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Author Topic: Generals of the Grand Army (Napoleonic Fantasy RPG)  (Read 9404 times)

Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #60 on: March 20, 2023, 07:48:14 pm »

Grimtusk rolls his eyes at Ted.

Grimtusk's actual proposal is to return most of the stuff that would be missed, as well as the civilians. As for the other stuff, we should keep it. Drezzen will just have to find a way to get by without honeycombs, insectoid slime molds and nuisance birds.

Event 3: Return the cultural artifacts and civilians to Drezzen, but use the other stuff to assist our research projects.
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Fluffe9911

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #61 on: March 21, 2023, 01:26:54 pm »

Another swell battle for the great Tensali! Now back to the papers.


Event 1: 1 Grenadier AND 1 Unit Artillery
Event 2: Reluctantly A
Event 3: Vekkia chuckles at Teds joke Anyway! Return the loot to Drezzen as expected, preventing possible political problems in the future. Hearts and Minds men! Hearts and Minds!
Event 4: As much as I love explosions I'm not quite... comfortable with suicide bombings yet. I do support the Admirals concept though the importance of a battlefield medic can not be overstated!
Event 5: Once again I support the Admiral on this one we already kill them good enough in my experience disrupting their communication would do wonders..
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VermilionSkies

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #62 on: March 21, 2023, 04:49:42 pm »

"While bringing another Unity to the field would be a great boon, we haven't the time to sit idle."
Event 1: N/A.

Event 2: A. 1 Winged Hussars and 3 Cuirassiers

Event 3: Return the items that originally belonged to Drezzen.

Event 4: While we agree with the alchemists currently proposed, we suggest providing the proper framework that the larger land-based Unities require at a later date.

Event 5: We have no disagreements with the current research suggestion.


(It occurs to me that due to the way the Nawra work, Nawra Dragoons aren't really possible unless the creature itself is what's shooting.)
« Last Edit: March 21, 2023, 06:37:28 pm by VermilionSkies »
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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #63 on: March 21, 2023, 06:21:49 pm »

"Given the unlikelihood of changing the result with the votes already in, I'm comfortable both with this alchemy plan and with paying back the Drezzen...ites."
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #64 on: March 21, 2023, 08:42:18 pm »

"While bringing another Unity to the field would be a great boon, we haven't the time to sit idle."
Event 1: N/A.

Event 2: A. 1 Winged Hussars and 3 Cuirassiers

Event 3: Return the items that originally belonged to Drezzen.

Event 4: While we agree with the alchemists currently proposed, we suggest providing the proper framework that the larger land-based Unities require at a later date.

Event 5: We have no disagreements with the current research suggestion.


(It occurs to me that due to the way the Nawra work, Nawra Dragoons aren't really possible unless the creature itself is what's shooting.)

That is entirely a possibility if we want it to be.
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #65 on: March 24, 2023, 04:27:43 pm »

Event Resolution

Event 1:

Your troops march to join the others. No doubt the Invaders are shaking in their boots at the thought of the full might of the Grand Army facing them down!

Event 2:

The War Council had decided in a moderate Nawra investment. With this a bonded group of Winged Hussars and three Units of Cuirassiers now fight under their flag thanks to the supplies provided by the allied nations. They are eager to prove themselves to be worth the support.

Event 3:

Grimtusk has turned the decision over to the War Council, who in turn decided to return the loot to Drezzen. The Sultan of Drezzen personally thanks the War Council for the safe return of his citizens and their stolen wealth. This thanks carries no monetary value, but it will prevent infighting between the allied nations. You are able to keep items left by the invaders that are considered worthless including their supply carts, modified food, and non-commercial animals in stasis.

Event 4:

Alchemists will enter the Unit pool as an Artillery Unit.

Quote
Alchemists are units trained in the handling and deployment of various alchemical substances. Typically equipped with leather masks that are full of reagents that bind to the various toxic fumes they use, flasks of different liquids some of which are magical in nature and a pistol as a sidearm. They use many alchemical and gas-based weapons and can also serve as frontline medics with their healing balms, potions and general medical knowledge

Event 5:

This time your researchers are sent to investigate the Invader's method of communication. Attempts at analyzing their wings for the source of the constant droning they emit in combat prove fruitful, but not for the expected reasons. It is found that the Invaders have an array of pheromone glands located near their wing joint. These compounds are released onto the wings which and are then spread by swift vibrating, the source of the Invader's sound. Other Invaders pick these scents and repeat the message, allowing it to travel a significant distance (especially if relayed by a Fly Rider). The number of compounds suggest a complex system of signaling that allows them to function as an army rather than a simple swarm.

Further research is likely needed to reproduce the pheromones necessary to communicate with the Invaders, to read the Invader's communications, or to issue false reports to the Invaders.

Deployment Phase 3

Battlefield 1: The main force in High Rus remains a threat despite repeated combat with the Grand Army. Their expansion has been slowed by your efforts, and they have as of yet been contained in the former borders of High Rus without spilling out into the surrounding nations. It is expected that the civilian population of the capitol is undergoing something similar to the kidnapped citizens of Drezzen - or they have been used for whatever purpose they where collected for. As before we are expected to slow, stop, or push back the main force depending on the strategy and Units sent to this area. We expect major casualties should a full on battle take place. 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. Raiding units have taken heavy damage from previous fights and now exist mainly as a vanguard force.

Battlefield 2: Far to the West, the Elf city of Fairview is theoretically the next target for attack. Fairview is a city made of hollowed out trees rather than conventional buildings, with rope bridges and ziplines connecting the various tree houses together. The Elves have traditionally relied on defeating any approaching army in the jungles and woods surrounding their homeland rather than rely on massive castles, so their current defenses are minimal compared to the more well defended Human settlements that have previously been targeted. Unknown enemy Units. Battlefield is expected to be "urban" combat, forest combat, and improvised defense positions.

Battlefield 3: To the south, the coastal city of Adria expects to be assaulted around the same time as Fairview. It seems we have grown too comfortable expecting smaller attacks on single capitols. Adria is a diverse city accepting races from around the world, focusing on trade as a rival to Terve. They are known for their complex network of canals in their city, which open up into the nearby ocean. Enemy units are unknown. Battlefield is expected to be Urban Combat, Canal Combat, and fortress defense.

Battlefield 4: While the defense of Tensali was a resounding success, the survivors have regrouped. Rather than returning to attack the capitol they are now raiding the surrounding countryside for food, supplies, and any living thing they can get their hands on. It goes without saying that they must be stopped before they can capture what is ours and bring them back to the main army in High Rus. Expected battlefields include villages and fields and the surrounding countrysides. Surviving units include Lancers, Line Infantry, Light Infantry, and a small contingency of Fly Riders.

Forces of the Grand Army

Spoiler:  Veikka Puomi (click to show/hide)

Spoiler: Hura (click to show/hide)

Spoiler: Admiral Everett (click to show/hide)

Spoiler: Grimtusk Bonegrinder (click to show/hide)

« Last Edit: March 25, 2023, 01:40:25 am by Stirk »
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #66 on: March 24, 2023, 05:38:16 pm »

Grimtusk Bonegrinder reviews the reports, and decides which places his soldiers will be able to fight most effectively. He proposes an idea to the Unity General; to have a unit of Goblin Wizards cast a spell of invisibility on Allion & Hura. The enemies have adapted to the Glintscale Serpent's presence; but what would happen if they could no longer see them coming from miles away?
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #67 on: March 25, 2023, 01:41:26 am »

Another swell battle for the great Tensali! Now back to the papers.


Event 1: 1 Grenadier AND 1 Unit Artillery
Event 2: Reluctantly A
Event 3: Vekkia chuckles at Teds joke Anyway! Return the loot to Drezzen as expected, preventing possible political problems in the future. Hearts and Minds men! Hearts and Minds!
Event 4: As much as I love explosions I'm not quite... comfortable with suicide bombings yet. I do support the Admirals concept though the importance of a battlefield medic can not be overstated!
Event 5: Once again I support the Admiral on this one we already kill them good enough in my experience disrupting their communication would do wonders..

I assumed you meant Field Artillery.

Updated!
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Jerick

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #68 on: March 25, 2023, 02:14:16 pm »

"I will deploy to Adria. River combat is my specialty after all. My forces, especially my light infantry, are very used to deploying and redeploying via light boats and riverways. We're the perfect match for canal filled urban combat. The canals give me the ability to rapidly redeploy my anti-air guns pretty much anywhere. Highly mobile anti air guns hopefully will prove devastating to their air units. We can use them them to ambush forces that you don't typically get to ambush and to quickly retreat only to hit them again. My fliers will take full advantage of any gaps or holes opened up by this to harry their forces. I will keep the battle choatic and confused were the recon of my fliers, and my superior mobility and logistics will give me the edge. I will drive them to the coast where my ships of the line (and any others that my fellow generals feel like giving me temporary command of) will be waiting. Their anti-air guns will prevent their fliers from escaping and their guns will annihilate them,"

Quote from: Deployments
Battlefield 1:
Battlefield 2:
Battlefield 3: Admiral Everret (all forces)
Battlefield 4:
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #69 on: March 27, 2023, 07:47:31 pm »

Offended by being ignored for so long, Grimtusk Bonegrinder makes his plans without waiting further on input from the Unity.

Battlefield 1
One unit of Undead Light Infantry would be sent to this battlefield; and are not expected to return. They will find a place where they can take cover until the enemy is in range, then open fire upon the invaders until they are no longer able to do so.

Battlefield 2
One unit of Wizards and one unit of Dragoons, and two three units of Light Infantry are deployed to Battlefield 2. The wizards will cast a spell upon the Dragoons to temporarily bestow upon them the power of clairvoyance, and the wizards will then remain within the confines of Fairview itself.

The enchanted wolf riders would then be extremely hard to ambush even in the heavily forested elven lands. They would track down enemy forces, and strike at them whenever they left part of their forces vulnerable. They would proceed to use such hit and run tactics to take down a large number of enemies while suffering as few casualties as possible.

The Light Infantry would set up ambush locations throughout the forest, collaborating with the local elves to find the best places. They would hide wherever they can and open fire when the enemy is in range; ideally units either retreating from or chasing down the Dragoons.

Battlefield 3
Grimtusk Bonegrinder grants Admiral Everett command over his Ship of the Line unit for this battle.

Battlefield 4
Two One and a half Light Infanrty, 1 Wizard, and Grimtusk Bonegrinder himself will deploy to this battlefield. They will pick out some of the most valuable looking farmlands and establish a temporary encampment there. Dead units from the previous battles will be brought to Grimtusk Bonegrinder to be reanimated.

The Infantry will prepare to engage the enemy using similar tactics to before; taking advantage of their longer range and high speed to be insufferable. The Wizards will take on an anti-air role in this battle; dealing with the annoying Fly Riders with chain lightning magic far too fast for even them to evade.

Grimtusk's forces will only cover a relatively small territory in the battlefield unless their forces are augmented by additional units from other generals.
« Last Edit: March 29, 2023, 08:34:26 pm by Supernerd »
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VermilionSkies

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #70 on: March 27, 2023, 09:55:57 pm »

Quote from: Deployments
Battlefield 1: Unity (Full Deployment), Grimtusk (U. Light Infantry)
Battlefield 2: Grimtusk (Wizard, Dragoon, Light Infantryx2)
Battlefield 3: Admiral Everret (all forces), Grimtusk (Ship of the Line)
Battlefield 4: Grimtusk (Light Infantryx2.5, Wizard, General)

"Our lesser flying brethren will skirt their range to scout out ideal points for the cuirassiers to charge through into their artillery, after which point we will be able to retrieve them with our uncontested control over the local airspace. Due to their lack of more mobile infantry after our previous skirmishes, they should be unable to chase us after we disengage."
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Naturegirl1999

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #71 on: March 27, 2023, 11:04:06 pm »

PTW
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Fluffe9911

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #72 on: March 28, 2023, 12:01:17 pm »

Veikka silently stares at the map for a bit before taking out some tokens and moving them around the map. "I do believe this should do it!"

Quote from: Deployments
Battlefield 1: Unity (Full Deployment), Grimtusk (U. Light Infantry), Veikka Puomi (1 Field Artillery, 1 Line Infantry, 1 Dragoons, 1 Grenadier)
Battlefield 2: Grimtusk (Wizard, Dragoon, Light Infantryx2), Veikka Puomi (1 Field Artillery)
Battlefield 3: Admiral Everret (all forces), Grimtusk (Ship of the Line), Veikka Puomi (Ship of the Line)
Battlefield 4: Grimtusk (Light Infantryx2.5, Wizard, General) Veikka Puomi (1 Line Infantry, 1 Field Artillery, General)
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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #73 on: March 28, 2023, 12:53:12 pm »

"In that case, I will pass command of my Ship of the Line and Anti-Air Artillery to Everett, and keep the rest of my forces in battlefield 4 to clean up after our last battle.

After all, if these elves didn't want to be eaten by bugs they should have built walls.
"
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #74 on: March 29, 2023, 08:35:00 pm »

Noting the excessive amount of units allocated to Battlefield 4, Grimtusk reassigns one of the Light Infantry to Battlefield 2.
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