Event 1:
With the War Council in agreement on the three points and Ted's secret bonus press release, the forces of the Grand Army give something of a mixed message to the general public. The remaining front-line soldiers of Esther note that the report on the citizen's behavior matches with behavioral modifications performed on the population by the Esther government in preparation for shipping their wizards across the continent. Most of the general public is perfectly accepting of mass slaughter so long as it gets them closer to victory, and as long as it is done on the other side of the world and not to them or anyone they know personally. Is the Esther leadership working with the Invaders as Ted claimed? Then why are they calling the Grand Army as the War Council claimed?
In the end there are some reinforcements deserting to join the Esther rebels from either of these interpretations. Raised from birth to believe in absolute obedience to their government, many choose their homeland and thus the Invaders over the Grand Army. Others reject the slaughter of their people and move to fight Ted's forces. Both are enemies the same way, with significant magic artillery backing them up.
Battlefield 1:
War, war never changes. And neither does Battlefield 1! They have now taken casualties to their main line, but still outnumber our forces significantly and have enough air defense to protect the remaining soldiers as before. Expected battlefield is a large range including frozen forests, wide fields filled with plants that love the cold, villages, and occasionally snowy hills. Most of the enemy remains Line Infantry, with confirmed Anti Air Artillery. Other artillery support is likely.
Battlefield 2:
We have advanced toward Fairview encountering what is now an alien environment. We must retake the city at all costs, first pushing through the jungle and forest that seams hostile to us in order to reach the city itself. Given the amount of...'terraforming' performed on the surroundings in a limited time we can expect even more defenses as we approach the city. Reinforcements are very likely at this stage. Expect to face Light Infantry harassment and possible hostile "life" on approach to the city. Expected environment is Invaderized forest and jungle, Invader infected "urban" combat, and normal forest/jungle if we are pushed back. Expected enemies are Light Infantry, Line Infantry, Fly Riders, hostile plantlife, and almost certainly reinforcements holding the city.
Battlefield 3:
Guerillas continue to operate a rebellion in the destroyed nation of Esther even as Ted begins settlement efforts. These irregulars are now being joined by regular forces who have experience fighting alongside the Grand Army. Their numbers are nothing compared to the current Grand Army, but there are enough units that they are capable of launching deadly attacks on a portion of whatever forces are fighting here. Assistance from the Invaders - if they are indeed working with the rebels - may show itself as the fighting continues. Battlefields are likely the ruined remains of cities and villages, carrice patties, and small rolling hills with animal pastures. Expected enemies are Esther Light Infantry fighting guerilla warfare, Esther Wizards, Esther Line Infantry, and some amount of Esther Calvary mounted on two-legged land-bound birds.
Battlefield 4:
It is unclear if the Invader's retreat from the Nomad lands is false or if they truly have chosen a new target. This battlefield assumes that the Invaders are making a false retreat to split our forces and will return to assault the Nomads as we redeploy, or to remove the advantage the river has provided to our troops as we chase them. Expected battlefields are open desert and river combat. Forces consist of Line Infantry supported by Field Artillery, Light Infantry, Fly Riders, Dragoons, Lancers, and some anti-air guns.
Battlefield 5:
If the Invaders truly are now targeting the Nawra Tribes, our forces must be swiftly redeployed to their defense. This battlefield assumes that the Invader's retreat is true and they now intend on a different target. We should be able to deploy troops to defend the Nawra before they arrive, if they indeed intend to arrive at all. Expected battlefields are open desert. Forces consist of Line Infantry supported by Field Artillery, Light Infantry, Fly Riders, Dragoons, Lancers, and some anti-air guns.
Forces of the Grand Army Name: Veikka Puomi
Nation Bonus: Almost always on the defensive every soldier in the relatively small Kingdom of Tensali is drilled on the importance of maintaining both mobility and overwhelming firepower when it comes to fighting the enemy. This drilling lets most soldiers maintain some level of cohesion and offensive capabilities even while on the retreat to often devastating effects for the attacking enemy. (Retreats faster and better on the defensive)
General Bonus: Veikka Puomi has trained heavily in the importance of artillery warfare on the battlefield and has successfully used this knowledge to help defend Tensali from enemy incursions multiple times in his carrier. (Good with Field Artillery)
Doubling down on Artillery
Veikka's time in the war has made him respect and love artillery even more than he did before the war and with that respect also came even more increased skills in the proper tactical use and logistical upkeep of Artillery units.
Units: 2 Field Artillery, 2 Line Infantry, 1 Dragoons, 1 Ship of the Line, 1 Grenadier, 2 High Rus Line Infantry, 1 Field Artillery (Goblin)
Mount: A giant snow minx the traditional animal of the Kingdom of Tensali
Backstory: Veikka is a gruff old human man with a well-trimmed blond mustache and shaven down beard once a lesser noble now decorated in a vibrant military uniform of the traditional Tensali coloring covered in merits from his years of service to his King. Situated near the High Rus the Kingdom of Tensali is the last remaining fragment of the once glorious Empire of Tensal that over its history has seen its sovereignty under threat and its land slowly whittled away by its jingoistic neighbors still holding a grudge over the actions of a long-dead empire. It is the hope of king Broris III of the Bauluna dynasty that by participating in this coalition relationships can finally normalize and perhaps Tensali can get back some of its long-lost lands that High Rus took from them many years ago.
Name: General Armas Korpela
General Bonus: Encircling the enemy. This Tensali general pride themselves in their ability to outmaneuver their foes and surround them. General Korpela's tactics involve using harsh terrain to his advantage, forcing his enemies into chokepoints and then encircling them. His forces are well-versed in guerrilla warfare and excel in ambushes, hit-and-run tactics, and sabotage.
Mount: A Massive Snowy Owl
Backstory: Armas Korpela is a tall, imposing man with a rough beard and eyes that seem to pierce through the soul. He is known for his uncompromising demeanor and a deep, commanding voice that demands respect. Despite his intimidating presence, he is well-respected among his troops for his fair and compassionate leadership.
Name: Great Unity Allion & Hura
Nation Bonus: Due to their unique natures, Nawra cavalry are much sturdier and more effective than Grand Army standard. However, should their mounts fall, so will the soldiers within them.
General Bonus: Hura and Allion have a bond that can only be formed by years of working together in the field. Additionally, being the same creature helps somewhat. There will never be delay between thought and action, and their effectiveness is unmatched by any other cavalier
Sky-Serpent Rigging
The Unity, despite their overwhelming force in the sky, has somewhat of an issue applying said force to the ground battle. The Sky-Serpent Rigging is a set of carefully fitted platforms and structures to allow a unit to ride aboard the Glintscale into battle.
Units: 1 Heavy Winged Hussar, 0.75 Winged Hussar, 3 Cuirassiers, 1 Fairview Wizard, 1 Winged Hussar (Invader), Siege Artillery (Goblin)
Mount: A colossal levitating serpent-like creature by the name of Allion, at home beneath the sands and in the sky alike. His beige-scaled bulk blots out the sky beneath it as he slithers across the horizon, his back inflating with the gaseous substances that both keep him afloat and allow him to emit puffs of potent enzymes that dissolve anything solid they touch.
Backstory: The Nawra are a race of symbiotic oozes that bond with creatures via weaving their body throughout their nervous systems, taking control of anything without it's own sentience and communing with anything that can have feelings. As they dry out quickly outside of a host or a body of water, you will often see them within the forms of various creatures from both the deserts in which they live and from other nations. Hura is the Nawra bonded within the Glintscale Serpent Allion, the Great Unity of the Nawra Tribes.
Name: Hijack Coulier
General Bonus: Coulier and their followers are experts in the dishonored art of Nawra possession. After battle, Coulier may Hijack one enemy unit instead of killing it. There may only be one Hijacked unit at a time. The unit may not be Rare. (Heavy Winged Hussar, Ship of The Line, etc.)
Mount: Variable.
Backstory: Hijacking has been looked down upon as an alternative to Unifying since the Unities formed the Nawra Tribes known today. Nonetheless, several isolated groups still believe in such activities, and while distasteful, their talents could be useful against the insectoid menace.
Name: Admiral Everett
Nation Bonus: The Terve Merchant Empire is incredible at the complex task of logistics. They are an island nation that has spread its influence to ports all around the world. Their impressive fleets of ships are best served carrying great amounts of cargo to ports and up rivers. Their reach and expertise mean they are typically very skilled in acquiring goods and getting them where they need to be.
General Bonus: Coastal and river raiding. Admiral Everett is well known and reviled for his deep strikes against soft and civilian targets and his ruthless and effective raids. His ships serve as a base for his Wyvern core to launch off and attack from as they sail up and down rivers.
High Mobility Warfare
Typically Terve choose it's battlefields carefully and never had much reason to fight any battles too far inland or away from waterways. But facing the invasion means fighting further away from boats and further from the familiar style of warfare they are accustomed to. In response Everett has refined Terve military doctrine into something new and different and has gotten very good at it. It takes the familiarity of raiding and converts it into a rapid deploy, retreat and redeploy style of warfare. Fliers serve as recon and message couriers. Unit commanders are empowered and encouraged to take the initiative and make decisions of their own if the situation calls for it. Allowing them to respond to developing situations without waiting for command. Everett has become very skilled at understanding and coordinating the complicated and chaotic mess such a style of war often becomes.
Units: 1 1/2 Winged Hussars, 3 Light Infantry, 1 Anti Air Artillery, 1 Ship of the Line, 1 Field Artillery, 1 Fairview(?) Winged Hussar, 1 Alchemist (Goblin)
Mount: Wyvern. They are about 50% larger than a horse not including wingspan. They have elongated forelimbs that have a fleshy membrane that acts as a wing. They have long necks and nasty fangs that drip with dangerous venom. However, their skin is thin and their bones are light since they need to be light to be able to fly. These fish-eating creatures infest many isolated islands, often in vicious, territorial swarms.
Backstory: Everett is a tall, skinny man, missing his left arm. His skin is battered and weathered from long days in harsh sea weather. He is cold, uncompromising, and brutal. He has fought in several campaigns when other nations have refused to allow Terve merchants to trade. He achieved great success in convincing them to reconsider but earned himself considerable infamy in the process. The Terve Merchant Empire is happy to use his infamy to threaten uncooperative nations.
Name: General Havourn de'Mira
General Bonus: Holding the line. In Terve the generals and the ground combat forces play second fiddle to the navy. They are typically tasked with one thing and one thing only. Holding the line. Terve deploys their ground forces to tie down the enemy so that their more moblie forces can get behind them. Some of their generals and the forces they command have become very adept at this.
Mount: A Wyvern
Backstory: Havourn is a fairly chubby man, his hair is well trimed and well kept. He is a very proper gentleman and a man who is never without a cigar or a drop of whiskey. He views himself as an honourable gentleman and will not say a word against Everett despite how clearly they both utterly despise each other. Everett for his part will never risk causing disruption to military operations over personal feelings. They have both cooperated extremely effectively in the past and have both been professional in their wartime dealings with the other. This however has done nothing to dampen their mutual disdain.
Name: Grimtusk Bonegrinder
Nation Bonus: The Goblins of Gobbleshire are not very physically imposing, but they are lightweight, nimble and very annoying. A unit of Goblins typically consists of more individuals than usual, due to their smaller stature and fecundity.
General Bonus: Grimtusk is capable of filling the fallen with necrotic energy that will let them continue fighting even if they suffer fatal wounds. One per Deployment phase, he may raise a fallen Unit (on either side) to become his undead minions. Putting them out of the fight for good will often require them to be either armless, or headless. Undead Units may be maintained across deployment phases with the use of either this ability or a Wizard action.
The more violence and death that plagues the land, the more restless the spirits become. Being surrounded by so much death has only made Grimtusk Bonegrinder more powerful! Some of the enemies slain by the soldiers that Grimtusk commands are starting to rise as undead shortly after expiring even without the necromancer's direct intervention.
Units: 4 Light Infantry, 1 Dragoon, 2 Wizard, 1 Ship of the Line, 1 Fairview Cuirassiers, 2 Undead Light Infantry, 1 Field Artillery
Mount: A bone giant, comprised of millions of bones. This undead monstrosity heeds any order without question and obeys only one voice. It looks kind of like a dinosaur.
Backstory: Goblins have been a menace to civilized society for millennia, and their reputation of ill temperament and violence is not undeserved. Feral tribes of goblins can be found all over the place even to this day, though following the advent of gunpowder the goblins have ceased to be a serious threat to the established nations.
Grobbleshire is a nation of goblins that had been established centuries ago, and is a place where you can find relatively more civilized goblinkind. It is here that the goblin necromancer Grimtusk Bonegrinder emerged from, who commands respect due to their sheer arcane power. Grimtusk has witnessed that times are changing, and seeks to redefine the goblin's place in the world while it is still possible to do so.
Name: Izag Bronzehammer
General Bonus: Soldiers under Izag Bronehammer's command use bleeding-edge prototype weaponry that is more powerful than conventional weapons. These weapons tend to be complicated and oddly designed to the point that no ordinary soldier could properly maintain them between battles.
Mount: Prototype Airship
Backstory: Izag Bronzehammer is a genius born ahead of her time. Her inventions are a level beyond what is traditionally used in conventional warfare; but they had always been prohibitively expensive to produce and require too much expertise to properly maintain. In the current era, the Grand Army is now able to provide an unprecedented level of financial investment in the art of warfare.
Name: Western Prince Ted Yamamoto
Nation Bonus: The cowboy armies of 人外 ("the land of the men left behind") are famous for their sniper-like sharpshooting in all weather conditions. Ranged units receive buffed accuracy.
General Bonus: The Golden Dragon Emperor's words are backed with nuclear dragons. The Golden Family have been breeding dragons for centuries, and, whenever the Emperor is in the theatre of battle, his finest war-trained drakes follow, providing the equivalent of an artillery unit in fiery bombardment.
From defending his home empire to defending the world, Ted's emerging legacy of fantastic success holding his ground has become a legend among the nations. Ted's armies never lose their nerve in a defensive battle as long as the eyes of their General encourage them.
Units:2 Line infantry, 1 Grenadier, 1 Cuirassiers, 1 Anti Air Artillery, 1 Ship of the Line, 2 Light Infantry, 1 Field Artillery, 2 High Rus Line Infantry
Mount: The Dragon Nexus Ōtokage is definitely not a robot and you should report anyone who tells you it is to the secret police.
Backstory: The Golden Dragon Emperor Eiji "Ted" Yamamoto won his first war for his country, against the hated weeb furry menace, at the age of 13 and has been tremendously bored ever since. Needless to say, when he heard about creepy alien bugs falling from the sky, he immediately wanted to get in on that. Where is this "west" that his strange technology comes from? Most of his subjects assume it is some kind of hell dimension populated by demons with which the Emperor has made a blood pact.
Name: Saiō Princess Yamamoto Hanako
General Bonus: The Saiō Princess is a devout follower of the old religion, and the blessings of the gods work through all units under her command. The holy fury of her ranks cleaves through unclean beasts (and also furries) as though reaping straw.
Mount: Kerin, the Holy Unicorn.
Backstory: I'm just going to keep milking that old game for now. I'll let you know if I ever bother to come up with anything new. (The unicorn is new.)