I forgot to draw to go around it because I was rushing my map.we can move to your desired position then move to the hill later.

>about to engage in melee
I assumed the artillery guys would stop shooting once the infantry got close, but then again you shouldn't assume. Moot anyways since I modified my plan to synergize with your post.
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>>3564505
>>3564519
so we have a very offensive and a somewhat defensive plan, specifically the use of the main force is not clear. could somewhat give me a decider vote?
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>>3562549
have a few of your things
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>>3564797
Throw a coin. Like you said earlier roll will affect decision so probably with so shity roll somone will chose defensive
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>>3564797
Well I guess we could bite the bullet and take the losses... Main force go on the offensive.

Most of the casualties will probably go to the guys pulling back, but their sacrifice will hopefully be worth it.

>>3564807
Hes got a point.
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>>3564800
Cool.

Are those coins made of gold or silver or copper?
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>>3564506
disastrous failure

It's difficult to get a clear picture of the vast battlefield from your position in the forest, your sight obscured by sulfur smoke, and the screams of the dying more terrible than the explosions of ordinance makign communication difficult.
You lead your men outside the forest, to form a line, and manage to do so for the largest body of soldiers, but the secondary companies lag behind in their formation and only an imperfect firing line, made up of bloodied and terrified militiamen. You try to get the arriving reserves to join your line, but your order isn't heard and they go after the light infantry running away.
No matter, your attention is focused on your experienced soldiers, your flag bearer is furiously signalling a retreat, and the soldiers, beset by scepters, cavalry and regulars, do not have to be told twice. They, and the experienced militiamen they were intending to aid, make a run towards you, but while the militiamen can at least scrape by the regulars crashing into them, aided by your fire support, the soldiers are cut off by light cavalry and hit in the rear by Scepters, none smaller than six foot two and all well drilled veterans.

Meanwhile, the cannon battle continues as your ammo stockpiles are thrown at the now fortified, still smoking, but not burning building, and the enemy's machines of war answer. a shudder creeps over your spine as you see earth thrown high into the air right at the hunting post, between your siege cannons. The latter manage to invalidate much of the barricades on the hill, but cannot negate the hill itself, up which to shoot is difficult.

meanwhile Darington seems to not have the immidiate problems you are facing, but has also not had the considerable successes you have had so far this battle, and while his forces beat against the enemy, this advantage of numbers has to contend with the advantage in training and position of the Crownsmen.

You look over the carnage in front of you, as militiamen and lucky soldiers sprint over the open field, the ground around them exploding, as Albert comes up beside you and shouts over the noise of battle:
"They've got that mill! We've given them hell, but they've got that mill! We've taken more of their bodies than they have of ours, but they've not been fighting a battle for bodies, they've been fighting for position! And I reckon I know why!"
Close to you, a cannon ball hits and sends a shockwave over your head.
"It's the Swan Knights, sir! They're going to be moving with impunity, covered from both sides!"
he curses again in Heimsprak.
"We should have asked that *fucking* witch!"

What's your next move?


160 experienced Militiamen -?
138 Soldiers -?
76 Militiamen -?
96 Green Militiamen
11 Officers -?
16 2-pounders
3 8-pounder - ?
1 mortars
1 12-pound Howitzer (Not off-road capabl)
Baggage Train
(Carlson:)
1400 militia (100 TPF) -?
50 militia mounted infantry
8 pieces of field artillery
2 pieces of siege artillery
>>
>>3564838
An actual Crown coin, one worth an actual crown, is used in mercantile matters and not in common life, and is usually made of pure gold and worth its actual gold value. Nowadays most often a paper promissory is used redeemable for that gold. A 'small crown' is something like a twentieth of a Crown in worth, though the diluted silver its made of is not worth that much. There are also halfcrowns, princelings and pennies in descending order of value and made of bronze except for the halfcrown which is also made of diluted silver.
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>>3564863
This is hard one.
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>>3564892
Well we should pull that group giving chase near the center back and maybe put them to flank the enemy infront of our main forces or pull them back somewhere.
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>>3564914
Im proposing this
>>
I'm thinking...

Dispatch an officer and some men to get that unit running after the retreating enemy back with the main force.

Have all our artillery start firing on that hill the mill sits on.

>>3564923
I'm fine with most of that except having that center group stand there all alone in the middle.
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>>3564914
>>3564923
Cavalry
Advance further north but be prepared to turn back and retreat.
Artillery
Focus fire on the sawmill.
Infantry
Infantry at centre field hold and fire at retreating infantry.
Infantry near forest shuffle in a way to create a funnel so our man can retret thru.
Infantry that arrived with 2 punders move to the right to cover artillery.
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>>3564923
Whats the Calvary planning?

Perhaps Darinton should send some guys over to the river to make their crossing difficult.

I'm largely fine with your plan using the main force to push a little in order to allow our men to retreat.

Just how long will the men out there "hold for" Could we give a secondary order which states when they should return to our lines like, if they move out of range, return to main force?
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>>3564928
>I'm fine with most of that except having that center group stand there all alone in the middle.
How about they give 2 salvos and then form square
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>>3564947
>Just how long will the men out there "hold for" Could we give a secondary order which states when they should return to our lines like, if they move out of range, return to main force?

Conditionals are completely fine to have in orders, just remember that the more complex your orders are the more room there is for deviation. The big uncertainty in battle is always communication.
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>>3564947
To be honest I still want to order a massive charge into that melee.

>Whats the Calvary planning?
I want to see how many swan knight they are bringing
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>>3564945
+
Send message to Darington about swan knight
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>>3564950
Hmm.... Would rather they pull back, but a square is okay till they start getting bombarded.

Reminds me of a scene with Sean bean....

>>3564952
Well its better to have simple plans with contingencies than one complex one or a overly simple one with no follow up or further orders.

>>3564956
You want to go all out into there huh?

Sure why not, might work out better than way since they are so close to our boy's artillery and covering fire is more likely to hit our own men at this point.

>>3564956
So scouting.

Alright I can go for all of that.

So to break it down:
All artillery to fire on the hill with the mill.
Calvary scouts the Swan knights
Main force pushes forward to our guys in the mix and possible charge. Guys at the giving chase are to stop, and fire, then form a square.

Sounds like a plan.
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But why are they forming a square when they aren't being rushed by Calvary? Won't it make more sense for the the guys being attacked by Calvary on the right to forma square?

>>3564971
This too.
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>>3564982
>in the mix and possible charge
Just charge enemy with encirclement
like on the picture
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>>3564989
>But why are they forming a square when they aren't being rushed by Calvary?
They are separated
Someone said Swan Knights
And I'm paranoid
Also cav can move quite long distances
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>>3564995
Sure.

I'll back this. Gonna be afk for like 15 or 20 minutes so let me know if you want me to roll right now.

>>3564998
They can join in the charge or act as a flank or rear guard.
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>>3565000
>act as a flank
Ok that sound good
to prevent counter charge from the hill
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>>3565000
>I'll back this. Gonna be afk for like 15 or 20 minutes so let me know if you want me to roll right now.
Do it
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Rolled 6, 1, 1 = 8 (3d6)

>>3564995
Supporting
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I'm back. Sorry bout that.

>>3565023
Almost perfect roll, if only the 6 went over to a 1....
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last update for today
>>3562232
>>3565023
Adequate success!

As the remnants of your army's elite, broken and bloody, rush by you, you finally get your men into a consistent line, march up, give a close quarter volley, and charge.

The enemy does not stand to receive it. Those still engaged in meelee, or caught up in the underbrush, are cut down by your men, joining a carpet of bodies littering the forest, and the rest retreat halfway orderly, up the hill. The gun line atop the hill fires into the forest, while their cannon answer yours.

The cannon duel is a brilliant reflection of the relationship between your armies on the battlefield so far.

You have an overwhelming advantage in numbers, many more bronze and iron tubes spouting fire, but are the clear lesser in quality of equipment and training. Especially the lack of even halfway trained artillerymen fort he twelve new cannon is noticable, as is the lack of one or two 8-pounders owing to that disastrous direct hit before. Additionally, the two pounders are simply not meant to go over far distances and through defenses, and so their number is a necessary, and not an additional boon.

Even still, and even though the positional advantage also goes to the enemy, one of you has to score more hits, and it is you. The sturdy saw mill is basically demolished, and a lot of the barricades unearthed. Some of the enemy cannons stop shooting, either because they have been moved or because they have been hit.

Their shots do not entirely miss the wealth of targets at your disposal. Large, often explosive shots crash between your spaced out clusters of cannons destroying some and decalibrating whole batteries with the shockwaves.

This all might sound very impressive, but far range and small targets mean that this use of cannon of either side is more a depletion of ammo than a destruction of the enemy.

You send your cavalry out to scout for the swan knights, and one rider to warn Darington of Albert's theory. Darington's charge seems to have lost a lot of steam.

Finally, also the pursuing soldiers stop, and turn to form your flank, where the crownsmen cavalry looms.

160 experienced Militiamen -?
138 Soldiers -?
76 Militiamen -?
96 Green Militiamen
11 Officers -?
16 2-pounders - ?
3 8-pounder - ?
1 mortars
1 12-pound Howitzer (Not off-road capabl)
Baggage Train
(Carlson:)
1400 militia (100 TPF) -?
50 militia mounted infantry
8 pieces of field artillery
2 pieces of siege artillery
>>
>>3565118
All According to Keikaku
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>>3565160
*Keikaku means plan
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>>3565175
I thought Keikaku was the guy sitting in the back.
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Oh, and no biggy, but I forgot to adda little detail in the map.

Nothing important.

But now it's added.
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>>3565118
Should we press on and force them off the edge of the hill or pull back and reform?

It seems Darington didn't see or acknowledge the enemy forces coming up on his left.
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>>3565196
Ya dropped your trip.

Its probably Pinkerton, If we are super lucky then it'd be Watson or savage tribes on our side, but alas, we have not been praying enough to the gods to warrant such fortune.
>>
Our Calvary can cut off the retreating enemy Calvary right now.... Might be worth it to trash them again just to lower their numbers. They are heading towards us...
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>>3565204
Juts keep in mind that your 'cavalry' is dragoons, so mounted infantry. Still capable to fight on horseback, but something to keep in mind
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>>3565196
>Nothing important.
>>3565201
>Swan Knights entered the field
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>>3565208
make a road block, dismount, fire a volly, then remount and leave.

Bit of a dickish thing to do.

Wait so these guys don't have carbines or the ability to shoot anything on horseback?
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>>3565234
I would say ignore them and charge to sawmill
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>>3565234
they do have carbines. Carbines work better when dismounted. They also have swords. They're not the best with the swords,. They don't have breast plates or helmets. They don't have lances. They're mounted infantry.
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If we let them pass, our Calvary can just come up behind and hit the guys on the hill instead.

>>3565257
Darn I wanted to arm them with Musketoons.....
>>
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>>3565270
Perhaps our dragoons should let the enemy Calvary pass, then charge the mill down the same path. Would probably confuse the defenders since their own Calvary just left from that area.
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>>3565277
This is very good idea.


I don't really want to charge up the hill mostly because I'm afraid of grapeshot. So I'm Thinking to let most of our forces slip thru the sides
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>>3565270
A - don't move them
B - move arty them up the central hill and push infantry towards sawmill
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So the plan is to charge up the hill, and the dragoons will come up from behind them yes?

Perhaps now is an ideal time to move our artillery since it will be firing right over our own infantries heads, or have them harass the retreating enemy infantry?

I think the dragoons should go for the right side of the enemy hill where the cannons are, the path to the mill has defenses. We might even be able to capture a pair of enemy cannons.

We should let the enemy infantry flee and maybe have forced through a narrow hail of bullets by tightening but not cutting them off during their escape. Otherwise them may inadvertently end up reinforcing the defenders on the hill right in front of us.

Move up some of the artillery.

What do you think?
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>>3565291
Derp.
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>>3565294
The only thing I would change move everything to that hill to the east
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Rolled 5, 3, 1 = 9 (3d6)

>>3565291
I say have the fourth block of infantry on the left of the saw mill not join in the charge, but hang back to guard our flank in case retreating infantry and/or cavalry decide to try and hit us in the rear, but otherwise, I support.
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Also, let's not fire our artillery at the positions while our men are charging into them.
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>>3565312
Two Faced Gods bless your soul for this rolls
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>>3565310
The two artillery groups on the right side and its defending men all go east to that hill?

I can dig it.
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>>3565312
well that group of infantry can get up from the side of the artillery, and either they keep firing on the main force and get overrun or they turn and focus on their immediate survival.

If you guys want to keep a block of men standing there right infront of the cannons to guard.... I guess they can, so long as they pray to the two faced god first.
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>>3565362
The cannons are busy with the other three blocks of infantry charging the hill and I am sure these men can hold off the scattered, retreating remnants if they do attack. It's merely a precaution.
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>>3565312
Adequate success!

Your dragoons have fulfilled their earlier mission and scouted out the arrival of the Swan knights. Four hundred of them are riding down the slope now, in four groups of a hundred each, sabor in hand, on horses the size of oxen. They look grim, they look determined and damn do they look expensive (>>3562232). Stubby little wings peaking out from behind their pelt-laden shoulders tell of a previous time, when they had been seen as the God-instated nobility of the Meinian Confederacy of Hausreich. But since that bond had been disbanded, its angels had to finance their lifestyle somehow, and most now work as mercenaries for the highest bidder, for those who are not put off by the rumor of atheism among their rank.

The four hundred seperate, each moving to a flank, and Darington completes his retreat to not open up his rear to them. He signals you to coordinate your movement with him, no doubt thinking of consolidating against the newly arrived cavalry.

Meanwhile, your cannon begin to move in just the way you had arranged, opting out of the artillery duel just as your charge up the hill makes the enemy artillery less able to shoot at all. Still, the cannons on the eastern flank of the saw mill still put in some heavy fire in the slow moving ordenance. The bombardment is so vicious that the greenhorns holding the river panic as the artillery is lead behind them, followed by the cannon balls of the Crownsmen, and take off southward, likely not to desert but simply to get out of harm's way.

Up on the hill, your charge is executed as you wanted: The fleeing enemy is not cornered, but lead through a hail of bullets, while your men run up the hill, into the fortifications which only on the rightmost side are damaged by your artillery fire, and through the volelys from up the hill.
You enjoy a numerical advantage, and most of the surviving fleeing Crownsmen are not yet participating in the defense, making that advantage even more stark (although the scepters are regrouping more quickly than the others).
Still, you are running up a hill, into defenses, into volley fire, and so far, the enemy shows no signs of breaking.

The fifty or so dragoons coming in from the north might very well change the course of the battle completely, but it is a real gamble. For even as you are engaged in a brutal meelee, heavy cavalry is galloping southwards, and it is now also clear what has slowed them down so far;
Large, grey skinned, horned beasts are dragging something large onto the slope above. A Scharfmetze, no doubt, the mother of all cannons. Not something terribly useful against infantry, but a thing with such a punch that its effect on morale is likely to be substantial.
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>>3566620

You have been pushing this whole battle, and now you're standing at a precipice.

What will you do?

160 experienced Militiamen -?
138 Soldiers -?
76 Militiamen -?
96 Green Militiamen
11 Officers -?
16 2-pounders - ?
3 8-pounder - ?
1 mortars
1 12-pound Howitzer (Not off-road capabl)
Baggage Train
(Carlson:)
1400 militia (100 TPF) -?
50 militia mounted infantry
8 pieces of field artillery
2 pieces of siege artillery
>>
>>3562549
have another thing
>>
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Rolled 5, 6, 3 = 14 (3d6)

>>3566620
Artillery position on the brook here and fire on the mill till our dragoons charge and then shift fire to behind the mill to hit the rear area here in light blue. they can also fire on charging Calvary briefly at this angle.

The leftmost unit here at the mill move to form up with Darington's forces, the main force at the mill finish the battle.

Have the guys falling back to regroup with the main line.
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>>3566978
Well fuck.
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>>3566711
At first glace at the thumbnail I was looking at my screen at an angle and it looked like there was a crab in the picture.
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Seems like people aren't the greatest fans of failure.
>>3566978
Terrible Failure.

You had him on the ropes. Chyde is clearly a meticulous planner, as evidenced by his army basically not reacting to your movements for the fast few hours.
You quite rightly went on the offense then, to throw a spanner in his plans and force him to improvise. But they managed to take that mill, of which just a smoldering ruin remains now, but a ruin that has fulfilled its purpose.

As militiamen, their bayonettes afixed, charge up the hillside, slipping on the wet mud, falling to deadly lead, while to your east your cannons devestate the enemy artillery position, you realize you have overstayed your welcome.

It takes a company in your sightline to break and run off for you to call for a retreat before the whole charge, crashing against now well fortified positions, routes.

You are seperated by a group of unorganized, fleeing militia, from Darington, and split further in the retreat by the forest, but your life is saved by what seems to be Chyde's aversion to improvisation - no one is pursuing you, as the only group that would do so on their own accord, the scepters, are trapped in the enemy backlines.

Meanwhile, the swan knights crash into Darington's positions, but at his main army his spaced out double and triple reinforcement of his formations that neuters his attacks but covers his retreats manages to avert major damage. On your side, the lack of such a formation lets one of the squadrons of swan knights crash through the line of a few hundred men, which are reinforced by one of your companies. The light cavalry of the Crownsmen tries one more time, unsuccessfully, to charge you.

Sadly, your mounted infantry had been no more successful, as the road block the enemy had set up and sparcely staffed had narrowly turned out to be enough to turn your men away.

Darington is pulling his soldiers tighter to cover your positions as well as his, but it is a general movement southwards. Most of your men are still responsive to commands, despite the failed charge.

What do you want to do?

Also: Do you want to [zoom out] now, reducing the further battle to a general strategy, or continue the battle on the tactical level?

>Army
160 experienced Militiamen -?
138 Soldiers -?
76 Militiamen -?
96 Green Militiamen -?
11 Officers -?
16 2-pounders - ?
3 8-pounder - ?
1 mortars
1 12-pound Howitzer (Not off-road capabl)
Baggage Train
(Carlson:)
1400 militia (100 TPF) -?
50 militia mounted infantry
8 pieces of field artillery
2 pieces of siege artillery
>>
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Rolled 6, 5, 6 = 17 (3d6)

>>3568891
Cavalry
Move into that far hill by the road
Artillery
Those by the brook continue exchanging fire with those at the sawmill
Middle hill artillery focus fire on group of swan knight in the middle of the field
Infantry
Soldiers open fire on swan knight breaking thru ranks
Attempt to organize retreating infantry to support soldiers shooting at swan knight
And that one unit of infantry return fire at enemy cav
>>
>>3568907
Yeah. I think it's time to zoom out after that...
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>>3568912
The only unit moving further up is cav. In hopes they would delegate some of theirs to ward them

I guess I'm forgetting that turn take longer time. I should order them to generally move towards south. But as priority I take to gather them up so swan knight wouldn't completely destroy them
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>>3568912
didn't we force ourselves to be trapped in a river fork?

If we can retreat we ought to.
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>>3568907
Guess we'll have to eat this roll before we can.
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>>3568919
How about we stop fighting today so we can fight another day?
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>>3568924
it's a river fork, but the goldbrook is, as the name implies, a brook, and as has been shown in this battle, fordable. If you look at the map, this is not the large river visible on the NT-map but a brook that folds into the Betiti
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>>3568934
Okay, Its just hard to determine which tiny lines are rivers or stream,s or a rapid and difficult to ford river sometimes.

Since we had used the river on the left to secure our right flank.
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>>3568940
In the battle maps it's actually pretty consistent: If it's just a line, it's a brook, so no to little problems for infantry but a hassle for charges or wagons. If it's broad enough for two lines, then it's a river and can only be forded under perril or where it gets broad without influx of water, implying the same volume of water on a greater surface -> shallower water.

To find specific fordable points on a river that has no obvious ones, you'll have to do what the enemy has done this battle (even though the fording position was somewhat obvious) and go down a river, testing the waters
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>>3568950
I was looking at the larger maps of the region.

I expect this will likely end our campaigning in the north
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>>3568956
>I was looking at the larger maps of the region.
Whatever rivers shown there are at least big enough to be dangerous to cross. You are still miles and miles away from the Betiti's nearest inflow of that size as you are directly at the Betiti River's source.

Update coming up btw
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>>3568962
I'm bad at judging distance without a measurement reference.
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>>3568907
Disastrous failure.

You shout out orders, and the bodies around you move to accomodate them. You ride eastward to signal the cannons - your flag bearer's nowhere to be seen, so you wave your coat around, hoping that the smoke from the destruction behind you isn't obscuring it.
More screams, more explosions, cavalry is smashing into a line behind you, the impact carries over through the mass of uniformed flesh, and you are knocked off your horse, landing in knee high, muddy water of the marsh - have you gone this far eastward?

Breath returns to you as you are dragged out of the water by unknown hands, a gun is thrust into your hand and you are pulled away from the battle, into ever deeper swampland, until you step into running water. The Goldbrook. You look around, there's twenty or so men with you, mostly in the banged up but regal uniforms of your trained soldiers. Behind you, you see the enemy's light cavalry approaching, must have broken through your line, it's hard to tell, and dismount as the swamp becomes to deep. A pistol is discharged and you are pulled deeeper into the forest.

Shots are traded back and forth, deeper into the forest you run, now by your own volition, you run for a span of time that is impossible to judge. Night has fallen, the shouts have disappeared.

One of the soldier turns to you, a fresh scar staining his cheek.
"You alright, Sir?"

(cont.)

>Army with you
25 men
>Army
? experienced Militiamen
? Soldiers
? Militiamen
? Green Militiamen
? Officers
? 2-pounders
? 8-pounder
? mortars
? 12-pound Howitzer (Not off-road capabl)
>>
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Alright, last update for a while, I have to recharge, my work's gotten a bit sloppy already
>>3568973
You're in the middle of an unnamed forest, somewhere way out north. You have 25 men with you, armed and trained. They are, by pure coincidence, exactly the people you would want to have with you right now.

>What is the composition of your group? (soldiers, artillery operators, engineers, officers, any named characters...)

You don't know where your army has retreated to, nor do you know where the enemy has moved his. All you know is that you are being pursued.
You do not have horses and Belling's Fort is four days march through inhospitable hill land away. One of your soldiers, a scout, tells you that there's a moated manorhouse down south, a land house of nobles reciding in Kingshouse. They do not know if it is currently occupied.

You also know that at least some tribes of savages roaming the countryside here are hostile towards you, though it is unlikely that they all are.

>What do you want to do now?
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>>3568976
Gonna sleep on this.

Be back in a few hour.
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>>3568976
Shit.
I mean sucks for us and our men, but great place to go for the narrative and you need to fall on your face massively every once in a while for victories to feel impactful. So I am really glad we ended up here.
I'll have to think on what to do now for a bit as well, but I'm leaning towards taking the noble manor or perhaps ambushing crownsmen supply tracks and patrols. Hey maybe we can recruit some savages to our cause?
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>>3568976
I think the question is do we try and join back with our forces or retreat to save position
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>>3569028
Certainly, but with no information on the location of our troops, we'll have to gather as much Intel as possible, while moving to a strategic regrouping location and doing as much damage as possible in the process. The manor is south and therefore a logical position for our troops to regroup at, it may also hold information and plunder. In terms of men, a bunch of trained soldiers seems like the way to go
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>>3568976
Adi
1 Scout (Darrel)
2 officers (Glen and Marshall)
3 engineers (Bob, Billy, and Ben)
5 artillery operators (Jake, Harold, Tim)
13 soldiers (Mark, Mike, James)

I'm thinking these are the likely retreating paths Darington will take.

Enemy will likely send whats left of the light Calvary to look for us.

We can travel along the edge of the treeline and use it to cover our movement and break up any clumps of Calvary chasing us. It would also allow us to better spot Darington if hes going south.

The southern most path likely forces him into a corner, especially if the enemy is pursing and mid south or further south means hes going to 12 point, which is much further and makes him pass through savage territory.

We ought to make use of our scout and have him look ahead further for the group.
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>>3568976
Regroup and look for our main forces.
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>>3569123
So are we heading to the manor? It might have horses there...

But if it does, then they would definitely be people there.
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>>3569176
+1
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Alright, before I archive the thread, just to confirm the decisions, I will point out a few disadvantages to consider. If based on those you want to change your decision, post something, otherwise I will assume >>3569176 to be the makeup.

-Adi doesn't speak the Old Tongue very well and is of questionable alligience
-The engineers are not finished in their training but close to it
-The artillery operators do not come with ordenance
-The soldiers will be missing from the main army.

If in a day or so, nothing is posted to the contrary, I will archive the thread.
Next thread might be a bit out, either to be posted next tuesday or next week's friday.
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>>3570707
Bonding time with Adi (I pretend she ran off to find us and go with us instead of escaping, otherwise her being with us makes no sense.....)

I didn't take Col. Kater since I want him with the main force.

Mishmash of soldiers is to make it seem more random and authentic...
Threw artillery operators in there since we lost some cannons and a few probably had to abandon a gun or tow that were damaged, so makes sense we'd have some traveling with us.

Might add some dragoons without horses, and drop the engineers.....

It was mostly a general outline plan, and I've yet to see suggest anything else so just throwing it up there, and seeing what anyone else has to say.
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>>3570707
>Next thread might be a bit out, either to be posted next tuesday or next week's friday.
So 8-10 days from now? Maybe we ought to pick it up then instead of deciding now.
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thread archived but I named it wrong. Don't think you can rename on suptg. Oops.

http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Continental%20Rebellion
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>>3571014

>Continental Rebellion
>Colonial Revolution

Well at least we settled on a name.

It can be changed but its a huge hassle, I think you have to message the admin and tell them what quest and all the relevant details and they have to change it for you.



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