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Author Topic: Lordship: A Suggestion Game  (Read 328608 times)

10ebbor10

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Re: Lordship: A Suggestion Game
« Reply #720 on: February 08, 2013, 01:49:00 pm »

I hate widely supported rebels.

Just as a note, complete slaughter tends to be a very unpopular suggestion. Also, trying to stop a 200 person rout with 25 people is unlikely. So I propose we use the cavalery for mop up duty, and not volunteer to be the bait to lure them of their hill.

Anyway, not only is complete slaughter regarded badly upon in the medieval ages, it's also economically inefficient and will only increase the problems. In order to quell this rebellion, we need to make sure that those who stayed at home, and those who fight have the option not to die heroically. Hence, let them retreat. It's easier to run down a fleeing enemy than to charge uphill towards a fortified position.

I won't continue fighting.

I disagree with your suggestion. That's all I'll say on that.
Okay.

Also, I say that in light of that, we march in a manner that hides our numbers, and makes them look larger.  Mayhap at night with all the soldiers carrying two torches?
I can get behind that. Also, arrows should be fired in squads, and not volleys, that way they will not know when the next volley will come and have to remain in cover.

Nobody marches at night in these times. I propose we only march at day (wake soldiers are good soldiers). As our force approaches, enemy morale will sink (the fort was destroyed, hence bad living conditions) as the initial euphoria dissappears. Their numbers ain't going to grow, as Sir Jorthingies was only a local problem, and not a sign of a more widely supported unrest. Just watch out not to be ambushed.
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Gotdamnmiracle

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Re: Lordship: A Suggestion Game
« Reply #721 on: February 08, 2013, 01:59:49 pm »

Alright. Well so much for the night movement. Okay well up security and patrol for watches during sleeping hours. Only two or three people need to be awake to sense an ambush. Movement is rarely stealthy when you are approaching a stationary target.

Day march it is then. If it's rare I doubt our brothers in arms would agree to march at night.

So Do we have a proposed plan?
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Maldevious

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Re: Lordship: A Suggestion Game
« Reply #722 on: February 08, 2013, 03:08:50 pm »

With the tentative plans decided, the war council convenes. The host mills about for a day or two, as Count Foles isn't quite prepared to march, but gets on the road by the third day. The going is slow. Heavy rains begin, and continues intermittently. What should have been a two day journey stretches out to three, and then four.

The host itself is quite impressive. Count Foles rides at the head of around 35 heavy cavalrymen, all awash in red and gold. About twice that number of light cavalry scout around the force. Archers make up about a quarter of the force, and the remainder is split between spearmen and other infantry.

You arrive late in the morning on the fourth day at the foot of a plain, hemmed in on one side by a river and the other by swampland. You see, off in the distance, a hill rising. Men mill about on the hill, clutching bows, peeking in between stakes driven into the ground. Behind the hill is a city, similar in size to Curbiston. Two large blocks of pikemen are drawn up to either side of the hill, and several horsemen mill about the flanks, along with what looks to be farmers with crude weaponry.

What would you like to do?
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10ebbor10

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Re: Lordship: A Suggestion Game
« Reply #723 on: February 08, 2013, 03:19:07 pm »

What's preventing us from just moving in and conquering the town?
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Origami_Psycho

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Re: Lordship: A Suggestion Game
« Reply #724 on: February 08, 2013, 03:19:55 pm »

I say we move in and flank them until we can enter the town, since almost all of their forces seem to be on the hill.
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Maldevious

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Re: Lordship: A Suggestion Game
« Reply #725 on: February 08, 2013, 03:23:14 pm »

Hill is adjacent to city. Enemy may react if you move towards it.
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kaian-a-coel

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Re: Lordship: A Suggestion Game
« Reply #726 on: February 08, 2013, 03:31:10 pm »

Await orders.
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Mlamlah

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Re: Lordship: A Suggestion Game
« Reply #727 on: February 08, 2013, 03:34:31 pm »

I would like to say that cutting off the escape of an enemy is always a really bad tactical decision. Enemies with no hope of escape fight much harder.
An effective strategy if you really want to do damage to a force you expect to face later, is to leave a method of retreat available and lie in ambush.
Perhaps we could draw off some of their troops with a hit and run attack just before or perhaps shortly after the beginning of the battle?
Shoot a volley with our archers and then retreat to a point where the rest of our troops lie in wait.
« Last Edit: February 08, 2013, 03:37:53 pm by Mlamlah »
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kaian-a-coel

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Re: Lordship: A Suggestion Game
« Reply #728 on: February 08, 2013, 03:41:50 pm »

I would like to say that cutting off the escape of an enemy is always a really bad tactical decision. Enemies with no hope of escape fight much harder.
An effective strategy if you really want to do damage to a force you expect to face later, is to leave a method of retreat available and lie in ambush.
Perhaps we could draw off some of their troops with a hit and run attack just before or perhaps shortly after the beginning of the battle?
Shoot a volley with our archers and then retreat to a point where the rest of our troops lie in wait.
I agree with that. They are fortified, so drawing them out is a good idea. Standard tactic is having a soft center and harder flanks, so the enemy charge straight to pierce your ranks, and then you retreat and circle them.
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Maldevious

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Re: Lordship: A Suggestion Game
« Reply #729 on: February 08, 2013, 03:49:06 pm »

Seeing the situation, you approach the Sir Lope with a plan. "Sir Lope. Perhaps we can modify our original plan... I would suggest placing the strength of our forces on the flanks. We could send archers forward to entice them away from the hill, and then crash in from the sides as they leave their fortifications."

Sir Lope considers it for a moment. "I'll run it by the Count, but I like it."

A few minutes pass, and then Sir Lope returns. "The Count is amenable to your plan, but... he insisted that, since it was your plan, you lead your archers out."

Negotiations commence that day, and last only a few hours. They are unfruitful. In the early afternoon, your forces are called up to battle. You are told to lead your troops out front, loose several volleys, and then retreat back when the trap is sprung.

Any final plans or strategies before you step out?
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Gotdamnmiracle

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Re: Lordship: A Suggestion Game
« Reply #730 on: February 08, 2013, 04:12:41 pm »

I can't think of any, split in half and join the ranks once they are taunted out is all I gotta say.
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kaian-a-coel

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Re: Lordship: A Suggestion Game
« Reply #731 on: February 08, 2013, 04:12:59 pm »

Just show this bastard count that we can make it out alive, with as much of our forces as we can alive as well, AND get a neat share of glory. Stick with the plan. And do it well.
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Urist McDwarfFortress

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Re: Lordship: A Suggestion Game
« Reply #732 on: February 08, 2013, 04:18:37 pm »

Medieval Total War tactics time!!

Put down stakes in front of our archers. This can stop a cavalry charge dead or greatly disrupt an infantry charge. Also, have a line of spearmen behind our archers. When the enemy gets close, have the archers take a few steps back and the spearmen take a few steps forward, lower spears and take the brunt of the enemy's attack.
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GreatWyrmGold

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Re: Lordship: A Suggestion Game
« Reply #733 on: February 08, 2013, 04:19:54 pm »

That thingy about having archers fire in squads rather than all at once?
It sounds good. Constant arrows preventing any god time to charge.
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Gotdamnmiracle

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Re: Lordship: A Suggestion Game
« Reply #734 on: February 08, 2013, 04:21:08 pm »

That thingy about having archers fire in squads rather than all at once?
It sounds good. Constant arrows preventing any god time to charge.

Oh right. This.
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