Deployment Phase 1While the Grand Army has been formed on paper, the war machine is slow to rise. Most of the Grand Army's forces are yet being trained and equipped. Their standing armies busy marching across the continent or stuffing themselves into transport ships, no doubt soon to arrive but not soon enough to intercept the second wave of the Invaders. Their ability to appear from nowhere with no visible logistics only becomes more frighting when compared to the troubles you face raising an equivalent force.
Of course there are exceptions to this problem - the Nawra manage to send the majority of their military forces to the front immediately thanks to that force consisting of two individuals who are one - Allion & Hura. They dominate the sky as if daring another wave to face their might. Nearby the Kingdom of Tensali has brought a unit of cannons, pulled into position by giant snow minx under the leadership of Veikka Puomi. If it where not for uncooperative weather Tensali would have its full force at the border already, we can not overlook the possibility the attacks where timed to slow the speed of intervention. Admiral Everett of the Terve Merchant Empire faces a similar problem, the ports of the far north and their rivers being frozen over and limiting the use of their infamous raiding ships. His Wyvern Riders remain undaunted by this hazard flying high above it, ready to put their hard earned skills to work against the Invaders. Western Prince Ted Yamamoto dragged his ten-gallon hat clad warriors to the front-line with his family's drakes to similar effect, as the rest of his forces prepare to the East. Their exceptional abilities with ranged combat will give them an edge over the Invaders with a noted shorter range. An unexpected ally arrives as well - Gobbleshire under the necromancer Grimtusk Bonegrinder, with his mighty undead mount plowing through the snow to allow the goblins following him an easy path. They're currently the most numerous allied force by a notable amount, a force that will only increase as the bodies begin to pile up.
You stand in the snow around a large tree stump acting as a war table. While you have individual command tents prepared, there are none grand enough to enclose the massive Hura and Allion, leaving the lot of you stuck in the cold until you find a way to cover up the giant serpent. The War as just started, but even now the decisions you make will shape the face of the world. Feel free to discuss deployment and strategy with your fellow Generals before moving to the front.
Battlefield One: After successfully conquering the Imperial Capital, the Grand Invaders began pouring out into the surrounding countryside. There is no chance of pushing through the Horde to reclaim the capital until reinforcements arrive. However your current forces are capable of slowing their advancement into the nearby towns, villages, and cities. Their goals are unknown; we do not yet know if they even eat. Nonetheless denying them resources is the main objective of this mission. The better you can hold them off, the more of High Rus we can successfully evacuate. Expected battlefield is a large range including frozen forests, wide fields filled with plants that love the cold, villages, and occasionally snowy hills. The bulk of the enemy troops consists of 'Line Infantry', however 'Winged Hussars', 'Dragoons', and 'Light Infantry' perform much of the raiding ahead of the main army.
Battlefield Two: According the the records the second city to face the Grand Invaders should be the Sultanate of Drezzen, a southern neighbor to High Rus. We do not have much information to work with, but are simply making assumptions based on the fact it was the second to have its skies darken with the gloom of the Invaders. With the foreknowledge of their arrival we will be able to keep them from conquering the small Sultanate, with defenses being prepared as we speak. Expected battlefields include fortresses, walls, and urban fighting. Outside the Sultanate city state the land is somewhat more temperate than High Rus, with flowing rivers and the occasional greenery poking through the snow. Enemy forces are completely unknown. We can only pray they are less in number than the first invasion.
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)
Units: 1 Field Artillery
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: 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
Units: 1 Heavy Winged Hussar
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: 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.
Units: 1 Winged Hussars
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: 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.
Units: 2 Light Infantry
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: 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.
Units:2 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.