Author Topic: Turn #71 - Knights of Haelyn  (Read 5621 times)

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Offline X-IHH/Wallac Isilviere (Kasper)

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Re: Turn #71 - Knights of Haelyn
« Reply #15 on: 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
« Last Edit: March 19, 2012, 05:18:08 PM by IHH/Wallac Isilviere (Kasper) »
His Holiness Wallac Isilviere, Pontiff of All Anuire, High Prefect of the Impregnable Heart of Haelyn

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Re: Turn #71 - Knights of Haelyn
« Reply #16 on: 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
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Offline DM B

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Re: Turn #71 - Knights of Haelyn
« Reply #17 on: March 19, 2012, 03:50:31 PM »
Sulaïa scouts report 3 Khinasi light cavalry. Active castle 2.
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Re: Turn #71 - Knights of Haelyn
« Reply #18 on: 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.
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"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."

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Re: Turn #71 - Knights of Haelyn
« Reply #19 on: 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.

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Offline X-IHH/Wallac Isilviere (Kasper)

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Re: Turn #71 - Knights of Haelyn
« Reply #20 on: 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?)
« Last Edit: March 25, 2012, 10:40:44 PM by IHH/Wallac Isilviere (Kasper) »
His Holiness Wallac Isilviere, Pontiff of All Anuire, High Prefect of the Impregnable Heart of Haelyn

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Re: Turn #71 - Knights of Haelyn
« Reply #21 on: 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).
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Re: Turn #71 - Knights of Haelyn
« Reply #22 on: 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.
« Last Edit: March 31, 2012, 10:43:21 AM by DM B »
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Offline X-IHH/Wallac Isilviere (Kasper)

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Re: Turn #71 - Knights of Haelyn
« Reply #23 on: 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?
« Last Edit: March 27, 2012, 12:03:56 PM by IHH/Wallac Isilviere (Kasper) »
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Offline X-IHH/Wallac Isilviere (Kasper)

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Re: Turn #71 - Knights of Haelyn
« Reply #24 on: 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.
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Re: Turn #71 - Knights of Haelyn
« Reply #25 on: 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.
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Re: Turn #71 - Knights of Haelyn
« Reply #26 on: 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.
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Re: Turn #71 - Knights of Haelyn
« Reply #27 on: 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.
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Re: Turn #71 - Knights of Haelyn
« Reply #28 on: 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.
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Re: Turn #71 - Knights of Haelyn
« Reply #29 on: March 31, 2012, 11:06:54 AM »
WM 9 begins
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