Author Topic: Turn #71 - Oden siege  (Read 17551 times)

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Offline DM B

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Re: Turn #71 - Oden siege
« Reply #15 on: March 29, 2012, 10:09:08 AM »
The castle does not surrender.
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Re: Turn #71 - Oden siege
« Reply #16 on: March 29, 2012, 03:02:39 PM »
WM 9: The siege is not in any way affected by the raid.

You fail to take Oden by subterfuge.

Ironfist does not conjure up any magic tricks that lets you take the city.

The siege continues. Lots of units, big siege train, summoned artillery.
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Offline X-Osoerde (Alan)

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Re: Turn #71 - Oden siege
« Reply #17 on: March 29, 2012, 02:39:59 PM »
This should  be an active siege.
Yes, wyrmling, the meat is made all the more tender by armor...

Offline DM B

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Re: Turn #71 - Oden siege
« Reply #18 on: March 29, 2012, 02:46:17 PM »
Indeed it is. From the moment you conjured up some artillery. And with the arrival of the dwarves it's even an effective siege.
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Re: Turn #71 - Oden siege
« Reply #19 on: March 31, 2012, 01:39:37 PM »
WM 10: Catapults shoot lot of rocks at the city walls. More ladders are built, trenches dug etc. As soon as a breach can be effected the city will be stormed.
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Offline X-Osoerde (Alan)

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Re: Turn #71 - Oden siege
« Reply #20 on: March 31, 2012, 03:07:28 PM »
Osoer, along with Deaulen, begin setting the stage for an epic trap for the Osternord force.  Osoer forth the knights (dismounted) to take up duty on the siege of Oden and thusly freeing some additional light infantry (primarily Archers) and some regulars, to participate in the trap.

Using the screen force and a unit of knights as bait, they attempt to draw the enemy force into terrain that hinders their ability to easily retreat, and allows them the ability to attack from high ground.  Regulars are kept with archers to protect them. Once the trap is sprang, the idea will be for the flanking sides to rain death upon the force, while a second force (light infantry and scouts, as well as Dragoons/Outriders) moves to envelope the enemy.

Osoer will lead the decoy/flanking units, Deaulen will lead the enveloping units.
Yes, wyrmling, the meat is made all the more tender by armor...

Offline X-Coeranys/WD (Greg)

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Re: Turn #71 - Oden siege
« Reply #21 on: March 31, 2012, 09:32:43 PM »
Sounds like a good plan. Perhaps Ironfist can assist with his spellcasting abilities to provide additional cover/screening to aid in setting the trap...
William Deaulen
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Offline DM B

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Re: Turn #71 - Oden siege
« Reply #22 on: March 31, 2012, 10:54:29 PM »
Ironfist left as soon as the dwarven mercs set foot in Rohrgaard. Since then you haven't heard from him. He may have gone back to the Chimaeron.
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Re: Turn #71 - Oden siege
« Reply #23 on: April 01, 2012, 09:31:44 AM »
WM 11: The Osternord force is assembled. Please list units and commanders participating.
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Offline X-Osoerde (Alan)

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Re: Turn #71 - Oden siege
« Reply #24 on: April 01, 2012, 02:50:11 PM »
Siege Force: Unit (Owner; Experience/Status)
Knights (Osoer; Crack/OK) (Dismounted)
Knights (Osoer; Crack/OK) (Dismounted)
Crossbows (Auxillery (Alaric); Unknown/OK)
Crossbows (Auxillery (Alaric); Unknown/OK)
Regulars (Osoer; Green/OK)
Regulars (Osoer; Green/OK)
Regulars (Auxillery (Alaric); Unknown/OK)
Regulars (Auxillery (Alaric); Unknown/OK)
Regulars (Osoer; Skilled/OK)
Regulars (Osoer; Veteran/OK)
Dwarven Engineers (Dwarven; Elite/OK)
Dwarven Engineers (Dwarven; Elite/OK)
Celestial Siege Train (Conjured; -/OK)
Celestial Siege Train (Conjured; -/OK)
Celestial Siege Train (Conjured; -/OK)
Dragoons (Osoer; Veteran/OK)
Dragoons (Osoer; Veteran/OK)
Dragoons (Auxillery (Alaric); Unknown/OK)

Osternord Force: Unit (Owner; Experience/Status)
William Osoer (General)
William Deaulen (Commander)
Celestial Guard (Followers)
Outriders (Osoer; Veteran/W)
Outriders (Osoer; Skilled/OK)
Scouts (Osoer; Elite/OK)
Scouts (Osoer; Green/OK)
Knights (Auxillery (Alaric); Unknown/OK) (Bait - Flying High the Colors of King Alaric)
Armsmen, Mounted (Osoer; Skilled/OK) (Dismounted)
Archers (Osoer; Skilled/OK)
Archers, Mounted (Osoer; Elite/OK) (Dismounted)
Archers, Mounted (Osoer; Elite/OK) (Dismounted)
Skirmishers (Auxillery (Alaric); Unknown/OK)
Skirmishers (Auxillery (Alaric); Unknown/OK)
Regulars (Osoer; Skilled/OK)
Regulars (Auxillery (Alaric); Unknown/OK)
Regulars (Auxillery (Alaric); Unknown/OK)
« Last Edit: April 01, 2012, 02:58:21 PM by Osoerde/William Osoer (Alan) »
Yes, wyrmling, the meat is made all the more tender by armor...

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Re: Turn #71 - Oden siege
« Reply #25 on: April 01, 2012, 10:27:16 PM »
On WM 12 the Osternord force returns, bloodied but unbowed. William immediately orders assault preparations to commence.
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Re: Turn #71 - Oden siege
« Reply #26 on: April 01, 2012, 10:29:00 PM »
Lord Serim warns William that Prince Oden is unlikely to surrender his city. They will fight to the end - and may have some tricks up their sleeves.
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Offline X-Osoerde (Alan)

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Re: Turn #71 - Oden siege
« Reply #27 on: April 01, 2012, 11:56:06 PM »
Osoer is not surprised by Lord Serim's analysis and he agrees whole-heartedly with the assessment.

"Lord Serim, please tell Lady el-Mesir to be very vigilant.  I would not be surprised if magic were to play a part now where it has not before," he says.  "When the city falls, the Baron and I shall move to secure Prince Oden. Lord Rockhammer, Lord Serim and Captain Enlien shall secure the remaining elements of the city."

"Send a all the scouts, dismounted outriders, skrimishers, as well as 400 archers and 400 crossbowmen into the foothills to screen against the Swordhawk and the Osternord force," he says.

"Inform the my most loyal captains, that they shall draw lots.  Whomever has the short lots shall not partake of any looting, instead they will move to secure vital supplies, such as food, water and weapons.  The right of pillage shall last 3 days; I suggest it is time that is well spent for after its conclusion, execution will await any caught stealing, raping or otherwise harming the people of Rohrgaard."
Yes, wyrmling, the meat is made all the more tender by armor...

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Re: Turn #71 - Oden siege
« Reply #28 on: April 02, 2012, 10:06:02 AM »
The assault commences:

Lord Ironfist returns to the battlefield, unseen by the common soldiery. Calling upon the powers of rock and earth he makes two strong towers and the piece of curtain wall connecting them tumble to the ground. Afterwards there are some that say an earthquake did it. Others claim the artillery finally got the better of poor Brecht stonework. Whatever the reason the attack knocks down 2 lvls of castle, making the final assault all that much easier.
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Re: Turn #71 - Oden siege
« Reply #29 on: April 02, 2012, 10:20:50 AM »
Time for a little OOC input:

Oden has been reduced from a castle 5 to a castle 3 by Ironfist's spell.
You've also invested it for more than 1 turn. So that's a negative level right there.
Let's say that your dwarves have managed to knock down the castle by 1 level, despite missing 1 WM of bombardment. OK?

There is also a fort temple 4 (StS) and a fort manor 2 (EJ) and a fort guild 2 (FrF) in the province.
The manor fort has just been neutralized. Conceptually these are manorial defenses outside Oden. You'll deal with it later.
The guild fort has surrendered by now. Conceptually these are fortified minor towns.
The temple fort has not yet been dealt properly with.
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