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RoE Archive => Fire and Steel => RoE2 Archives => Swordhawk Crusade => : DM B February 20, 2012, 11:35:08 AM

: Turn #71 - Knights of Haelyn
: DM B February 20, 2012, 11:35:08 AM
Guy de Nichaleir has been named Auxiliary Marshal of the Crusade. He leads the forces of the Knights of Haelyn and the IHH. They have thus far concerned themselves with...mustering and gathering outside Kiedel. Forward elements have taken up positions in Alklund, guraridng the flank of the Crusade.
: Re: Turn #71 - Knights of Haelyn
: DM B March 09, 2012, 04:53:40 PM
The KoH host is ready to march, mercenary siege train included. Hired last turn these dwarven veterans seem very eager to get going. Their asking prince was very high - but you know that they will fight tenaciously to bring down your target.

War move 1:

The host is delayed by heavy rains.

War move 2:

The host is delayed as the Grand-Maester is forced to respond to urgent messages from the Conclave.

War move 3:

I need to know if the Grand-Maester is going back to Anuire and/or if the KoH host will start moving.
: Re: Turn #71 - Knights of Haelyn
: X-IHH/Wallac Isilviere (Kasper) March 09, 2012, 10:42:12 PM
IHH host is lead by Runil “Bloodaxe” Griene (1487 HC), General and lieutenant of the IHH: Male Anurian; Fighter 7; Andurias (Griene), weak; LG. Expert Command, Expert Warfare. General.

A grizzled old veteran who has been served Haelyn for most of his adult life. Has been with the IHH since he came as Martin Royce's captain of guards years ago. Before that he served the reformation as a NIT templar. Runil has served under 3 High Prefects (Armiendin, Royce, and Isilviere). While his name could hint otherwise he is nothing but chivalrous and fair. A soldier and a true believer in the word of the All Father.

Griene is related to Torias Griene, Hierarch of the NIT - Torias is his grand-uncle. Runil's line has only the faintest claim to a bloodline. His elder brother Sir Dorric rules a small fief in Calant. Dorric is a knight of some repute..

1 Knight, Elite
2 Armsmen mnt, Crack
2 Dragoons, Crack
2 Regulars, Skilled
4 Pikes, Skilled
4 Crossbows, Skilled
2 Skirmishers, Skilled
3 Scouts, Skilled

NB. Asked Bjørns permission for change of action since its based on my lack of ability to read a map it seems

NB part II. Permission granted from Bjørn. I wait acting untill JP is back from his illness

: Re: Turn #71 - Knights of Haelyn
: X-Endier & KoH/GdN (JP) March 15, 2012, 05:34:36 AM
OoC

I will follow the plan you all have laid out. I made this post a bit vague because there was some back and forth information that I am not sure of are we storming Sendoure and Binsada or are we storming Werthangen.

IC

Guy greets General Runil of IHH warmly and states:

 "I have been requested to the conclave on immediate business of the pontiff.  I will leave the start of the crusade in the capable hands of General Artheuer and yourself (Man Fighter 10 Haelyn LG).  If Wallic I, trusts you than so do I and I expect the same of my General.  He will lead the KoH and remaining bodyguards to the battle front as requested by the war committee.  They will insure the safety of the flank until such time as I can return.  I have given the General full instructions on how to proceed in my absence.  I will return as soon as possible to continue this righteous effort.  On behalf of the KoH and myself I bid you safe travels and when I return if you are not among the live then Haelyn has truly blessed you and I will see you in the afterlife.  I must depart with speed so that I may return give my good word to liege."

Sir Guy then with haste leave several instructions with the General and boards the fastest possible ship towards the conclave.
: Re: Turn #71 - Knights of Haelyn
: DM B March 15, 2012, 10:46:52 AM
War move 3:

The great host starts marching. Guy may have left, but he's left his capable second-in-command as general of the KoH force.
: Re: Turn #71 - Knights of Haelyn
: X-Endier & KoH/GdN (JP) March 15, 2012, 10:09:12 PM
OoC  I made minor changes was using turn 65 info instead of 67 when I posted it does not change the amount of troops just their level

IC

The Red Knight has left the following army in control of his LT:

Not sure what mustering has done for us but this is what I know for sure.

Knight-General Artheuer Welling: MAn; Fighter 10; Haelyn; Anduiras (Kaered), Weak; LG. Scion of a minor branch of the Kaered line. Rose to prominence during the reign of G-M Isilivere and later served G-M Anasatiae Daulton. A veteran of many campaigns (Command: Expert, Warcraft: Expert). General.
Knight-Captain Kalien 'Fellsword': MAn, Fighter 7, Haelyn, Unblooded, LG. Young and energetic. Talented battlefield commander (Command: Master, Warcraft: Skilled). He has a bit to learn about strategy. His rise through the ranks will be limited only by his lack of a bloodline. Commander.

Knights (KoH) Legendary Crusade Gen Welling
Knights (KoH) Crack Crusade Gen Welling
Knights (KoH) Crack Crusade Gen Welling
Mtd Armsmen (KoH) Crack Crusade Gen Welling
Mtd Armsmen (KoH) Elite Crusade Gen Welling
Mtd Armsmen (KoH) Elite Crusade Gen Welling
Mtd Armsmen (KoH) Elite Crusade Gen Welling
Mtd Armsmen (KoH) Elite Crusade Gen Welling
Mtd Armsmen (KoH) Vet Crusade Gen Welling
Mtd Armsmen (KoH) Vet Crusade Gen Welling
Pikes (KoH) Skilled Crusade Gen Welling
Scouts Green Crusade Gen Welling
Artillerists Skilled Crusade Gen Welling
Dwarven Siege train


: Re: Turn #71 - Knights of Haelyn
: DM B March 16, 2012, 09:55:20 AM
Dwarven Siege train

Commander
Engineers
Engineers
Artillerists
Guards
Crossbows
Crossbows
: Re: Turn #71 - Knights of Haelyn
: DM B March 16, 2012, 10:17:11 PM
The KoH and IHH forces starts their march East, but their advance is complicated by long discussions over seniority, marching order, the division of provisions and supplies, etc.

By the end of the first week of the campaign the host has not managed much more than to advance along the old Imperial highway into Tinsouf.

The enemy has had more than enough time to flee or to hide inside their fortifications. They've even had time to spirit away much of the harvest that it was hoped the crusaders would benefit from.

This is not a good start.

War move 4 begins.
: Re: Turn #71 - Knights of Haelyn
: X-IHH/Wallac Isilviere (Kasper) March 16, 2012, 11:33:06 PM
General Ruunil Griene gazed with fatigued eyes at Knight-Commander General Artheuer and his sub commander Kalien Fellsword. All three being experienced campaigners they knew it was crucial for the morale of the men that provisions and quarters where taken care of. And now this? How had they let it come to it that the infidels had managed to sneak out their provisions right under their nose and burned down the barns that should have sheltered the troops? And for what gain? A little piece of dry land vacant of hostiles but a few holed up in relative safety?

The three veterans new they had not impressed their enemy by the dragging of feet. Now they might have let themselves fall prey to scorched earth tactic but they would try to turn it into their advantage. Perhaps the locals now expected them to move only at the pace of an Avanil noble going to a ball held by someone below their own station. If so they might catch their enemy’s rearguard unprepared.


Warmove 4:
Begin to neutralize all fortifications in Tinsouf and occupy the province. Don’t want to leave nasty surprises in our back that can cut supply I can help it. Assuming manpower allows it at same time pick up pace and push forward with all Knights, Dragoons & mounted Armsmen plus 3 scouts at highest possible speed without taking damage to cohesion along the imperial road towards Ghoudaïa through Shirshet. Would be nice to gain on the retreating enemies before they get regrouped and reinforced by tons of militia. (Oh I miss my outriders). Have the last scout unit make reconnaissance into Sulaïa to get an idea of the opposition there.
: Re: Turn #71 - Knights of Haelyn
: DM B March 18, 2012, 09:33:55 PM
Nice narrative!

---

General Griene wiped the rain from his face. The weather had taken a turn for the worse and every day saw one or more heavy showers. Beyond the old highway the ground turned muddy and foul, making it difficult to maintain proper column security. Those set to guard the flanks or act as outriders inevitable became slowed down. It was either slow down the main force or abandon security.

And the later wasn't an option. Some local chief - Sheik Yousef-something - had organized the locals and was harassing their advance, every step of the way. Light cavalry would rush in and fire volleys at the column. They'd pushed through the scouts on several occasions. Damage was limited, but it was very tiresome. And catching them was just impossible. Griene had tired to send the scouts after them, but then they'd run into foot-soldiers - again armed with bows - and been forced to retreat. They should have been outside Ghoudaïa by now, but they were still in Shirshet.

It was frustrating. Like fighting goblins in the forests of Boeruine. Hard to find them, difficult to chase them. Briefly he wondered how his kin were doing. It was a long time since he'd come to the South Coast with Martin Royce. Too long. He should go see them sometime. Once this crusade was over...

: Re: Turn #71 - Knights of Haelyn
: X-IHH/Wallac Isilviere (Kasper) March 18, 2012, 11:22:10 PM
Amidst yet another heavy shower of rain General Griene’s daydreams came to a sudden stop. “Like fighting goblins in the forests of Boeruine…” Those goblins they finally caught by offering them bait. Griene had been among the men that volunteered that day to dress as peasants and work the fields in the shadow of the looming forest, their weapons digged down in the dirt. They had left their armour in the barracks and that had almost cost him his left arm. It had cost him a clipped ear and earned him his nickname “Blodaxe”.  That grim day the goblins took the bait and though the price was higher than Griene liked he had to admit the charade had worked wonderfully. The real peasants however had paid a heavy toll as they had been forced to do real work together with the soldiers. That was one of the reasons he did not reenlist in the Dukes guards but instead joined the templar’s of IHH and went south with Royce.

Now to the task at hand rain or not. How to find the proper bait for the harassing locals? How to make it look like security was lax and yet make ready for the trap to spring? There would be no involving civilians this time though – he had sworn to that after that grim day. Besides there where but the camp followers and they would never agree to that anyway. He wiped some more rain of his scared face and called for his adjutant to find General Artheuer and ask him to join him. Maybe the baggage train could hold more than just the baggage? It would be a great risk to take because if it failed the scorched earth tactic already so skillfully employed by the enemy would truly take its toll on the army…


JP feel free carry on  :)
: Re: Turn #71 - Knights of Haelyn
: DM B March 19, 2012, 10:31:46 AM
OOC: Very nice to see some narrative mixed with the OOC. Keep it up.

OOC: Then the IHH can have 1 scout ranging ahead, 2 scouts guarding the IHH mounted detachment. The KoH has 1 scout guarding their mounted detachment.

Scouting detachment  (to Ghoudaïa through Shirshet)

IHH
Unnamed commander
Scouts, Skilled

Mounted force (to Ghoudaïa through Shirshet)
Two generals, no overall commander

IHH
General Runil Griene
1 Knight, Elite
2 Armsmen mnt, Crack
2 Dragoons, Crack
2 Scouts, Skilled

KoH
General A. Welling
Knights (KoH) Legendary Crusade Gen Welling
Knights (KoH) Crack Crusade Gen Welling
Knights (KoH) Crack Crusade Gen Welling
Mtd Armsmen (KoH) Crack Crusade Gen Welling
Mtd Armsmen (KoH) Elite Crusade Gen Welling
Mtd Armsmen (KoH) Elite Crusade Gen Welling
Mtd Armsmen (KoH) Elite Crusade Gen Welling
Mtd Armsmen (KoH) Elite Crusade Gen Welling
Mtd Armsmen (KoH) Vet Crusade Gen Welling
Mtd Armsmen (KoH) Vet Crusade Gen Welling

Tinsouf siege force
No general

IHH
Unnamed commander
2 Regulars, Skilled
4 Pikes, Skilled
4 Crossbows, Skilled
2 Skirmishers, Skilled

KoH
Commander Kalien 'Fellsword'
Pikes (KoH) Skilled Crusade Gen Welling
Scouts Green Crusade Gen Welling
Artillerists Skilled Crusade Gen Welling

Dwarven mercs
Commander Heiri Wainier
Engineers
Engineers
Artillerists
Guards
Crossbows
Crossbows
: Re: Turn #71 - Knights of Haelyn
: DM B March 19, 2012, 11:46:55 AM
Ghoudaïa

Regardless of the difficulties with enemy skirmishers the crusaders push forward and reach reach the capital of Ghoudaïa. It is a large fortified city overlooking the Asarwe river. Taking the city without a siege will be difficult and costly. Taking it with a siege will take months, even with the siege train you've got

Scouting detachment  (scout Sulaïa)

IHH
Unnamed commander
Scouts, Skilled

Mounted force (to Ghoudaïa through Shirshet)
Two generals, no overall commander

IHH
General Runil Griene OK
Knight Elite OK
Armsmen mnt Crack OK
Armsmen mnt Crack OK
Dragoons Crack W
Dragoons Crack E
Scouts Skilled E
Scouts Skilled E

KoH
General A. Welling OK
Knights (KoH) Legendary OK
Knights (KoH) Crack OK
Knights (KoH) Crack OK
Mtd Armsmen (KoH) Crack OK
Mtd Armsmen (KoH) Elite OK
Mtd Armsmen (KoH) Elite OK
Mtd Armsmen (KoH) Elite OK
Mtd Armsmen (KoH) Elite OK
Mtd Armsmen (KoH) Vet OK
Mtd Armsmen (KoH) Vet OK
Scouts Green E
: Re: Turn #71 - Knights of Haelyn
: DM B March 19, 2012, 11:50:32 AM
The province of Tinsouf has a castle (3) guarding the approaches from Rohrmarch. It has been invested and siege equipment is being constructed. Depending on how aggressive you want to be it could conceivably be taken within the month. The province also has a for law (2) and fort guild (2).

Tinsouf siege force
No general

IHH
Unnamed commander
Regulars, Skilled
Regulars, Skilled
Pikes, Skilled
Pikes, Skilled
Pikes, Skilled
Pikes, Skilled
Crossbows, Skilled
Crossbows, Skilled
Crossbows, Skilled
Crossbows, Skilled
Skirmishers, Skilled
Skirmishers, Skilled

KoH
Commander Kalien 'Fellsword'
Pikes (KoH) Skilled
Artillerists Skilled

Dwarven mercs
Commander Heiri Wainier
Engineers
Engineers
Artillerists
Guards
Crossbows
Crossbows
: Re: Turn #71 - Knights of Haelyn
: DM B March 19, 2012, 11:50:50 AM
WM 5 begins.
: Re: Turn #71 - Knights of Haelyn
: X-IHH/Wallac Isilviere (Kasper) March 19, 2012, 01:31:13 PM
Finally realizing the army was not one but two Griene understand the folly of the forward push. The enemy lost nothing and only succeed the slow grind away of the KoH and IHH force. Clearly taking the fortified city with the units present was not an option and the infidels had failed to take their bait. Retreat was the only sane option though he had to put it differently to the soldiers or their trust in their leadership would suffer.

”Soldiers take a good look. The infidels cover inside their huts. Inside their city and behind their walls. Little do they dare to confront us in open battle and that is if not valiant at the very least wise for we would have crushed them utterly. Our purpose with this forward push have been reached. We have now detailed knowledge of the defense and lay of the land. We will move back and link up with our brothers. First at casual speed to Shirshet then on to Tinsouf. Be prepared for the cowards to attempt all kinds of delaying tactics and attempt to disrupts us.”

”First we take Tinsouf then we move on. No reason to leave our backs unguarded”


EDIT: Griese tries to relieve the units that are allready weary to avoid a complete loss of the units involved. Namely:

IHH:
Dragoons Crack W
Dragoons Crack E
Scouts Skilled E
Scouts Skilled E

KoH
Scouts Green E

OoC: We have to solve this issue with no overall command. How do we do that? We have excellent relations share a goal and the generals are on execelent terms as well. I thought we had agreed on it allready but it will come back and bite my arse  ;)

JP there are no overall command. If you have any ideas as of how to establish that please put them on the table. I am open for all but direct heresy against the All Fathers laws
: Re: Turn #71 - Knights of Haelyn
: X-IHH/Wallac Isilviere (Kasper) March 19, 2012, 02:13:47 PM
The province of Tinsouf has a castle (3) guarding the approaches from Rohrmarch. It has been invested and siege equipment is being constructed. Depending on how aggressive you want to be it could conceivably be taken within the month. The province also has a for law (2) and fort guild (2).

Tinsouf siege force.

Wait for the return of the forward elements and if leadership issue has not been solved (oh how the evil DM loves it) have the two generals attempt joint command (and oh we all know how well that work!!) and take the province

Continue siege. When proper leadership (and the extra manpower
: Re: Turn #71 - Knights of Haelyn
: DM B March 19, 2012, 03:50:31 PM
Sulaïa scouts report 3 Khinasi light cavalry. Active castle 2.
: Re: Turn #71 - Knights of Haelyn
: X-Endier & KoH/GdN (JP) March 21, 2012, 02:41:39 AM
OoC:  Sorry work and school was rough last week.  I thought we had an understanding of command as well but I will do my best to adlib as needed.

General Welling looks around at the size of the fortifications with ire and with a frustrated tone states:

“The Grand-Maester will not be happy, while he is away trying to buy us time to crush the Swordhawks we have let him down.  I will make up for the lack of preparedness with great success on the field.”

He takes a moment to evaluate the fort he notes it is formidable fort and tends to agree it would be tough position to take as it is also well defended.  Then looking to his co-commander in a normal tone he says:

“I say that we catch them off guard we should press on as you claimed, however one group should remain for a bit allowing the other press on about a half days ride in the forest (looking at the map he points out a suitable location to meet).  After a day we could then have the second army travel to the meeting point.  This may draw them out into chasing our now much smaller force.  If not then we would be able to press forward to our next destination.  Once they give chase we can lead them into the army that is already waiting a day ahead and get the jump on them.  While this will slow our tactics down it would give us great chance to play cat and mouse with them until such time as we can regroup and reach our next destination.  If this plan is to your liking I would recommend you take the Pontiffs army ahead now and we will follow in about a day’s time.”

The General pauses for a moment to see what his companion think and then proceeds to address the Knights.

“My ever faithful Knights you have met the challenges of the day and are still with us.  It is with a proud voice and heritage of service to Haelyn that I say we will not fail this task given to ous by our illustrious commander THE RED KNIGHT.  To that note I recall a quote often used by our fearless leader (in a loud and prophetic tone) "Haelyn himself will be your leader, Wear his holy symbol as your badge. If you are killed your sins will be pardoned, Let those who have been fighting against their own brothers and kinsfolk now fight lawfully against the Swordhawlks."

And with that the great general begins forming up his men as if they were to siege this fortification.

OoC if you have a different idea please let me know I will adjust a portion of this memo.
: Re: Turn #71 - Knights of Haelyn
: DM B March 24, 2012, 08:41:38 AM
It's a hopeless situation really - as long as the forces of the Amir are able to keep the initiative they can harass you all they like. But they have to be very alert or they risk getting too close - or as in this case, ambushed. Sendoure is not one big plat open plain like it looks like on the map. Instead it's a relatively flat piece of land, but with hills and rolling fields scattered about. There are also light woods, orchards, and whatnot. Enough to give a cunning commander something to work with.

To set a trap you need bait. And if the generals haven't figured it out yet the men certainly have. The Khinasi are going for the scouts and dragoons. Anything with mobility and missile power. Only when they are gone will they go for the real prize - the knights. The armsmen they will leave for last. They cannot fight effectively on horseback, so once their cavalry support is gone they have no choice but flee or dismount. Flee and they will be chased. Dismount and they are trapped.

In Shirshet the opportunity presents itself. General Welling gathers the scouts, dragoons and knights and rides away at high speed.  General Griene leads the rest of the force into a smallish village. There is a nerve-wracking moment when it loos like the Khinasi will go after the cavalry, but the moment passes. Instead there is a steady stream of sudden attacks from Khinasi cavalry as the armsmen take shelter in the village.

Elsewhere the scouts and dragoons peel away from the knights and attack the light cavalry that is shadowing Welling's force. There is some fierce fighting before the Anuirean break and run for Tinsouf. The enemy pursues. But Welling and the knights are no longer heading for Tinsouf - they've reversed course and are now en-route back to Griene's detachment.

They manage to catch six of Amir Beysim ibn Faroud el-Duatim's precious Khinasi cavalry as they attack the beleaguered armsmen. After the initial charge there is some vicious melee fighting before the enemy flees. He's lost four unit, with another two damage. Damage to the knights is moderate, the armsmen are only lightly damaged.

You return to Tinsouf by a more northerly route, avoiding enemy encounters.

Scouting detachment  (scout Sulaïa)

IHH
Unnamed commander
Scouts, Skilled

Mounted force (to Ghoudaïa through Shirshet)
Two generals, no overall commander

IHH
General Runil Griene OK
Knight Elite E
Armsmen mnt Crack OK
Armsmen mnt Crack W
Dragoons Crack E
Dragoons Crack E
Scouts Skilled E
Scouts Skilled E

KoH
General A. Welling OK
Knights (KoH) Legendary OK
Knights (KoH) Crack W
Knights (KoH) Crack W
Mtd Armsmen (KoH) Crack OK
Mtd Armsmen (KoH) Elite OK
Mtd Armsmen (KoH) Elite OK
Mtd Armsmen (KoH) Elite E
Mtd Armsmen (KoH) Elite OK
Mtd Armsmen (KoH) Vet W
Mtd Armsmen (KoH) Vet W
Scouts Green D

Back in Tinsouf you find the light cavalry has abandoned their pursuit in the face of Anuirean crossbows. The dwarves are ready for assault on the Tinsouf castle.

: Re: Turn #71 - Knights of Haelyn
: X-IHH/Wallac Isilviere (Kasper) March 24, 2012, 06:58:13 PM
OoC: I'll say lets assault and take the province. I'll make a narative after DO unless JP have one ready before then.

Edit:
Thoughts in regard to coming assault
Units already below Ok in Cohesion should not participate in the assault itself unless we lack manpower. I should think it is not necessary. Let them guard the surroundings.

Battering ram covered by wood and the log reinforced with steel.

When the battering ram break the gate, launch a full-scale attack involving siege towers, catapults or trebuchets and infantry. Crossbows used mainly against the numerous archers situated on the walls.

The bigger the siege tower, the harder it is to move. Increase or decrease size depending on the fortification's location. I assume the castle is in hard-to-reach terrain such as hills difficult to reach with a siege tower. If castles have a moat build armored shelters that allow workers to fill-in moats with some means of protection.

The army brought equipment that facilitates siege tower's development, though most of the material will have to come from the surrounding landscape (such as wood). (Possible to spend 1 GB to allow army to carry heavy metals to strengthen the tower?)

Siege engines of various kinds (trebuchet build on spot etc)

Build some tunnels under the walls or towers. Then let the engineers carefully make it collapse by removing columns to holding the tunnel. If done properly, the wall will collapse and allow entrance to the castle.

Problems for tunnels could be water. If it rains or defenders find out the tunnel and pour water on it, it could collapse altogether killing everyone inside. Therefore, built tunnels fast and with extreme caution. (Covered by Counter Espionage?)
: Re: Turn #71 - Knights of Haelyn
: DM B March 26, 2012, 11:18:59 AM
A full-scale siege requires at least one month (1 action round/4 war moves) to have any effect (i.e. building siege engines, sapping, etc.).
An assault requires just 1 war move.
A passive siege requires 1 turn to have any effect (not relevant in this case).

Also; a fortification is not just a single fortification. A castle protects an entire province. So when you're taking on a castle it is better to describe it as an effort to take say an important walled town or two, plus perhaps a key castle (in the literal sense; a key castle).
: Re: Turn #71 - Knights of Haelyn
: DM B March 26, 2012, 12:38:56 PM
WM 5 saw you move forward, hampered by active enemy fortifications and attacks by mobile forces.
WM 6 saw you flee back, hampered by active enemy fortifications and attacks by mobile forces.
WM 7 currently.

Also note that you were out of supply for a while there, but fortunately not long enough for you to take any damage.
: Re: Turn #71 - Knights of Haelyn
: X-IHH/Wallac Isilviere (Kasper) March 26, 2012, 01:08:23 PM
A full-scale siege requires at least one month (1 action round/4 war moves) to have any effect (i.e. building siege engines, sapping, etc.).
An assault requires just 1 war move.
A passive siege requires 1 turn to have any effect (not relevant in this case).

Also; a fortification is not just a single fortification. A castle protects an entire province. So when you're taking on a castle it is better to describe it as an effort to take say an important walled town or two, plus perhaps a key castle (in the literal sense; a key castle).
OoC:
So if we make a A full-scale siege at least one month (WM7, 8, 9 & 10) it may possible reduce the loses on the attackers when we assault. Then either continue full-scale siege in WM11 and possible assault in WM12?

After having moved the mobile part of army through Shirshet to Ghoudaïa and back again we perhaps have a good idea how long it will take the full army moving from Tinsouf to Shirshet?

Can combined army (assuming damaged units will be left behind to recover) assume to move to Shirshet in just 1 WM? (WM 11 or 12)

WM 5 saw you move forward, hampered by active enemy fortifications and attacks by mobile forces.
WM 6 saw you flee back, hampered by active enemy fortifications and attacks by mobile forces.
WM 7 currently.

Also not that you were out of supply for a while there, but fortunately not long enough for you to take any damage.

Having moved 3 scouts (and lost 1 of them) through Shirshet twice do we know the lay of the land? Enemy castles and forts? What enemy fortifications do we know about? what active enemy fortifications do we know of?

(If theres some that is not maned. Fat chance heh)

EDIT: Forgot that Tinsouf siege force performed siege in both WM 5 & WM 6 allready. So we can as well perform siege for another 2 turns and see what happens right?
: Re: Turn #71 - Knights of Haelyn
: X-IHH/Wallac Isilviere (Kasper) March 30, 2012, 04:29:50 PM
Soaking wet and exhausted the two elements of the proud crusaders unites at last. The bloody rain would have been a blessing had it prevented the infidels burning down every miserable excuse for a building in the vicinity of their strongholds. Neither a city house nor a shackle remained.  How they had managed the feat considering the almost none existent time they had remained a mystery. Treachery or divine intervention?

The crusaders had paid careful attention not to pay any disrespect to Sera. Not to in any way upset her or her priesthood and yet the buildings had burned as if infused with a fire not of this world; drenched to the last straw and yet only charred ruins now remained. Little wonder if the rats now holed up in their lairs was well stocked in supplies and sated with satisfaction deriving from the fact the invaders had to bring everything with them. Everything. Which they fortunately had, having paid due attention to the dwarven siege masters advices.



The united force use two War Moves to reconsolidate the exhausted troops, screen the sieges and complete the 2 last WM’s of the 4 needed for the full-scale siege to have any effect (i.e. building siege engines, sapping, etc.). Bombard night and day letting them have little or no rest.
: Re: Turn #71 - Knights of Haelyn
: DM B March 31, 2012, 10:52:57 AM
Shirshet has an active castle 4. Could be some forts as well. You haven't really scouted all that well.
: Re: Turn #71 - Knights of Haelyn
: DM B March 31, 2012, 10:54:34 AM
The dwarven siege train is quite effective. By WM 8 they have reduced the Tinsouf castle to level 2.
: Re: Turn #71 - Knights of Haelyn
: DM B March 31, 2012, 10:56:11 AM
Shirseth is a level 6 province with woods terrain. There is also a major road running through it: Tinsouf-hirseth-Ghoudaïa. Even a very slow unit could move to Shireth in 1 WM.
: Re: Turn #71 - Knights of Haelyn
: DM B March 31, 2012, 10:59:32 AM
OOC: 'Bombard day and night' isn't a game-mechanical option. You could always use it as fluff text, but it doesn't have any game-mechanical bearing. 1 WM is 1 WM. Artillerists and artillery is limited by many factors; ammunition, the equipment used, the crew, ammunition, the need to see what you're shooting at, weather, etc.
: Re: Turn #71 - Knights of Haelyn
: DM B March 31, 2012, 11:06:54 AM
WM 9 begins
: Re: Turn #71 - Knights of Haelyn
: DM B April 02, 2012, 09:16:34 AM
In honor of the late Kasper II this goes down in WM9...

On WM 9 Ser Kalien 'Fellsword' personally leads an assault on the enemy fortifications:

An elite dismounted force of templars will constitute the core of the assault force:

(dismounted)
Knights (KoH) Legendary OK
Mtd Armsmen (KoH) Crack OK
Mtd Armsmen (KoH) Elite OK
Mtd Armsmen (KoH) Elite OK

Overall command now lies with General Welling:

Tinsouf siege force
General Welling

The first wave of attackers will come from the ranks of the IHH, directed by general Griene. They will soften up the defenders before the templars finally storm the bastions.

IHH
General Runil Griene OK
Regulars, Skilled
Regulars, Skilled
Pikes, Skilled
Pikes, Skilled
Pikes, Skilled
Pikes, Skilled
Pikes (Endier) Skilled
Crossbows, Skilled
Crossbows, Skilled
Crossbows, Skilled
Crossbows, Skilled
Skirmishers, Skilled
Skirmishers, Skilled

The siege train is also ready to rain death and destruction on the enemy:

Dwarven mercs
Commander Heiri Wainier
Engineers
Engineers
Artillerists
Artillerists (Endier) Skilled
Guards
Crossbows
Crossbows

Finally a cavalry reserve is kept ready in case of enemy attempts to relieve the siege;

IHH
General Runil Griene OK
Knight Elite E
Armsmen mnt Crack OK
Armsmen mnt Crack W
Dragoons Crack E
Dragoons Crack E
Scouts Skilled OK
Scouts Skilled E
Scouts Skilled E

KoH
Knights (KoH) Crack W
Knights (KoH) Crack W
Mtd Armsmen (KoH) Elite OK
Mtd Armsmen (KoH) Elite E
Mtd Armsmen (KoH) Vet W
Mtd Armsmen (KoH) Vet W
Scouts Green D
: Re: Turn #71 - Knights of Haelyn
: DM B April 02, 2012, 10:01:31 AM
The Khinasi dogs have never seen war like this...

Catapults slamming their deadly loads of rock into crumbling forts and keeps. Ballistae and crossbows raining death as hard-eyed soldiers advance along pre-planned routes, covered by portable siege shields. Storm ladders brought up. Dozens of men scaling each. Keeping the pressure up. Gaining a foothold. Anuirean knights and armsmen follows next, clad from head to to in hardened steel, almost impervious to attacks. Walls are secured. More men swarm up the ladders. It's only a matter of time before lightly armored and armed Khinasi infantry is dug out from their positions.

The scene is repeated in several locations across Tinsouf. The enemy law fort castle has fallen!
: Re: Turn #71 - Knights of Haelyn
: DM B April 02, 2012, 11:04:27 AM
WM 10:

The crusaders follow up with an equally effective assault on the enemy law fort.

Only a guild fort 2 now remains.

: Re: Turn #71 - Knights of Haelyn
: DM B April 02, 2012, 11:06:02 AM
WM 11:

Guy de Nichaleir returns to the crusading army.

Scouts report an enemy cavalry force gathering in Shirshet.

What will Ser Guy do? Continue his assaults, advance or hold?
: Re: Turn #71 - Knights of Haelyn
: X-Endier & KoH/GdN (JP) April 03, 2012, 05:59:50 AM
OOC:  If I understand the post correctly we have taken control of Tinsouf.  If so then the following applies in accordance with IC-1.  If not then we will continue the assault and have the secondary units prepare for the enemy Calvary units to arrive by setting a trap for them and use IC-2.

IC-1

As the Red Knight arrives at the castle in Tinsouf he and Archibald assess the force and the damages.  Calling forth both Generals he prepares for battle. 

I say we should be securing the crusades backside not pillaging this region.  Once we can secure this foothold I will divert a portion of the knights to help support Oserde.

 In the mean time Kalien 'Fellsword I would like you to take a screening team and ensure that we know when the army of Calvary is to arrive we cannot afford then to come behind and route us. 
General Welling I would like you to take units and set a trap by waiting in cover until I give the signal.  You will wait until the Calvary storms into the fort and then attack them from behind.  I will ensure that horn is used if we need before they storm. 

The plan will be as if we have only left a small contingent of units here.  General Griene and I will hold the fort until the trap can be sprung.   This will make it look as if we have too much pride and they are nothing to us.  In the mean time I will prepare the city for war.  Once the Calvary units storm the castle I will give signal and the word to General Welling to take them from the rear. 

I advise you use this time wisely get as much rest as possible for the upcoming battle.  Kalien when you make the location of the enemy army ensure that you do enough to slow them and then retreat back to the fort and prepare for battle. 

I give only a moment for your reply as we do not exactly have the time to argue points at this time.
General Welling says without pause, as you command sir.

One more thing General Take Archibald with you and have him tend to the units while we wait for the upcoming battle.
(Using Archibald knowledge of the healing arts to help regain the composure and remain ready for battle).

Tinsouf Fort 2 Units:

Commander: The Red Knight
General Griene OK
(dismounted)
Knights (KoH) Legendary OK
Armsmen mnt (KoH) Crack OK
Armsmen mnt (KoH) Elite OK
Armsmen mnt (KoH) Elite OK
Pikes (Endier) Skilled OK
Pikes (IHH) Skilled OK
Pikes (IHH) Skilled W
Pikes (IHH) Skilled OK
Crossbows (IHH) Skilled W
Crossbows (IHH) Skilled OK

Screening Team:
Commander: Kalien
Scouts (IHH) Skilled OK
Knights (KoH) Crack W
Armsmen mnt (KoH) Elite W
Skirmishers (IHH)  Skilled E
Skirmishers (IHH)  Skilled OK
Crossbows (IHH)  Skilled OK
Crossbows (IHH)  Skilled OK

Hidden Troops:
Commander General Welling
Scouts  (IHH) Skilled E
Scouts  (IHH) Skilled E
Dragoons  (IHH) Crack E
Dragoons  (IHH) Crack E
Knights (KoH) Crack W
Knights  (IHH) Elite E
Armsmen mnt  (IHH) Crack OK
Armsmen mnt  (IHH) Crack W
Armsmen mnt (KoH) Elite E
Armsmen mnt (KoH) Vet W
Armsmen mnt (KoH) Vet W
Regulars (IHH)  Skilled W
Regulars (IHH)  Skilled E
Pikes (IHH)  Skilled OK

Dwarven mercs
Commander Heiri Wainier
Dw Engineers OK
Dw Engineers OK
Dw Artillerists OK
Artillerists (Endier) Skilled OK
Dw Guards OK
Dw Crossbows OK
Dw Crossbows OK


IC-2

As the Red Knight arrives at the castle in Tinsouf he and Archibald assess the force and the damages.  Calling forth both Generals he prepares for battle. 

I say we should be securing the crusades backside not pillaging this region.  Once we can secure this foothold I will divert a portion of the knights to help support Oserde.

We must take this place now before we are overrun.  It is imperative that we wipe them out and prepare for an assault from the incoming Calvary units.

Once we have taken this land I want Kalien 'Fellsword to take a screening team and ensure that we know when the army of Calvary is to arrive we cannot afford then to come behind and route us. 
General Welling I would like you to take units and set a trap by waiting in cover until I give the signal.  You will wait until the Calvary storms into the fort and then attack them from behind.  I will ensure that horn is used if we need before they storm. 

The plan will be as if we have only left a small contingent of units here.  General Griene and I will hold the fort until the trap can be sprung.   This will make it look as if we have too much pride and they are nothing to us.  In the mean time I will prepare the city for war.  Once the Calvary units storm the castle I will give signal and the word to General Welling to take them from the rear. 

I advise you use this time wisely get as much rest as possible for the upcoming battle.  Kalien when you make the location of the enemy army ensure that you do enough to slow them and then retreat back to the fort and prepare for battle. 

I give only a moment for your reply as we do not exactly have the time to argue points at this time.
General Welling says without pause, as you command sir.

One more thing General Take Archibald with you and have him tend to the units while we wait for the upcoming battle.
(Using Archibald knowledge of the healing arts to help regain the composure and remain ready for battle).

OOC: The attacking units will remain the same as Bjorn listed them then break down in the groups mentioned above for the plan to defend this land.
: Re: Turn #71 - Knights of Haelyn
: DM B April 03, 2012, 08:58:58 AM
There is one remaining fort guild 2 in the province. It appears to contain two Khinasi archers, or maybe one archer and one spears. Conceptually this guild fort protects a key trade town along the main road. It's not absolutely essential to take, but if you're here to stay you must deal with it, sooner or later.
: Re: Turn #71 - Knights of Haelyn
: DM B April 03, 2012, 09:00:14 AM
You now control a castle 2 and a fort law 2. Excellent for a base of operations.
: Re: Turn #71 - Knights of Haelyn
: DM B April 05, 2012, 08:59:56 AM
The final assault goes equally well and the last fort falls into crusader hands.

Fellsword's screening is effective in preventing the enemy from interfering with the assault. Once again the Khinasi proves that the crusader forces are badly prepared for fighting mobile horse archers. The combination of heavily armored knights and armsmen protecting a mix of skirmishers and crossbows DOES have some merit. Althjoguh not fast enough to be useful on a larger scale such a force can effectively defend on a local scale. In Tinsouf the enemy has need to be in a particular place - if they just ride away the screening force will effectively have won.

It's costly, however. The enemy force seems well led and highly motivated. The crusading force is a composite of KoH templars and IHH musters without much in terms of experience. Still, it's mission accomplished. The assault goes through, undisturbed. The plan to catch Sheikh Yousef ibn Faroud and his men is prhaps too optimistc. The sheikh is too wily. He avoids the trap altogether and proceeds to taunt the Anuireans for some time. Only the presence of fortifications and crossbows do much to deter his riders. They fall back to Shirshet.

WM 12 begins
: Re: Turn #71 - Knights of Haelyn
: DM B April 05, 2012, 09:00:51 AM
x
: Re: Turn #71 - Knights of Haelyn
: DM B April 05, 2012, 09:18:58 AM
WM 12:

Tinsouf castle/forts:

Commander: The Red Knight
General Griene OK
(dismounted)
Knights (KoH) Legendary OK
Armsmen mnt (KoH) Crack OK
Armsmen mnt (KoH) Elite OK
Armsmen mnt (KoH) Elite OK
Pikes (Endier) Skilled B
Pikes (IHH) Skilled OK
Pikes (IHH) Skilled W
Pikes (IHH) Skilled OK
Crossbows (IHH) Skilled W
Crossbows (IHH) Skilled OK

Screening Team:
Commander: Kalien
Scouts (IHH) Skilled E
Knights (KoH) Crack E
Armsmen mnt (KoH) Elite B
Skirmishers (IHH)  Skilled D
Skirmishers (IHH)  Skilled OK
Crossbows (IHH)  Skilled W
Crossbows (IHH)  Skilled E

Hidden Troops:
Commander General Welling
Scouts  (IHH) Skilled E
Scouts  (IHH) Skilled E
Dragoons  (IHH) Crack E
Dragoons  (IHH) Crack E
Knights (KoH) Crack W
Knights  (IHH) Elite E
Armsmen mnt  (IHH) Crack OK
Armsmen mnt  (IHH) Crack W
Armsmen mnt (KoH) Elite E
Armsmen mnt (KoH) Vet W
Armsmen mnt (KoH) Vet W
Regulars (IHH)  Skilled W
Regulars (IHH)  Skilled E
Pikes (IHH) Skilled OK

Dwarven mercs
Commander Heiri Wainier
Dw Engineers OK
Dw Engineers OK
Dw Artillerists OK
Artillerists (Endier) Skilled OK
Dw Guards OK
Dw Crossbows OK
Dw Crossbows OK
: Re: Turn #71 - Knights of Haelyn
: DM B April 05, 2012, 09:20:03 AM
Unit roster updated with losses from assaults and cavalry battle with Khinasi.

Tinsouf is now in crusader hands.

What are you going to use the last WM for? Consolidation, pillaging, scouting etc.?
: Re: Turn #71 - Knights of Haelyn
: X-Endier & KoH/GdN (JP) April 06, 2012, 06:59:15 AM
WM 12

OOC:  We will be doing very little pillaging due to our lawful nature.  I am not sure if we can muster but we will probably need to do that along with scouting and repairing. If we can muster we will muster Crossbow/ranged units.

IC:

The Red Knight sends for all team leaders and rallies the units to defend the town taking up fortifications  in the castle.
I want a status report immediately and repairs to being post haste.  We will need to defend this area while recruiting more members to our banners.  I will begin a dispatch to inform the council of our current status.


I want rotating scouting units to be lead by Kalien and General Welling.  The rest of the units will take up defensive fortification until such time as we can fully assess out enemy.  I will have General Griene remain here to help with the defensive strategies along with moral of the units.  Archibald, do your best to check on the men and ensure they are getting the rest necessary for the coming days.  Take time to heal as many as possible and pray to the all-father for strength and wisdom as we move forward against our foe.

Tinsouf castle/forts: Castle Defense

Commander: The Red Knight (plus body Gaurds)
Sub Commander: Archibald Goldstar (Healing aiding in recovery of units)
Knights (KoH) Legendary OK
Knights (KoH) Crack W
Knights  (IHH) Elite E
Knights (KoH) Crack E
Armsmen mnt  (IHH) Crack W
Armsmen mnt (KoH) Elite E
Armsmen mnt (KoH) Vet W
Armsmen mnt (KoH) Vet W
Regulars (IHH)  Skilled E
Armsmen mnt (KoH) Elite B
Skirmishers (IHH)  Skilled D

Commander Heiri Wainier, Post your men in such a way as to be able to defend this castle.  I want your men to be able to start taking the enemy down as they approach should the need arise.  I would also like your Engineers to look over the area and ensure that while we repair that we chose the most tactically beneficial areas to repair first.

Tinsouf castle/forts: Castle Defense 1

Dwarven mercs

Commander Heiri Wainier
Dw Engineers OK
Dw Engineers OK
Dw Artillerists OK
Dw Guards OK
Dw Crossbows OK
Dw Crossbows OK

General Griene, I want you to post pike at the entrance should they break through I would have them charge into our spears I will also ensure that you have a complement of crossbowmen on the walls.

Tinsouf castle/forts: Castle Defense 2

Commander: General Griene OK
Dragoons  (IHH) Crack E
Dragoons  (IHH) Crack E
Pikes (Endier) Skilled B
Pikes (IHH) Skilled OK
Pikes (IHH) Skilled W
Pikes (IHH) Skilled OK
Pikes (IHH) Skilled OK
Crossbows (IHH) Skilled W
Crossbows (IHH) Skilled E
Scouts  (IHH) Skilled E
Regulars (IHH) Skilled W

Kalien, I want you to take first scouting team and go out when you’re finished with the route we will send General Welling and the second scouting team out to relive you.  We will continue to rest our men as much as possible and rotate them out of scouting units.

Scouting team Team 1:
Commander: Kalien
Scouts (IHH) Skilled E
Skirmishers (IHH)  Skilled OK
Crossbows (IHH)  Skilled OK
Armsmen mnt  (IHH) Crack OK
Artillerists (Endier) Skilled OK

Scouting Team 2:
Commander General Welling
Scouts  (IHH) Skilled E
Armsmen mnt (KoH) Crack OK
Armsmen mnt (KoH) Elite OK
Armsmen mnt (KoH) Elite OK
Crossbows (IHH) Skilled W