Tyr
Human
Shaper
Being a FUR BLANKET
Posts: 513
Moral Alignment: Pure Hearted
|
Post by Tyr on Apr 17, 2015 20:40:11 GMT -5
Tyr stood in front of his newly stood up and equipped army, proud of the way his citizens had accepted -or at the very least tolerated- the Duke's decision to create such a thing in the first place. There had been a brief training period, but this would be the first real test of what his army could do. It was also the beginning of Tyr's tactical training, oh would his father be proud of him right now. The organization was simple at the moment. First Platoon stood in four lines of two hundred and fifty infantry, making up the front. Second platoon stood behind them, four similar lines of archers. Third and Fourth platoon were made up of five hundred cavalry apiece, and they sat in the back waiting for a clear signal to charge whatever poked out of the woods to fight back. Tyr himself was several dozen yards in front of his troops, flanked by four infantrymen as bodyguards and one horseman as a standard bearer. Pulling his longsword free the Duke raised the shining blade and a massive clatter arose behind him. Every footsoldier and all of the cavalry started banging their weapons against their shields. It started off a mess but quickly coalesced into a slow rolling clash of metal that rang throughout the valley. You would've had to be dead to miss hearing it. It was his call, his warning to the county that something was coming. Should the current defenders have a sense of honor about them they might send their commander with some outriders to talk terms. Possibly of surrender if it worked well enough. If not, oh well. Tyr had a massive platoon's worth of archers ready to shoot them to hell. Attacking hereStriking fear/calling out the enemy soldiers' leadership to talk terms. Leadership II (+10). Learning Tactics and Inspire. ptkgraZZ
Army Combat Card Infantry Count: 1000 HP: 1 Dmg: 9 Init: 1 Armor: 3 Skills: Shield Cover: The infantry now block 20% of damage from incoming ranged attacks.
Pike Wall: The infantry have a fear factor of 1 vs Cavalry. If attacked by Cavalry 35% of the damage received is also dealt to the attacking Cavalry.
Heavy Infantry: The infantry deal an additional 20% total damage to enemy infantry that do not have this upgrade, and an additional 25% damage to archers. The infantry takes 10% less damage from Cavalry.
Archers Count: 1000 HP: 1 Dmg: 9 Init: 1 Armor: 3 Skills: Firing from Cover: When firing from a fortification, forest, or mountain, the archers take 10% less return fire from other ranged attacks.
Accuracy: When firing into a melee allies take 30% of the total damage instead of 50%. Enemies take 20% more damage.
Snipers: When occupying a forest, archers will take up residence in the trees and will fire down upon their enemies. For 1 turn only, the archers in the forest will take no damage from Infantry or Cavalry. The archers will still take damage from ranged attacks as normal. After the turn is up the archers will begin to take damage from Infantry or Cavalry as normal.
Cavalry Count: 1000 HP: 2 Dmg: 9 Init: 2 Armor: 3 Skills: Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.
|
|
|
Post by Azuloth on Apr 18, 2015 19:01:30 GMT -5
Battlefield--Orange: The Lost Battalion. --Mardok Troops --The Lost Battalion--Unit 1Infantry: 250 HP: 250 T. Dmg: 250 T. Init: 250 T. Armor: 0 Archers: 250 HP: 250 T. Dmg: 250 T. Init: 250 T. Armor: 0 Unit 2Infantry: 250 HP: 250 T. Dmg: 250 T. Init: 250 T. Armor: 0 Archers: 250 HP: 250 T. Dmg: 250 T. Init: 250 T. Armor: 0
The Lost Battalion was in control of the county. There were no towns to centralize their forces. Instead they roamed and foraged, and were only going to regroup in the next county over at the town there, joining more of their forces. Both units were over a dozen miles away from the attacking group from the next Duchy over, but they heard the clamor anyway. The land was quiet save for Tyr's posturing. Sure, he had numbers and training. But discipline? Tactics? That remained to be seen. The Lost Battalion was ready to fight their first serious battle against a force that was over three times their size. The fact that their forces were split did not help their situation. Both commanders were confident that their troops would do what needed to be done. Force this upstart off of their tribute land.
Initial Round: Deployment. First Round: Tyr's Forces, The Lost Battalion. **NOTICE**The Lost Batallion specializes in hit and run tactics. Upon Entering Forest, Mountain, or Marsh, the unit becomes invisible on the map and will only be revealed if they attack, or if they are adjacent to your forces unless a tactical detection is made. (Tactics) This ability is unique to The Lost Battalion. Movement:You can have your forces march to any position on the map at any time. Initiative will determine who gets there first. If your forces come into contact with enemy forces along their route, the remainder of the marching is rendered null, and melee occurs. RangesInfantry and Cavalry -May only attack enemies that are adjacent to them. Archers -May attack enemies that are between 1 and 3 pixels away.
Intimidation attempt failed: TLB has a fear rating of 0. Threshold is 50.
|
|
Tyr
Human
Shaper
Being a FUR BLANKET
Posts: 513
Moral Alignment: Pure Hearted
|
Post by Tyr on Apr 18, 2015 21:45:33 GMT -5
After giving it a little bit of time to listen for riders, Tyr gave up on the quick and easy ending. Nothing left but to find his opponents and hopefully force a surrender. The less bloodshed that was required the better, but if it came down to it the Duke was willing to destroy an army if it had to be done. With a whistle he called the captain from each cavalry company to him and dispatched orders. A wave of his sword and the rest of the troops followed him. Thundering hooves roared past the marching feet, both platoons of cavalry splitting off to go scout en mass for an enemy. It was a tactic he'd instructed the captains on prior, but whether they could successfully execute it was the real test. Drilling it would have been better, but Tyr wasn't a very experienced commander just yet and hadn't thought of that. Mentally hitting himself for it now, there was nothing to be done but carry on and hope for the best.
Orders: First and Second platoons march at an angle into the forest. Third platoon goes west in an arc to skirmish. Fourth platoon goes north to skirmish. If third and fourth find enemies at any point along their route, they engage immediately. Further orders if necessary/possible: After stopping First platoon will constantly bang their shields to draw attention. Second will take up residence in the trees and aim for any archers that appear. Third and Fourth will join up at the northwest corner, then head back towards First and Second platoon.
Roll to determine whether or not the platoons complete their orders correctly: K (25) + Unknown difficulty + Leadership II (10) + Learning Tactics. qOTcsB7B
Army Combat Card First Platoon Infantry Count: 1000 HP: 1 Dmg: 9 Init: 1 Armor: 3 Skills: Shield Cover: The infantry now block 20% of damage from incoming ranged attacks.
Pike Wall: The infantry have a fear factor of 1 vs Cavalry. If attacked by Cavalry 35% of the damage received is also dealt to the attacking Cavalry.
Heavy Infantry: The infantry deal an additional 20% total damage to enemy infantry that do not have this upgrade, and an additional 25% damage to archers. The infantry takes 10% less damage from Cavalry.
Second Platoon Archers Count: 1000 HP: 1 Dmg: 9 Init: 1 Armor: 3 Skills: Firing from Cover: When firing from a fortification, forest, or mountain, the archers take 10% less return fire from other ranged attacks.
Accuracy: When firing into a melee allies take 30% of the total damage instead of 50%. Enemies take 20% more damage.
Snipers: When occupying a forest, archers will take up residence in the trees and will fire down upon their enemies. For 1 turn only, the archers in the forest will take no damage from Infantry or Cavalry. The archers will still take damage from ranged attacks as normal. After the turn is up the archers will begin to take damage from Infantry or Cavalry as normal.
Third Platoon Cavalry Count: 500 HP: 2 Dmg: 9 Init: 2 Armor: 3 Skills: Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.
Fourth Platoon Cavalry Count: 500 HP: 2 Dmg: 9 Init: 2 Armor: 3 Skills: Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.
Attachments:
|
|
|
Post by Azuloth on Apr 19, 2015 12:44:45 GMT -5
The Lost Battalion
-Both Units are invisible. -Both units have moved.
The leaders of the small forces of the Lost Battalion had moved their men further into the woods. Those troops in the north did so, as well as those troops that were just south of the forest. Neither force attacked the invaders, instead they observed them from a safe distance, using their unique training to do so. It was realized that they were indeed greatly outnumbered and outclassed as far as everything went. They were not prepared for a professionally equipped army. Regardless if that army was fresh or not.
For now, scouting efforts were being made. The more information they could gather about their foes in this skirmish, the more they could report back to headquarters.
Tyr's prior roll: Success. The orders were Easy to follow.
|
|
Tyr
Human
Shaper
Being a FUR BLANKET
Posts: 513
Moral Alignment: Pure Hearted
|
Post by Tyr on Apr 20, 2015 16:20:09 GMT -5
Each platoon ended up following their orders to the letter with ease, and with no resistance. Well that was...interesting. Not finding anything the cavalry platoons continued on with the orders as they remembered them, hopefully close to what Tyr had actually told them to do. Commanding them directly though First and Second platoons tried some tactical formations as Tyr ordered them. Second platoon was easy, they used their sniper training to take up positions in the trees, ready to fire down on anything that popped out. First platoon though was being organized into a defensive circle. This would allow them to respond better to wherever the enemy popped out from. Hopefully. Tyr was still somewhat new to this after all. The order went out again though for more shield striking. Let the enemy know they were still there and unafraid. Maybe it would help draw them in.
Orders: Cavalry - Continue on towards the northwest corner of the county and meet up. Engage all enemies along the way. Archers - Sniper positions. Infantry - Defensive formation and more shield striking.
Roll to determine whether or not the cavalry platoons complete their orders correctly: K (25) + Unknown difficulty + Leadership II (10) + Learning Tactics. |88nhixBRoll for fear effect from shield striking: Ch (25) + Unknown difficulty + Leadership II (10) + Learning Inspire/Tactics
Army Combat Card First Platoon Infantry Count: 1000 HP: 1 Dmg: 9 Init: 1 Armor: 3 Skills: Shield Cover: The infantry now block 20% of damage from incoming ranged attacks.
Pike Wall: The infantry have a fear factor of 1 vs Cavalry. If attacked by Cavalry 35% of the damage received is also dealt to the attacking Cavalry.
Heavy Infantry: The infantry deal an additional 20% total damage to enemy infantry that do not have this upgrade, and an additional 25% damage to archers. The infantry takes 10% less damage from Cavalry.
Second Platoon Archers Count: 1000 HP: 1 Dmg: 9 Init: 1 Armor: 3 Skills: Firing from Cover: When firing from a fortification, forest, or mountain, the archers take 10% less return fire from other ranged attacks.
Accuracy: When firing into a melee allies take 30% of the total damage instead of 50%. Enemies take 20% more damage.
Snipers: When occupying a forest, archers will take up residence in the trees and will fire down upon their enemies. For 1 turn only, the archers in the forest will take no damage from Infantry or Cavalry. The archers will still take damage from ranged attacks as normal. After the turn is up the archers will begin to take damage from Infantry or Cavalry as normal.
Third Platoon Cavalry Count: 500 HP: 2 Dmg: 9 Init: 2 Armor: 3 Skills: Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.
Fourth Platoon Cavalry Count: 500 HP: 2 Dmg: 9 Init: 2 Armor: 3 Skills: Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.
·
|
|
|
Post by Azuloth on Apr 21, 2015 17:57:25 GMT -5
The Lost Battalion -Both Units are invisible -Both Units have moved.
The commanders of both of the small forces moved their troops deeper into the forest, skirting the confrontation that may or may not happen. The idea was to verify how big of a threat the enemy was. One of the forces made it to where the invaders had first come into the county, verified that their tracks came out of Mardok, and started moving in a different direction. The other did some scouting of its own, assessing the forces of the enemy. They knew at this point that they were out numbered and out classed. As a simple scouting force that was bound to be the case.
Decisions would be made soon.
Tyr's prior rolls -Failures
|
|
Tyr
Human
Shaper
Being a FUR BLANKET
Posts: 513
Moral Alignment: Pure Hearted
|
Post by Tyr on Apr 21, 2015 18:55:14 GMT -5
The cavalry platoons went towards the northwest corner, but ended up not quite meeting together. Somewhere along the way their exact orders had become muddled and so they resorted to doing what they could in such a condition: hunting down whatever enemies they could find. It had been the original intent of their orders after all, act as outriders to skirmish whomever they found. The infantry and archers were meant to draw the focus, but the cavalry would catch the stragglers. While they did that First and Second platoons kept on keeping on. First platoon kept up the noise, and Second kept their spots in the trees to shoot down any incoming targets. Tyr however had a few of the infantry scout the immediate perimeter, trying to find some evidence of any nearby enemies. It would be a boring fight if their opponents never showed up.
Orders: Cavalry - Scouting around. Will move to four pixels east and west of the main force respectively and engage anything they find. Archers - Sniper positions, will engage anything that comes into view. Infantry - Shield striking, scouting.
Detection check from two scouting platoons, a couple scout infantry, and snipers watching. K (25) + Unknown difficulty + Learning Tactics. RcV20NIURoll for fear effect from shield striking: Ch (25) + Unknown difficulty + Leadership II (10) + Learning Inspire/Tactics
Army Combat Card First Platoon Infantry Count: 1000 HP: 1 Dmg: 9 Init: 1 Armor: 3 Skills: Shield Cover: The infantry now block 20% of damage from incoming ranged attacks.
Pike Wall: The infantry have a fear factor of 1 vs Cavalry. If attacked by Cavalry 35% of the damage received is also dealt to the attacking Cavalry.
Heavy Infantry: The infantry deal an additional 20% total damage to enemy infantry that do not have this upgrade, and an additional 25% damage to archers. The infantry takes 10% less damage from Cavalry.
Second Platoon Archers Count: 1000 HP: 1 Dmg: 9 Init: 1 Armor: 3 Skills: Firing from Cover: When firing from a fortification, forest, or mountain, the archers take 10% less return fire from other ranged attacks.
Accuracy: When firing into a melee allies take 30% of the total damage instead of 50%. Enemies take 20% more damage.
Snipers: When occupying a forest, archers will take up residence in the trees and will fire down upon their enemies. For 1 turn only, the archers in the forest will take no damage from Infantry or Cavalry. The archers will still take damage from ranged attacks as normal. After the turn is up the archers will begin to take damage from Infantry or Cavalry as normal.
Third Platoon Cavalry Count: 500 HP: 2 Dmg: 9 Init: 2 Armor: 3 Skills: Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.
Fourth Platoon Cavalry Count: 500 HP: 2 Dmg: 9 Init: 2 Armor: 3 Skills: Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.
·
|
|
|
Post by Azuloth on Apr 27, 2015 17:30:00 GMT -5
The Lost Battalion -One Unit Fled. -One Unit Active. -Remaining Unit Invisible.
The commander of the unit that was closest to those banging their shield again turned his men around and withdrew as fast as they could. He knew he didn't have enough men to take on an enemy that outclassed him so. He did not wish it so because he'd like to engage this new foe on the field of glorious battle. Another day then.
The other unit moved from their position, after having verified where the enemy force originated from. They moved quickly and under the cover of the trees to their camp, avoiding their foes for the time being.
Tyr's fear roll succeeded. Tyr's detection check failed.
|
|
Tyr
Human
Shaper
Being a FUR BLANKET
Posts: 513
Moral Alignment: Pure Hearted
|
Post by Tyr on Apr 29, 2015 12:57:06 GMT -5
With the cavalry nearby and ready to intercept Tyr had the infantry stop their intimidation efforts and archers came down from the trees. Together the two platoons marched slowly northwest, some scouts constantly looking for any trace of the missing opponents. The cavalry split up again, each moving east and west respectively with the same purpose in mind. Someone would eventually find some evidence of their enemies, until then all they could do was search. It was nerve wracking waiting for an army to come popping out of the bushes in an ambush, but the anticipation sharpened their senses as they searched. There would be battle, if they could ever find their foes.
Orders: Archers/Infantry - Moving together four pixels northwest, searching for signs of their enemies. Will move to engage the moment they find something. Cavalry - Splitting up on their respective sides, searching for signs of their enemies. Will move to engage the moment they find something.
Detection check for the scouting platoons. K (25) + Unknown Difficulty + Learning Tactics. 4|PVhXk0
Army Combat Card First Platoon Infantry Count: 1000 HP: 1 Dmg: 9 Init: 1 Armor: 3 Skills: Shield Cover: The infantry now block 20% of damage from incoming ranged attacks.
Pike Wall: The infantry have a fear factor of 1 vs Cavalry. If attacked by Cavalry 35% of the damage received is also dealt to the attacking Cavalry.
Heavy Infantry: The infantry deal an additional 20% total damage to enemy infantry that do not have this upgrade, and an additional 25% damage to archers. The infantry takes 10% less damage from Cavalry.
Second Platoon Archers Count: 1000 HP: 1 Dmg: 9 Init: 1 Armor: 3 Skills: Firing from Cover: When firing from a fortification, forest, or mountain, the archers take 10% less return fire from other ranged attacks.
Accuracy: When firing into a melee allies take 30% of the total damage instead of 50%. Enemies take 20% more damage.
Snipers: When occupying a forest, archers will take up residence in the trees and will fire down upon their enemies. For 1 turn only, the archers in the forest will take no damage from Infantry or Cavalry. The archers will still take damage from ranged attacks as normal. After the turn is up the archers will begin to take damage from Infantry or Cavalry as normal.
Third Platoon Cavalry Count: 500 HP: 2 Dmg: 9 Init: 2 Armor: 3 Skills: Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.
Fourth Platoon Cavalry Count: 500 HP: 2 Dmg: 9 Init: 2 Armor: 3 Skills: Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.
|
|
|
Post by Azuloth on May 2, 2015 15:09:43 GMT -5
The Lost Battalion -One Unit Fled. -One Unit Active. -Remaining Unit AMBUSH! -Remaining Unit: DESTROYED
The Lost Battalion's remaining commander had pulled off a gamble. They placed themselves in the path of their enemies after verifying their place of origin. They also split their force apart, sending their infantry with a messenger out of the county to their headquarters. When Tyr's infantry and archer force moved through the battalion's archer's opened fire. They found that their foes armor was too powerful for their arrows, which simply skidded off them without doing any harm.
It was a massacre, the counter attack saw the two hundred fifty archers and their commander slaughtered.
Without any forces left, the Lost Battalion lost control of the county, and Mardok acquired it.
Tyr's forces achieve victory.
+4 army stat points.
|
|