Strategy: Colonise Latadan Woods [4]
Timber will no doubt be a long-term need for us, as we seek to bring more forces across the sea. With this in mind, the Council has provided tools, supplies and tax breaks to those souls willing to settle the Latadan woods. Several new villages have been established, and we can look forward to fresh timber arriving at our shipyards.
Year 302For the first time since the Sack of Menotos, League troops have reached its walls. They were expecting to find the population enslaved, or else to see grim standards of the impaled dead as a terror tactic (something the aphrokemae have been known to do in war). Instead, as the army set up its ballistae to begin trying to knock down the city gates, they were greeted by silence. Empty streets, no sign of slaves, no sign even of the dead. No mass graves, no sign of pyres for burning them. The realisation began to dawn upon the soldiers; the citizens of Menotos has been eaten, down to the last man, woman and child. Even horses and beasts of burden were gone.
Then, as the archers moved forwards to begin firing on the handfuls of dark shapes that moved up from the very earth to begin repairs to the damaged city gates and walls, an unexpected volley answered in the form of gobbets of acidic phlegm - the spitters had been pulled back from the siege of Dromio to the Menoton walls.
The army laid into siege, firing artillery shots and taking cover when shooting at the repair crews with archers, at least during the day. At night, their camps were assaulted by shadowy worker drones, laying ambushes or encircling isolated camps and attacking them, seemingly at ease in the near total darkness.
Eventually the skirmishes and long siege are too much and, after one last push to try and take the walls, the League forces are pushed back to Western Menotos.
The Hive pushes the League back out of Menotos.The second front at Dromio sees the spitters pulled back to the Hive's city, but the Aphrokemae return and seem to be instrumental in holding the beleaguered fort. The Hive does not prevail upon this front this year.
The third front at Antipholus is less successful, as might be expected, and the simple watchtower is overwhelmed by soldiers and workers, also employing night-based ambushes. Despite a lack of obvious siege weaponry, the drones manage to latch onto the wooden palisade walls (albeit loosely) with the barbs on their limbs. It isn't enough for a drone to actually climb the tower's walls, but it locks them in place and several dozen drones can climb onto one another, supporting themselves and 'locking in' with their limb barbs to form a living stepladder for the rest of the army. The Hive seizes the watchtower for itself and pushes the front back to unclaimed land. From their new coastal position, Hive scouts can spot the ships bringing Leaguish troops in from abroad; a mix of two-tiered oar-rowed galleys and single-deck oared/sailed galleys with wider bellies to accommodate more passengers.
The Hive occupies Eastern Menotos.Credit!The war on the 1st Front has resulted in some fairly extensive ballista bombardment, and has opened up a previously sealed part of the Labyrinth on the border between Menotos and its western provinces; about where the front is currently fighting. Scouts report from both sides that the chamber is a tomb of an Archaean scholar or figure of importance, and may contain elements of her writing. There is also proof that her favoured slave drone, a peculiar form of Hive worker, was mummified with her as a companion.
This presents an opportunity for both sides; the League might gain valuable magical knowledge from the scholar's notes, the Hive Queen could potentially extract lost genetic data from the mummified drone. Right now neither side controls the tomb; the first to
push the 1st Front, either towards or away from Menotos, will gain possession of the tomb and a
Die Credit (that is to day, 1 extra die to roll in any phase).
Current Reinforcement Strategy: We are reinforcing Front 1, Front 2, and Front 3 equally. Front 2 is receiving our National Effort, the Aphrokemae. Of the 11,388 men we can raise for war, only 4886 reached the front this year. We have a total naval transport capacity of 1482 men, split between our three fleets. Our three fleets are reinforced equally from our shipyards.
It is now the Design Phase. You have 5 dice remaining.1st Front
1st Front [League 1st Front vs Hive 1st Front]
1200 fortification power vs 200 siege power.
Territorial Control: 366.25 vs 1569
League 1st Front
12 skirmishers
6 bowmen
20 hoplites
6 cavalry
2 ballistae
1 apprentices
0 mages
137 spearmen
729 slaves
1677 manpower spent, 16 skirmishers, 8 bowmen, 10 hoplites, 5 cavalry, 1 ballistae, 0 apprentices, 0 mages, 144 spearmen, 1914 slaves reinforced.
League 1st Front Deaths: [ranged] 8 skirmishers, 4 bowmen, 1 hoplites, 3 cavalry, 58 spearmen, 898 slaves, [skirmish] 1 skirmishers, 2 bowmen, 4 hoplites, 45 spearmen, 410 slaves, [melee] 15 skirmishers, 7 bowmen, 4 hoplites, 4 cavalry, 120 spearmen, 1613 slaves
Hive 1st Front [National!]
79 soldiers
467 workers
23 spitters
1272 manpower spent, 11 spitters, 40 soldiers, 817 workers reinforced.
Hive 1st Front Deaths: [artillery] 40 workers, [ranged] 55 workers, [charge] 47 workers, [skirmish] 21 workers, [melee] 9 soldiers, 579 workers, 6 spitters
---
2nd Front
2nd Front [Hive 2nd Front vs League 2nd Front]
500 fortification power vs 14 siege power.
Territorial Control: 764 vs 522.0
Hive 2nd Front
0 spitters
66 soldiers
698 workers
763 manpower spent, 27 soldiers, 547 workers reinforced.
Hive 2nd Front Deaths: [artillery] 41 workers, [ranged] 24 workers, [charge] 34 workers, [skirmish] 15 workers, [melee] 4 soldiers, 333 workers
League 2nd Front [National!]
9 aphrokema
0 skirmishers
0 bowmen
9 hoplites
2 cavalry
1 ballistae
0 apprentices
0 mages
15 spearmen
0 slaves
1191 manpower spent, 4 aphrokema, 11 skirmishers, 6 bowmen, 7 hoplites, 4 cavalry, 1 ballistae, 0 apprentices, 0 mages, 102 spearmen, 1355 slaves reinforced.
League 2nd Front Deaths: [skirmish] 1 skirmishers, 2 bowmen, 4 hoplites, 44 spearmen, 398 slaves, [melee] 2 aphrokema, 15 skirmishers, 6 bowmen, 4 hoplites, 5 cavalry, 1 ballistae, 1 apprentices, 108 spearmen, 1431 slaves
---
3rd Front
3rd Front [Hive 3rd Front vs League 3rd Front]
200 fortification power vs 18 siege power.
Territorial Control: 965 vs 187.0
Hive 3rd Front
67 soldiers
898 workers
509 manpower spent, 18 soldiers, 365 workers reinforced.
Hive 3rd Front Deaths: [artillery] 20 workers, [ranged] 18 workers, [charge] 24 workers, [skirmish] 8 workers, [melee] 2 soldiers, 183 workers
League 3rd Front
0 skirmishers
0 bowmen
4 hoplites
0 cavalry
1 ballistae
0 apprentices
0 mages
0 spearmen
0 slaves
881 manpower spent, 8 skirmishers, 4 bowmen, 5 hoplites, 3 cavalry, 0 ballistae, 0 apprentices, 0 mages, 76 spearmen, 1005 slaves reinforced.
League 3rd Front Deaths: [skirmish] 2 skirmishers, 2 bowmen, 5 hoplites, 51 spearmen, 411 slaves, [melee] 19 skirmishers, 7 bowmen, 5 hoplites, 7 cavalry, 123 spearmen, 1455 slaves
==The League==
Production: 326/1500 ore, 1426/2100 timber, 771/1666 training
Manpower: 1548/56940 {11388/turn} {4886 reinforced last turn.}
Kroton [League]: [City] 4422 population, 3 base food, 122 training
Sends 884 manpower to League Node 1. Grew by 364 last year.
Sybylan Woods [League]: 1 base timber
Sybylos [League]: [City] 2948 population, 2 base food, 81 training
Sends 590 manpower to League Node 1. Grew by 243 last year.
Epidaea [League]: [City] 3502 population, 3 base food, 96 training
Sends 700 manpower to League Node 4. Grew by 454 last year.
Nippi [League]: [City] 2948 population, 2 base food, 81 training
Sends 590 manpower to League Node 3. Grew by 243 last year.
Nippan Woods [League]: 4 base timber
Kydessan Woods [League]: 2 base timber
Kydessos [League]: [City] 4670 population, 4 base food, 128 training
Sends 934 manpower to League Node 2. Grew by 606 last year.
Latada [League]: [City] 3502 population, 3 base food, 96 training
Sends 700 manpower to League Node 5. Grew by 454 last year.
Paphessan Mines [League]: 2 base ore
Paphessos [League]: [City] 3415 population, 2 base food, 94 training
Sends 683 manpower to League Node 5. Grew by 215 last year.
Antespiae [League]: [City] 3502 population, 3 base food, 96 training
Sends 700 manpower to League Node 5. Grew by 454 last year.
Samai [League]: [City] 5123 population, 3 base food, 141 training
Sends 1025 manpower to League Node 5. Grew by 323 last year.
Dorytos [League]: [City] 6831 population, 4 base food, 288 training
Sends 1366 manpower to League Node 5. Grew by 431 last year.
Chersera [League]: [City] 3415 population, 2 base food, 94 training
Sends 683 manpower to League Node 5. Grew by 215 last year.
Arteiros [League]: [City] 3502 population, 3 base food, 96 training
Sends 700 manpower to League Node 6. Grew by 454 last year.
Lissona [League]: [City] 2335 population, 2 base food, 64 training
Sends 467 manpower to League Node 6. Grew by 303 last year.
Borolis [League]: [City] 3415 population, 2 base food, 94 training
Sends 683 manpower to League Node 6. Grew by 215 last year.
Cumida [League]: [City] 3415 population, 2 base food, 94 training
Sends 683 manpower to League Node 6. Grew by 215 last year.
Theros Isle [League]: 3 base ore
League 1st Front
12 skirmishers
6 bowmen
20 hoplites
6 cavalry
2 ballistae
1 apprentices
0 mages
137 spearmen
729 slaves
1677 manpower spent, 16 skirmishers, 8 bowmen, 10 hoplites, 5 cavalry, 1 ballistae, 0 apprentices, 0 mages, 144 spearmen, 1914 slaves reinforced.
League 1st Front Deaths: [ranged] 8 skirmishers, 4 bowmen, 1 hoplites, 3 cavalry, 58 spearmen, 898 slaves, [skirmish] 1 skirmishers, 2 bowmen, 4 hoplites, 45 spearmen, 410 slaves, [melee] 15 skirmishers, 7 bowmen, 4 hoplites, 4 cavalry, 120 spearmen, 1613 slaves
League 2nd Front [National!]
9 aphrokema
0 skirmishers
0 bowmen
9 hoplites
2 cavalry
1 ballistae
0 apprentices
0 mages
15 spearmen
0 slaves
1191 manpower spent, 4 aphrokema, 11 skirmishers, 6 bowmen, 7 hoplites, 4 cavalry, 1 ballistae, 0 apprentices, 0 mages, 102 spearmen, 1355 slaves reinforced.
League 2nd Front Deaths: [skirmish] 1 skirmishers, 2 bowmen, 4 hoplites, 44 spearmen, 398 slaves, [melee] 2 aphrokema, 15 skirmishers, 6 bowmen, 4 hoplites, 5 cavalry, 1 ballistae, 1 apprentices, 108 spearmen, 1431 slaves
League 3rd Front
0 skirmishers
0 bowmen
4 hoplites
0 cavalry
1 ballistae
0 apprentices
0 mages
0 spearmen
0 slaves
881 manpower spent, 8 skirmishers, 4 bowmen, 5 hoplites, 3 cavalry, 0 ballistae, 0 apprentices, 0 mages, 76 spearmen, 1005 slaves reinforced.
League 3rd Front Deaths: [skirmish] 2 skirmishers, 2 bowmen, 5 hoplites, 51 spearmen, 411 slaves, [melee] 19 skirmishers, 7 bowmen, 5 hoplites, 7 cavalry, 123 spearmen, 1455 slaves
League 1st Navy
7 biremes
2 pentekonters
379 manpower spent, 2 pentekonters reinforced.
League 2nd Navy
7 biremes
2 pentekonters
379 manpower spent, 2 pentekonters reinforced.
League 3rd Navy
7 biremes
2 pentekonters
379 manpower spent, 2 pentekonters reinforced.
League Budget
10% of League manpower from all cities is devoted to constructing and staffing ships.
Ships 10% (Pentekonters)
Skirmishers 10%
Bowmen 5%
Hoplites 10%
Cavalry 5%
Ballistae 5%
Mages 5% (3% Apprentices, 2% Mages)
Aphrokema 5% National Effort
Spearmen 45%
Slaves Excess Manpower
LEAGUE
Units
Slaves Cost: 1 manpower. Poor unfortunate souls, these 'draftees' are sent into war without training or even real equipment to plug the holes in the lines. Extremely cheap, but cannot be counted upon to hold or capture territory, as they will flee unless watched constantly.
Spearmen Cost: 1 mp, 1 training, 1 ore. Given leather armour and a bronze-covered shield, these militia forces have gone through some training in the simplest of weapons (but still an effective one).
Skirmishers Cost: 1 mp, 2 training. Lightly armoured and lightly equipped with slings and darts, these men have better stamina than most and are mobile, able to attack at short range.
Bowmen Cost: 1 mp, 2 training, 1 timber. Unarmoured but equipped with fine shortbows, these archers can engage the enemy at distance, thinning their ranks before the melee closes.
Hoplites Cost: 1 mp, 3 training, 3 ore. Well-trained troops armed with spear, shield and heavy bronze armour, these are the shock troops of a League army. They don't move quickly, but when they get there nobody gets past them. Unless they go around.
Cavalry Cost: 3 manpower, 1 ore, 3 training. Armed with spears and riding light, fast horses, these cavalry form a powerful skirmishing force that can harry foes and take advantage of the less mobile.
Aphrokema Cost: 1 mp, 10 training, 3 ore. National Effort. Costs lots of training, some ore. Hoplites, but hoplites trained from birth in a gruelling manner that costs the lives of the weaker. These men are deadly beyond measure and will not break, fighting to the very last man.
Apprentices Cost: 1 mp, 20 training. Capable of casting Lesser spells. Can cast up to 3 spells.
Spell List: Daze, Magic Weapon, -
Mages Cost: 1 mp, 50 training. Capable of casting Greater spells. Can cast up to 5 spells, including Lesser spells.
Spell List: Daze, Magic Weapon, - // Webs, -
Biremes Cost: 20 manpower, 10 training, 50 timber. Passenger Capacity: 50 manpower. Combination cargo ship and battle ship. Limited passenger capacity, but reasonable ranged combat with bows and a ram.
Pentekonter Cost: 23 manpower, 10 training, 55 timber. Passenger Capacity: 72 manpower. Dedicated cargo ship; better transport capacity than the standard bireme, but suffers in battle.
Ballistae Cost: 6 manpower, 20 training, 10 ore, 10 timber. Negates siege bonuses, some extreme-range anti-personnel effects. [Siege stat counteracts fortification bonuses on a flat level.]
Palisades Simple palisades for defence, on a natural hill. A level 1 fortress.
Walls Stable stone walls, built high, to defend cities and towns. A level 2 fortress.
Keeps Constructed wooden castles with stone supports, typically within a larger wall. A level 3 fortress.
Technology
Bronze Working - The League is most familiar with the art of smelting and shaping bronze from copper and tin.
Slave-Farmed Smallholds - Agriculture is farm-based, with high productivity from slave labour, although technological advances are limited.
Shipbuilding - The League is particularly capable at crossing the sea, even compared to the nations of the Continent.
Architecture - The League has a functioning understanding of architecture and construction, allowing it to build up to Level 3 Fortresses (Keeps).
Family Education - Close-knit groups of kin or kith are responsible for training and educating their own. Knowledge is preserved, but the quality of troops and scholars alike is highly variable.
Military Training Camps - Bog-standard troops are trained in semi-formal camps, led by veteran trainers. Corruption amongst the trainers is a continuing problem.
Militia Service - Armies are nominally part time, but citizen militia can spare time to train and prepare for battle without draining the resources a professional army would.
Spells
Lesser Spells
Daze: Befuddles an enemy squad, making them easier to kill.
Magic Weapons: Hardens and balances melee weapons.
Greater Spells
Webs: Sticky webs immobilise a squad, rendering them easy to kill.