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Author Topic: True Knights: A Suggestion Game for All  (Read 29047 times)

Rolepgeek

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Re: True Knights: A Suggestion Game for All
« Reply #420 on: May 21, 2013, 08:54:54 pm »

Or we just start volleying them with our 100+ archers.
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Parsely

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Re: True Knights: A Suggestion Game for All
« Reply #421 on: May 21, 2013, 09:06:23 pm »

Can you describe it please? Otherwise, will assume they camped in the center of a perfectly round clearing.
Its just a clearing with tall grass around it, about 3 feet high, like I said before. The tall grass stops about halfway to the forest, so a large force wouldn't be able to approach all at once without being spotted. The ground rolls a bit, not enough to obscure anything significantly nor create any telling slopes or vantage points. Its very flat and wide open, which is why the raiders chose it, as their force is too large to hide effectively in the forest proper without creating the larger risk of being unable to detect approaching enemies.
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GrizzlyAdamz

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Re: True Knights: A Suggestion Game for All
« Reply #422 on: May 21, 2013, 09:15:15 pm »

Edit's up.

On the clearing: Thank ye kindly. More questions:
Is it perfectly round or is it ovoid? (are they going to flee in any particular direction/is there a location where we can get closer while staying within the trees?
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Parsely

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Re: True Knights: A Suggestion Game for All
« Reply #423 on: May 21, 2013, 09:19:14 pm »

Edit's up.

On the clearing: Thank ye kindly. More questions:
Is it perfectly round or is it ovoid? (are they going to flee in any particular direction/is there a location where we can get closer while staying within the trees?
Round.
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andy_t_roo

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Re: True Knights: A Suggestion Game for All
« Reply #424 on: May 21, 2013, 09:19:32 pm »

one thing to keep in mind is the reward payout for this mission:


a) 50% dead - 500 silver
b) 90% dead in 1 attack, +100 (wording would suggest we could receive this without receiving a. not sure how to interpret that)
c) "wiped out" +200


Historically very few forces have been able to sustain 50% losses and remain coherent, and 90% loss would probably count as "wiped out".


3 concentrated attacks, 120' apart? that way if they try to break out they'll run straight into a single group which has equal numbers to them, but if they try to "get through the gap" then 2 groups could close on them with better than 2-1 fighting odds?


and if they turtle, then all 3 groups would meet at the center of the camp at about the same time.


the question is, should we put the archers with us, or 1/2 way between 2 groups, with only a moderate defence. The idea being to draw them out, and ambush them, as proposed earlier.
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Parsely

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Re: True Knights: A Suggestion Game for All
« Reply #425 on: May 21, 2013, 09:32:39 pm »

b) 90% dead in 1 attack, +100 (wording would suggest we could receive this without receiving a. not sure how to interpret that)
If you read a bit more closely you'll find that it says something along the lines of "[you will receive 100 silver in the case of your force losing 90% or more of its manpower] regardless of whether or not the original condition (the defeat of the raiders that is) was fulfilled." So yes, you are eligible to receive B even if you have already been granted A.
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GrizzlyAdamz

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Re: True Knights: A Suggestion Game for All
« Reply #426 on: May 21, 2013, 09:41:10 pm »

Yep, pretty much andy, but more defensively- if they turtle, I say bring our forces in closer and send out a third of our archers to each of the smaller groups- provide fire from all angles. We want to capitalize on our ranged advantage, so we don't want to charge in with our troops unless they make a run for it or we've already exploited our advantage to the fullest.

-edit
Keep the archers with our big group, unless they turtle, an don't use all of them in our initial attack.
« Last Edit: May 21, 2013, 10:33:31 pm by GrizzlyAdamz »
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Parsely

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Re: True Knights: A Suggestion Game for All
« Reply #427 on: May 21, 2013, 10:35:01 pm »

Right. So summary:

Break forces into three main groups, arranged an even distance from one another at the edge of the clearing, with the archers organised into two groups and located in the two large gaps on either side of the centre group. Have the archers approach the camp and open fire from extreme range, and fire at will until the enemy reacts. If the enemy turtles then make a move directly for the camp, if they mount a counterattack against the archers then have them withdraw, and at the same time move the heavy infantry in close to cut them off and take them out. Engage freely in pursuit if they attempt to flee straight off the bat, though if the enemy meets your forces and is routed, the officers will attempt to wait for word from the company commanders before ordering the men to do so.
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GrizzlyAdamz

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Re: True Knights: A Suggestion Game for All
« Reply #428 on: May 21, 2013, 10:54:30 pm »

Ninja'd an edit.
Eh well, was thinking a sneakier/more reserved approach, keeping everyone in the trees until we move in. Thought the lookouts might be in-range of firing from the trees.
If not possible, keep the archers with our main group, and only use a dozen or so to attack the nearest lookouts at shift change, trying to get them to attack. Send a couple footmen in-case the lookouts get cheeky close. Yep, don't pursue escapees past the tree line, though we're trying to keep that number nominal.
Overall strategy is, if we can't get them to attack & thereby catch them with a massive left hook, or if they don't make a break for it an we try to arrest that, to put continuous pressure on them with the archers and slowly tighten the gauntlet.
Tis my thoughts at least.
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Parsely

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Re: True Knights: A Suggestion Game for All
« Reply #429 on: May 21, 2013, 11:41:59 pm »

Once the archers (you've got around forty) leave the tree line the lookouts will spot them and alert the camp. You have no chance of moving them within range without being detected unless you want to spend a few hours sneaking them over in small groups like the scouts did. The lookouts are 10 guys spaced around the perimeter and staring at the tree line. You can see four from where your men are positioned.

EDIT: The archers have such a range that they could withdraw at a comfortable jog should the enemy counterattack.
« Last Edit: May 21, 2013, 11:43:30 pm by GUNINANRUNIN »
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Rolepgeek

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Re: True Knights: A Suggestion Game for All
« Reply #430 on: May 22, 2013, 05:26:22 pm »

I say we have four guys to a sentry shoot, take them out simultaneously from the tree line. It's a fuckin' huge clearing if we can't shoot them from the treelike, considering the size of their camp, that their sentries will be a decent distance away from the camp(not too far, but still a distance), and it's round so they'll be equidistant, plus the part where bows actually have a decent range. We can't exactly snipe, but with four(or eight, if we decide to just come from one direction so we have a higher chance of succeeding with our hammer force in this hammer and anvil) guys shooting, we should manage to hurt 'em pretty bad.
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GrizzlyAdamz

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Re: True Knights: A Suggestion Game for All
« Reply #431 on: May 22, 2013, 06:36:41 pm »

I think your summary's good gunin.
Right. So summary:

Break forces into three main groups, arranged an even distance from one another at the edge of the clearing, with the archers organised into two groups and located in the two large gaps on either side of the centre group. Have the archers approach the camp and open fire from extreme range, and fire at will until the enemy reacts. If the enemy turtles then make a move directly for the camp, if they mount a counterattack against the archers then have them withdraw, and at the same time move the heavy infantry in close to cut them off and take them out. Engage freely in pursuit if they attempt to flee straight off the bat, though if the enemy meets your forces and is routed, the officers will attempt to wait for word from the company commanders before ordering the men to do so.
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Parsely

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Re: True Knights: A Suggestion Game for All
« Reply #432 on: May 24, 2013, 01:28:43 am »

After a short convention between you and the other leaders you finally come to something resembling unanimity. All the members of the meeting heartily agree on the plan you've formulated except for one: a large man by the name of Gorgamus, one of the company commanders, and a fellow knight. He's of the opinion that the entire band ought to move in at once, instead of waiting for the archers to provoke the raiders, citing 'the element of surprise'. He quickly finds himself backed by a small following of supporters, mostly his own juniors but several of the other officers join in as well, none from your company though, which is a small consolation. You argue for several more minutes before finally reaching a stalemate. The individuals opposed to your plan finally agree to follow it, albeit reluctantly, and the meet dissolves as the officers move back to their respective companies. You spot Gorgamus talking quietly to some of the others as you and your captains walk back to your part of the line.

The troops rise from the tree line and make a brisk march out onto the field. The archers break into a run, stopping at extreme range as planned and loosing their first volley. The lookouts hardly have time to shout let alone run before a shower of arrows rain down, wounding two of them and killing one outright, with the rest landing on the outermost ring of tents, punching through the canvas with ease. A clamour goes up on the rising wind as the raiders gather their weapons, and the gaggle of troops on the perimeter slowly begins to grow into a mass. The archers manage let one more string of shots fly before the enemy skirmishers, a dozen men who rushed out from the shredded tents howling like madmen, some with arrows sticking out of their legs and shoulders, begin to close. They crash into their formation, tearing into the front ranks and leaving nine men dead and several more wounded before the archers finally managed to break away. The skirmishers continue to charge and target the centre company, your group. Four of the junior knights step out of line and close with their foes. The combat is short and bloody. The berserkers fight hard but are soon cut down. Despite their skill, one knight still manages to have an axehead buried in his un-armoured throat, and he kills two more Litelachians before succumbing to his wounds. The remaining knights let out a cry of victory and leave their brother where he has fallen, as he or any of them would have wanted, returning to the line without another word.

You grimace, there's already been quite a few losses and things keep getting worse. You've drawn the Litelachians out into the open, and they stand in ranks, shouting insults at your men from across the field. Every time the archers attempt to reduce their numbers, they heft great wood bulwarks above their heads, as wide as four men, that the shafts simply glance off of. Mavro gives you a concerned look, and her eyes ask a question. Now what?


Player Character
Name: Nerev "Kell" Kelarn
Gender: Male
Race: Human
Home Region: Kiltrar
Affiliation: The Gray Blades

Armour: Full Reinforced Gantinite Plate - impervious to piercing damage, high slashing defence, average crushing defence; heavy - jumping, dodging and sprinting is impossible; become tired more quickly
Weapons: Black Iron Kite Shield, Light Silver Long Sword
Equipment: None. For stored gear see the Extra Character Details subject line at the bottom of the OP.
Wealth: 1040 Silver Coins
Health: Well
Status: Gray Blade Mercenary

Main Non-Player Character
Name: Alexendria "Mav" Mavro
Gender: Female
Race: Human
Age: 14
Personality: Intelligent and eager to learn. Brave of heart, brazen and chivalrous. Honour is a huge inspiration, being the type of person that would throw her entire self into a conflict, even when faced against tough odds. Prideful, especially when challenged but when broken has a tendency of temporarily assuming a defeatist attitude. Well versed in hand fighting and weapon combat, but tends to favour a spear.
Appearance: Lean and athletic, her height is above-average for her age. Long brown-blonde hair surrounds her smooth, sharp features and lightly freckled cheeks and accents her jet black irises well.

Armour: Training Leathers
Weapons: Polished Steel Spear, Light Banded Buckler
Equipment: None.
Wealth: 10 Silver Coins
Health: Well
Status: Sir Kelarn's Squire

Spoiler: Contracts (click to show/hide)
Spoiler: Honour (click to show/hide)
Spoiler: Contacts (click to show/hide)
Spoiler: Forces (click to show/hide)
« Last Edit: May 24, 2013, 08:41:59 pm by GUNINANRUNIN »
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Parsely

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Re: True Knights: A Suggestion Game for All
« Reply #433 on: May 24, 2013, 01:37:49 am »

The Forces spoiler has been updated with general information on the wounded, as well as morale and fatigue.
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GrizzlyAdamz

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Re: True Knights: A Suggestion Game for All
« Reply #434 on: May 24, 2013, 02:46:53 am »

Hmm, could you give an estimation of enemy forces as well? I take it we're looking at the rest of the camp now, who've come out onto the field.
Did the last volley of arrows that got 9 of ours killed get any enemies?

Well now, they're either brave or suicidal. Or confident? I'm tempted to say just take all 50 49 of our knights & half our infantry in and wipe the (40ish?) of them out, perhaps having the rest of our infantry/archers position themselves on their flank. But..
Are litelachians known for their berserkers or something?
Are they brandishing any other special equipments? (anti-giant stuff?)
Are horses widely used/exist?
Is the clearing small enough that bringing one of our detachments out would have an effect on the battle? My impression is no, and I think I like having those two cards up our sleeve.

Right now I'm inclined to say form up, heavy infantry & knights in center, lighter guys on the sides. Split 40 men & our archers off to flank them.
Advance slowly so as not to be winded.

Don't know if all that's possible though- the formations, to be precise.
Also: should we join them?
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