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Author Topic: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6  (Read 15341 times)

Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6
« Reply #165 on: August 28, 2015, 11:59:29 am »

It's because I'm an idiot, that's why. 39hp is fine.

Is my fluff concept ok?

It makes alot of sense.
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My Name is Immaterial

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6
« Reply #166 on: August 28, 2015, 12:10:56 pm »

Is my fluff concept ok?
Oh, yeah, sorry, forgot. It looks great!

Edit: OPs have been edited to reflect various things.
« Last Edit: August 28, 2015, 12:17:23 pm by My Name is Immaterial »
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Kashyyk

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6
« Reply #167 on: August 29, 2015, 08:58:29 am »

I've updated my sheet with some fluff. Is it ok?

Also, we have another 500gp now that I'm here. So I took the list werty made, and modded it a bit.

Code: [Select]
10x Fanatics:This will be our main assault force for storming objectives and front line fighting(250GP)
 5x Peasants:Primarily used for guarding positions and flanks, or as disposable cannon fodder if the need arises.(50GP)
 5x Halfling Outriders:The Calvary has arrived!(150GP)
10x Guards:Our heavy hitters and Elite troops(200GP)
 2x Musket Men:Standing just behind the front lines, they can provide good fire support.(150GP)
 1x Animated Armor:To be used with the guards as the shock troops(75GP)
 5x Apprentices:We can get a illusion and enchanting group, and I suggest the rest be direct fire types.(100GP)
 5x Acolytes:They will mostly be near the front line, supporting the Fanatics.(100GP)
 5x Scout:Scouts!(175GP)
 3x Mangonel:Artillery!(225GP)
 1x Ram:Self explanitory(25GP)
21x Supply Caravan:Should be enough to cover it(630GP)

Total Available: 2500GP
Total Cost:2130GP
Total Stands: 66.4
106.5GP Upkeep (Due to excessive caravans)
370GP remaining.
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Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6
« Reply #168 on: August 29, 2015, 09:02:50 am »

I've updated my sheet with some fluff. Is it ok?

Also, we have another 500gp now that I'm here. So I took the list werty made, and modded it a bit.

Code: [Select]
10x Fanatics:This will be our main assault force for storming objectives and front line fighting(250GP)
 5x Peasants:Primarily used for guarding positions and flanks, or as disposable cannon fodder if the need arises.(50GP)
 5x Halfling Outriders:The Calvary has arrived!(150GP)
10x Guards:Our heavy hitters and Elite troops(200GP)
 2x Musket Men:Standing just behind the front lines, they can provide good fire support.(150GP)
 1x Animated Armor:To be used with the guards as the shock troops(75GP)
 5x Apprentices:We can get a illusion and enchanting group, and I suggest the rest be direct fire types.(100GP)
 5x Acolytes:They will mostly be near the front line, supporting the Fanatics.(100GP)
 5x Scout:Scouts!(175GP)
 3x Mangonel:Artillery!(225GP)
 1x Ram:Self explanitory(25GP)
21x Supply Caravan:Should be enough to cover it(630GP)

Total Available: 2500GP
Total Cost:2130GP
Total Stands: 66.4
106.5GP Upkeep (Due to excessive caravans)
370GP remaining.

I agree with this

Waiting for everyone to do their own thing is taking too long, and I'm fed up with waiting.

The only change I would offer is mounting our acolytes and apprentices on mastiffs, to give them better maneuvering. Which would equate to -90 gold and +9 Upkeep.

Can we get everyones opinions? Or not, just say you don't care, lol. Let's get a move on.

#Impatience
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GiglameshDespair

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6
« Reply #169 on: August 29, 2015, 09:57:54 am »

Animated armour with pikes would be 100gp
2 x musket men 150
5 x guard for 100gp
1 x scout for 25gp

leaves me with 125, so weeks wages would be just below a third of that.

And that's my army.
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Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6
« Reply #170 on: August 29, 2015, 10:02:04 am »

Animated armour with pikes would be 100gp
2 x musket men 150
5 x guard for 100gp
1 x scout for 25gp

leaves me with 125, so weeks wages would be just below a third of that.

And that's my army.

Better idea, agree with Kashyyks list and we'll just pick our units from there. Note the things you want added before we finalize the list, like pikes to armors.
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GiglameshDespair

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6
« Reply #171 on: August 29, 2015, 10:05:16 am »

I did pick my army units from there. Half the guards, the armour, and a unit of acolytes and scouts.
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My Name is Immaterial

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6
« Reply #172 on: August 29, 2015, 10:06:46 am »

When you have completed your choices, you can divide your stands into units. Units are groups of stands organized into a single cohesive group that fights and acts as one.

Skirmishers.
Skirmisher units are loosely organized. They excel at moving quickly, making hit-and-run attacks, and scouting ahead of the
main army.
A skirmisher unit has the following characteristics:
• All stands in the unit have advantage on Dexterity saving throws.
• A skirmisher unit uses the highest Dexterity modifier from among its component stands to determine initiative.
• The unit can take the Hide action (see “Battle Actions” below).
• An allied stand can move through the space of a stand of skirmishers but can’t end its turn in
that location.
• An allied solo can move through the space of a stand of skirmishers but can’t end its turn in that location unless it uses its action to join that stand.
• A skirmisher stand can use part of its move, take an action, and then complete its move.
• To keep from becoming isolated (see “Unit Integrity” below), each stand within a skirmisher unit must be no more than 1 square away from another stand in that unit at the end of a turn.

Regiments.
Regiment units move in strict ranks, creating a tight formation. Although they are slower than skirmisher units, regiments are adept at delivering powerful attacks and holding key points on the battlefield.
Configuration. A regiment unit begins a battle in one of three configurations, as chosen by its general, and it can switch between these
configurations during the fight. See the “Configure” section below.
A regiment unit has the following characteristics:
• A regiment unit uses the lowest Dexterity modifier from among its component stands to determine initiative.
• The unit can take the Configure action (see “Battle Actions” below).
• An allied stand cannot move into or through the space of a stand in a regiment unit.
• An allied solo can move into the space of a stand of a regiment unit only if it uses its action to join that stand.
• To keep from becoming isolated (see “Unit Integrity” below), each stand in a regiment unit must be adjacent to at least one other stand in that unit at the end of a turn.

Kashyyk

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6
« Reply #173 on: August 29, 2015, 10:10:31 am »

Is 'Hide' in the rulebook?

Also, does my fluff fit?
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Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6
« Reply #174 on: August 29, 2015, 10:40:19 am »

Is 'Hide' in the rulebook?

Also, does my fluff fit?

It is. You can't open the PDF?

Quote from: Hide (Skirmishers and Solos only)
Taking this action follows the standard combat rules. Make a Dexterity (Stealth) check for each stand in a unit that attempts to hide. Conditions such as obscuring terrain and lack of illumination might mean that some stands in a unit can attempt to hide while others can’t. A stand that cannot hide (or that chooses not to make the attempt) cannot take any other action during the unit’s current turn.
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kj1225

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6
« Reply #176 on: August 29, 2015, 10:50:20 am »

Oh yeah, if my search for a steward isn't going to go anywhere do tell me. I have little time today and I'd rather get along in my search for minions.
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Kashyyk

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6
« Reply #177 on: August 29, 2015, 10:52:21 am »

Your misspelling of finances makes that sentence hilarious.
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Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6
« Reply #178 on: August 29, 2015, 11:00:14 am »

Your misspelling of finances makes that sentence hilarious.

LOL.

Nice catch.  :P
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Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6
« Reply #179 on: August 31, 2015, 12:58:18 pm »

I've updated my sheet with some fluff. Is it ok?

Also, we have another 500gp now that I'm here. So I took the list werty made, and modded it a bit.

Code: [Select]
10x Fanatics:This will be our main assault force for storming objectives and front line fighting(250GP)
 5x Peasants:Primarily used for guarding positions and flanks, or as disposable cannon fodder if the need arises.(50GP)
 5x Halfling Outriders:The Calvary has arrived!(150GP)
10x Guards:Our heavy hitters and Elite troops(200GP)
 2x Musket Men:Standing just behind the front lines, they can provide good fire support.(150GP)
 1x Animated Armor:To be used with the guards as the shock troops(75GP)
 5x Apprentices:We can get a illusion and enchanting group, and I suggest the rest be direct fire types.(100GP)
 5x Acolytes:They will mostly be near the front line, supporting the Fanatics.(100GP)
 5x Scout:Scouts!(175GP)
 3x Mangonel:Artillery!(225GP)
 1x Ram:Self explanitory(25GP)
21x Supply Caravan:Should be enough to cover it(630GP)

Total Available: 2500GP
Total Cost:2130GP
Total Stands: 66.4
106.5GP Upkeep (Due to excessive caravans)
370GP remaining.

GM, can we just go with this?

Just give the animated armor pikes and the wizards/clerics mounts and we're good to go. Let us choose our units to command when we finally get to a battle. We're never going to get everyone to agree, or convince them to even bother to participate-so let's just cut the numbers and get to the meat of the game. Yeah?

Tho we probably have even more money with a 6th player (who has not posted or introduced himself) we could just save that for the warchest/emergencies/upkeep/employment, etc.
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