Year 303This year sees the first real deployment of mages in combat, as the League fields spellcasters in more appreciable number. The scholars, clad in simple robes with silver-thread highlights, move into battle casting spells from nothing more, it seems, than willpower alone. Their effects are most apparent up close; when League ambushers strike Hive drone parties before they can join the main force, these mages confuse and distract the minds of the drones, interfering just enough with their connection to the Hive to allow the skirmishers to get the jump on them. When main battle is joined, they prove themselves worth the weight of a dozen trained spearmen each, as their spells of confusion weaken the attacking drones and they cast spells to make the company of spears around them strike hard and true.
There is just one problem; they are students, garbed in cloth. While these mages have a degree of natural protection from sheer numbers (that is, there are terribly few of them, so they use the massed ranks of slaves like meat shields to protect them), in the major phases of battle - under attack from spitter bombardment, in the brutal melee - they tend to get horribly murdered when drones inevitably find them. Some sort of protection may be in order.
It is unclear what, if anything, the Hive has done this year.
The second front just continues to hold at Dromio, even after the aphrokemae move to the first front, thanks in large part to the remaining hoplites. Despite the best efforts of the Hive, they cannot take Dromio's solid stone walls.
The first front sees the line pushed back, chiefly due to the effects of the spitters and the lack of defensive fortifications. The brutal long-ranged acid attacks prove ruinous to the massed slave ranks, as ever, and it is enough to push the force back to the hill fort of Oracuse in Western Menotos. Even with the aphrokemae they just don't have the numbers to hold the plains. With this, the Hive is able to recover the lost scholar's tomb, destroying their research and recovering the ancient drone to be dissected and its genetic wealth absorbed. [+1 Die this turn to the Hive.]
The First Front is pushed back to Western Menotos and the Hill Fort of Oracuse, a Rank I Fortification.The third front sees the continual retreat of League forces back through no-man's land to the Nippan Woods.
The Third Front is pushed back to the Nippan Woods.League Opportunity: The Hated ThanetoniansBack when the League was formed, almost all of the city-states of the Hadean Archipelago came together. Yet there was one that did not, the distant (so distant that it is off the map) and much reviled state of Thanetonia. Long an enemy of nearly every single other city in the Hadean Archipelago, it was generally agreed by both League and Thanetonians that the respective other party could go suck eggs as far as working together was concerned. For the last three years, then, nothing much has been heard from them.
This has changed. A proud, obnoxious 'centurion' of Thanetonia has arrived with an offer. Thanetonia will commit a sizeable portion of its standing army, 100 hoplites and 300 spearmen, as well as the 8 biremes they have sent to carry them, to a single Front of the League's choosing. In return, they demand not merely acceptance into the League but a seat on the ruling council, special privileges and ample land for all of their soldiers in League territory. The demands are not only unjust but heinous; scandal has rocked the ruling council over their play.
League: Accepting the Thanetonian demands will provide a much-needed injection of force, but at the cost of the League's honour and unity. This will result in a major increase in corruption, enough to re-set all the work done in straightening out the militia. But can we trust the Thanetonians not to betray us? And how much does the Hive know of their plans?
Current Reinforcement Strategy: We are reinforcing Front 1, Front 2, and Front 3 as equally as we can, based off the number of cities devoted to supplying each side. Front 1 is receiving our National Effort, the Aphrokemae. Of the 12, 346 men we can raise for war, only 5654 reached the front this year. We have a total naval transport capacity of 2130 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 [Hive 1st Front vs League 1st Front]
Territorial Control: 540 vs 195.75
Hive 1st Front [National!]
109 soldiers
404 workers
27 spitters
1399 manpower spent, 12 spitters, 44 soldiers, 901 workers reinforced.
Hive 1st Front Deaths: [artillery] 71 workers, [ranged] 64 workers, [charge] 56 workers, [skirmish] 36 workers, [melee] 14 soldiers, 737 workers, 8 spitters
League 1st Front [National!]
7 skirmishers
4 bowmen
22 hoplites
4 cavalry
2 ballistae
1 apprentices
0 mages
89 spearmen
215 slaves
13 aphrokema
1923 manpower spent, 6 aphrokema, 24 skirmishers, 12 bowmen, 16 hoplites, 8 cavalry, 1 ballistae, 3 apprentices, 198 spearmen, 2078 slaves, 0 mages reinforced.
League 1st Front Deaths: [ranged] 11 skirmishers, 5 bowmen, 3 hoplites, 4 cavalry, 1 apprentices, 72 spearmen, 872 slaves, [skirmish] 1 skirmishers, 1 bowmen, 3 hoplites, 27 spearmen, 202 slaves, [melee] 17 skirmishers, 8 bowmen, 8 hoplites, 6 cavalry, 1 ballistae, 2 apprentices, 147 spearmen, 1518 slaves, 2 aphrokema
---
2nd Front
2nd Front [Hive 2nd Front vs League 2nd Front]
500 fortification power vs 12 siege power.
Territorial Control: 700 vs 550.0
Hive 2nd Front
0 spitters
87 soldiers
613 workers
839 manpower spent, 29 soldiers, 602 workers reinforced.
Hive 2nd Front Deaths: [artillery] 49 workers, [ranged] 33 workers, [charge] 47 workers, [skirmish] 32 workers, [melee] 8 soldiers, 526 workers
League 2nd Front
0 aphrokema
3 skirmishers
2 bowmen
13 hoplites
3 cavalry
2 ballistae
0 apprentices
0 mages
39 spearmen
0 slaves
1433 manpower spent, 18 skirmishers, 9 bowmen, 12 hoplites, 6 cavalry, 1 ballistae, 3 apprentices, 148 spearmen, 1553 slaves, 0 mages reinforced.
League 2nd Front Deaths: [skirmish] 1 skirmishers, 1 bowmen, 2 hoplites, 21 spearmen, 208 slaves, [melee] 14 skirmishers, 6 bowmen, 6 hoplites, 5 cavalry, 3 apprentices, 103 spearmen, 1378 slaves
---
3rd Front
3rd Front [Hive 3rd Front vs League 3rd Front]
Territorial Control: 922 vs 8.0
Hive 3rd Front
83 soldiers
839 workers
560 manpower spent, 20 soldiers, 402 workers reinforced.
Hive 3rd Front Deaths: [artillery] 24 workers, [ranged] 26 workers, [charge] 29 workers, [skirmish] 23 workers, [melee] 4 soldiers, 359 workers
League 3rd Front
0 skirmishers
0 bowmen
7 hoplites
0 cavalry
1 ballistae
0 apprentices
0 mages
0 spearmen
0 slaves
1065 manpower spent, 14 skirmishers, 7 bowmen, 9 hoplites, 5 cavalry, 0 ballistae, 2 apprentices, 110 spearmen, 1154 slaves, 0 mages reinforced.
League 3rd Front Deaths: [skirmish] 1 skirmishers, 1 bowmen, 2 hoplites, 20 spearmen, 220 slaves, [melee] 15 skirmishers, 7 bowmen, 4 hoplites, 5 cavalry, 2 apprentices, 94 spearmen, 1372 slaves
---
==The League==
Production: 350/1500 ore, 1931/3000 timber, 915/1899 training
Manpower: 1231/61730 {12346/turn} {5654 reinforced last turn.}
Kroton [League]: [City] 4764 population, 3 base food, 139 training
Sends 953 manpower to League Node 1. Grew by 342 last year.
Sybylan Woods [League]: 1 base timber
Sybylos [League]: [City] 3176 population, 2 base food, 93 training
Sends 635 manpower to League Node 1. Grew by 228 last year.
Epidaea [League]: [City] 3909 population, 3 base food, 114 training
Sends 782 manpower to League Node 4. Grew by 407 last year.
Nippi [League]: [City] 3176 population, 2 base food, 93 training
Sends 635 manpower to League Node 3. Grew by 228 last year.
Nippan Woods [League]: 4 base timber
Kydessan Woods [League]: 2 base timber
Kydessos [League]: [City] 5213 population, 4 base food, 152 training
Sends 1043 manpower to League Node 2. Grew by 543 last year.
Latada [League]: [City] 3909 population, 3 base food, 114 training
Sends 782 manpower to League Node 5. Grew by 407 last year.
Paphessan Mines [League]: 2 base ore
Paphessos [League]: [City] 3621 population, 2 base food, 106 training
Sends 724 manpower to League Node 5. Grew by 206 last year.
Antespiae [League]: [City] 3909 population, 3 base food, 114 training
Sends 782 manpower to League Node 5. Grew by 407 last year.
Samai [League]: [City] 5432 population, 3 base food, 158 training
Sends 1086 manpower to League Node 5. Grew by 309 last year.
Dorytos [League]: [City] 7243 population, 4 base food, 311 training
Sends 1449 manpower to League Node 5. Grew by 412 last year.
Chersera [League]: [City] 3621 population, 2 base food, 106 training
Sends 724 manpower to League Node 5. Grew by 206 last year.
Arteiros [League]: [City] 3909 population, 3 base food, 114 training
Sends 782 manpower to League Node 6. Grew by 407 last year.
Lissona [League]: [City] 2606 population, 2 base food, 76 training
Sends 521 manpower to League Node 6. Grew by 271 last year.
Borolis [League]: [City] 3621 population, 2 base food, 106 training
Sends 724 manpower to League Node 6. Grew by 206 last year.
Cumida [League]: [City] 3621 population, 2 base food, 106 training
Sends 724 manpower to League Node 6. Grew by 206 last year.
Theros Isle [League]: 3 base ore
Latadan Woods [League]: 3 base timber
League 1st Front [National!]
7 skirmishers
4 bowmen
22 hoplites
4 cavalry
2 ballistae
1 apprentices
0 mages
89 spearmen
215 slaves
13 aphrokema
1923 manpower spent, 6 aphrokema, 24 skirmishers, 12 bowmen, 16 hoplites, 8 cavalry, 1 ballistae, 3 apprentices, 198 spearmen, 2078 slaves, 0 mages reinforced.
League 1st Front Deaths: [ranged] 11 skirmishers, 5 bowmen, 3 hoplites, 4 cavalry, 1 apprentices, 72 spearmen, 872 slaves, [skirmish] 1 skirmishers, 1 bowmen, 3 hoplites, 27 spearmen, 202 slaves, [melee] 17 skirmishers, 8 bowmen, 8 hoplites, 6 cavalry, 1 ballistae, 2 apprentices, 147 spearmen, 1518 slaves, 2 aphrokema
League 2nd Front
0 aphrokema
3 skirmishers
2 bowmen
13 hoplites
3 cavalry
2 ballistae
0 apprentices
0 mages
39 spearmen
0 slaves
1433 manpower spent, 18 skirmishers, 9 bowmen, 12 hoplites, 6 cavalry, 1 ballistae, 3 apprentices, 148 spearmen, 1553 slaves, 0 mages reinforced.
League 2nd Front Deaths: [skirmish] 1 skirmishers, 1 bowmen, 2 hoplites, 21 spearmen, 208 slaves, [melee] 14 skirmishers, 6 bowmen, 6 hoplites, 5 cavalry, 3 apprentices, 103 spearmen, 1378 slaves
League 3rd Front
0 skirmishers
0 bowmen
7 hoplites
0 cavalry
1 ballistae
0 apprentices
0 mages
0 spearmen
0 slaves
1065 manpower spent, 14 skirmishers, 7 bowmen, 9 hoplites, 5 cavalry, 0 ballistae, 2 apprentices, 110 spearmen, 1154 slaves, 0 mages reinforced.
League 3rd Front Deaths: [skirmish] 1 skirmishers, 1 bowmen, 2 hoplites, 20 spearmen, 220 slaves, [melee] 15 skirmishers, 7 bowmen, 4 hoplites, 5 cavalry, 2 apprentices, 94 spearmen, 1372 slaves
League 1st Navy
7 biremes
5 pentekonters
411 manpower spent, 3 pentekonters reinforced.
League 2nd Navy
7 biremes
5 pentekonters
411 manpower spent, 3 pentekonters reinforced.
League 3rd Navy
7 biremes
5 pentekonters
411 manpower spent, 3 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 6%
Mages 11% (11% Apprentices, 0% Mages)
Aphrokema 5% National Effort
Spearmen 38%
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, 18 training. Capable of casting Lesser spells. Can cast up to 3 spells.
Spell List: Daze, Magic Weapon, -
Mages Cost: 1 mp, 45 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 has mostly been stamped out, surviving here and there.
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.
Magic Schools - Mages are trained in a formal master-apprentice class setting.
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.