@Maxinum McDreich
Priority meant that I'd do a pass of every squad to fill it up, and the ones with higher priority would get more men.
And considering the turnout...if nothing else it means I need to fiddle with it some more in the future. -shrug-
@All
I just got home so I'll do the final touchups on the "Formal" beginning of engagement.
Final touchups done.
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Theme Music
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Nameless Town Combat Exercise====================================
Briefing This is a mock battle setup between the player units and the local levy and ghost troops.
Enemy Unit Composition 165 men.
Friendly Unit Composition 130 men.
BattlefieldOrdersRout the enemy.
TacticsEnemy land units will rush the first target it sees.
Enemy air units will engage the first air target it sees.
Other Notes In an air-to-air battle flying higher gives you a better advantage when charging.
It also makes you more tired and less likely to survive clipped wings.
While ground units will rush, it doesn't mean they'll be stupid about it.
Orders for the enemy (GM side) are created during the beginning of every combat turn. Before you guys give orders, in other words.
AvatarsBy default you will be leading on the back line.
You'll need to choose to lead from the front line.
Back line confers no advantage.
Front line: +50 morale to attached squad, +5 to all friendly squads.
Danger with front line: You may die in battle.
Death: Nothing serious. -100 morale to attached squad when you die, -10 to all friendly squads.
CommandsA move command should be followed by a specific action (like "try to stay concealed"), if no action is given the units will default to the general command.
For this map all units can move 2 spaces per turn max.
Units are in combat when they are in the same square.
This ain't chess: units that are in combat stay in combat until someone pulls out and away from enemy units, because trying to run away into enemy reinforcements tend to result in death.
Yes they are all deployed stacked, you can tell individual squads to break away from the main force and go do their own thing.
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Your orders, Captains.
(Next turn occurs tuesday evening)
((Combat goes by fast just because))
(((Turn will also resolve once all the participants have submitted their turns)))
Doesn't it look professional? M: Mick (Maximum McDreic, K: Kwaa-Naa (evilcherry) R: Rolep (Rolepgeek)Red = enemy I am just having too much fun with sub tagsCurrent Friendly StatusMick unit: Men: 50, Morale: 50, Stamina: 100
Kwaa unit: Men: 50, Morale: 50, Stamina: 100
Rolep unit: Men: 30, Morale: 50, Stamina: 100
As a benchmark: under 20 morale = about to break, under 25 morale = exhausted.
Current Enemy Statusunit A: Men: 40, Morale: 50, Stamina: 100, Heavy Spear, Human
unit B: Men: 40, Morale: 50, Stamina: 100, Light Spear, Elf
unit C: Men: 40, Morale: 50, Stamina: 100, Med Sword, Neko
unit D: Men: 40, Morale: 50, Stamina: 100, Light Bow, Avian
unit E: Men: 5, Morale: 50, Stamina: 100, Light Unarmed, Goblin
The equipment shown is at least 50% of their gear. Meaning that bow squad might have lancers too.
Because
Player Unit compilation (just for reference)
Mick
Spear 1, Med Spear, 9 militia
Spear 2, Med Spear, 9 militia
Axe, Med Axe, 8 militia
Bow 1, Med bow, 8 militia
Bow 2, Med bow, 8 militia
Kwaa-Naa
Archer 1, Light Bow, 4 pro, 12 militia
Archer 2, Light Bow, 4 pro, 11 militia
Lancer 1, Light lance, 8 pro
Unarmed 1, Light unarm, 11 militia
Rolep
Rolling Kegs, Med Axe, 6 militia
Hidden Brambles, Light lance, 5 militia
Mocking Ravens, Light Bow, 5 militia
Unbridged Fords, Heavy Spear, 8 militia
Serrated Knives, Med Sword, 6 militia