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Author Topic: Generals of the Grand Army (Napoleonic Fantasy RPG)  (Read 9419 times)

Fluffe9911

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #45 on: March 13, 2023, 11:09:08 pm »

(Posting my turn tomorrow sorry for being slow about it)
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #46 on: March 14, 2023, 12:24:35 am »

(Posting my turn tomorrow sorry for being slow about it)

Only one person has posted their action so far, your speed is above average.

As always in war, there were places crying out for soldiers and too few to comfortably deploy to guarantee victory. "I would prefer if you deployed North to High Rus Grimtusk. The frontline promises to be a meat grinder. We could use a necromancer there. I could handle the fleeing remnants it's the kind of fight me and my troops are good at. As for Tensali I'll differ to Vekkia's judgment on that. His guns could be very useful on the front but could also be decisive in defending his homeland,"

To reiterate you may send different units to different battlefields, and do not need to send your General to the same place as your units.
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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #47 on: March 14, 2023, 02:18:24 pm »

I'll just deploy the whole thing to Secret Finland, except the Ships-of-the-Line, with the AAA deployed behind the palace walls to pick off fallers and keep out flyers, while the line infantry hold lines and the grens and cuirassiers act as shock, using the city streets as chokepoints. And, of course, above everything, the dragons.

To reiterate you may send different units to different battlefields, and do not need to send your General to the same place as your units.
Why would I want to do that? :(
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Fluffe9911

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #48 on: March 14, 2023, 06:44:20 pm »

Vekkia taps the table in contemplation his face showing a look of worry unfitting from his usual demeanor "Gentlemen I knew this was coming I just wish it had happened later... Nonetheless, I, of course, shall be personally heading toward my homeland to assist in its defense frankly if it fell without me putting in any effort to defend it I doubt I could live with myself as either a General... or a Person."

Vekkia sighs "Since... Ted was kind enough to commit his entire army to the defense of my glorious nation I shall only be taking one unit of line infantry and one unit of field artillery men with me to keep me safe along my journey the rest of my troops I leave in the hands of the Admiral and the Necromancer to decide how they should be deployed I trust in their judgment and that they will make good choices. As long as there are no objections I shall be leaving as soon as I am able, time is precious after all, and the more time I have to help prepare the defense the better."

Heading toward Battlefield 3 with 1 unit of line infantry and 1 unit of field artillery the rest of my troops ill let Jerick and Supernerd decide how they will be used

« Last Edit: March 14, 2023, 06:47:11 pm by Fluffe9911 »
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VermilionSkies

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #49 on: March 14, 2023, 07:06:25 pm »

Quote from: Deployments
Battlefield 1 (High Rus Defensive): Unity (Full)
Battlefield 2 (Sultanate Survivors): Grimtusk (Full), Everett (Full). (Uncertain.)
Battlefield 3 (Tensali Siege): Vekkia (Line Infantry, Field Artillery), Ted (Full).

"While there is little we can do to push them back, their advance should slow dramatically from our presence. Their anti-air, whatever it is, can only shoot so far, and we should be resilient enough to withstand what they can offer."
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Jerick

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #50 on: March 14, 2023, 07:55:49 pm »

"Dealing with their anti-air units, and their fliers isn't going to be fun," he scowled at the map in front of him wordlessly wishing it was laid out very differently "We cannot leave Unity to fight in High Rus alone. If Grimtusk is unwilling to deploy there then I will take Vekkia's remaining forces and join them in the defence,"

"We'll have to work hard to keep out of range of their guns. I'll see if I can harry different parts of their line with my Winged Hussars to force them to redeploy their anti-air guns and screening forces to counter it. Drawing them away and opening gaps in their air defence that will let Unity through. With the rest of the forces I intend to mount a very fluid defence. Tensali forces are quick and efficient when withdrawing, combined with good skirmishing from my own forces we should be able to tie down the enemy considerably without getting overwhelmed,"

Quote from: Deployments
Battlefield 1 (High Rus Defensive): Unity (Full), Everett (Full). (and the rest of Vekkia's forces if Grimtusk agrees)
Battlefield 2 (Sultanate Survivors): Grimtusk (Full),
Battlefield 3 (Tensali Siege): Vekkia (Line Infantry, Field Artillery), Ted (Full).
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #51 on: March 14, 2023, 08:21:35 pm »

Grimtusk Bonegrinder delivers the following response to Everett. "I suppose I could spare one unit of Light Infantry to Battlefield 1, and put them under your command for the duration of the combat."

Grimtusk does not appear to object to Everett's proposed usage of Vekkia's units.
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #52 on: March 19, 2023, 12:30:33 am »

Battlefield 1

As expected the Invader's forces are now working more closely together, the line moving steadily forward under the protection of their Anti Air while what remains of their skirmishing forces forge just ahead of their main body. Your land based skirmish forces find themselves facing the enemy skirmishing forces in short bursts, quickly entering forced retreat with the Dragoon's warning of the approaching line. As a result the casualties you manage to inflict on the enemy are minimal, and entirely situated in the enemy's vanguard. As before the skirmishers engage the enemy in the forests, falling back and allowing the singular unit of Field Artillery to engage the enemy in the open under the protection of Tensali's line infantry. Said line infantry proves capable of repelling shock attempts, to the point you face no Dragoon charges in this fight.

In the air the enemy Fly Riders are being held in reserve, apparently the enemy is unwilling to let them get slaughtered by Unity. This gives you free reign of the skies, at least up to the range of the enemy's anti air guns. Assaulting the enemy from the air thus proves difficult. Forcing movement of the enemy anti aircraft equipment is hampered by the low mobility of the units themselves, the anti aircraft weapons move about as quickly as a cannon. As a result they are more of a passive defense than an active one. Simply put you can conduct an air raid and retreat before the Anti Aircraft Artillery can limber up, so there is little opportunity for the enemy air guns to do anything other than follow a set part of the line even should another portion of the line be attacked. You are able to make gaps for Unity to exploit, but only briefly and at a cost of those who get just a little too close to the anti aircraft artillery.

With the extra supplies from home, Unity is however able to make some quick strikes on the enemy vanguard and retreat beyond the range of the enemy anti air weaponry before they are able to respond with the assistance of allied flying units. As they are in loose formation the casualties are comparatively lower than what could be if the line itself where hit, but at least managed to finish off the remaining Dragoons and deal a real number on the remaining Light Infantry.

In the end, the Grand Army forces where able to slow the Invaders while inflicting damage on their skirmishers. Their main army remains untouched and was able to advance as fast as its anti aircraft weaponry could move forward. Casualties: 1/2 Unit Terve Winged Hussars.

Battlefield 2

Grimtusk and his remaining forces attack the northbound Invaders under cover of a Wizard-made snowstorm. The approach goes smoothly as your preparations give you an obvious edge over the unprepared enemies, you catch up with their force before they even enter High Rus territory. Unfortunately their Fly Riders manage to spot you even in heavy snowfall and move to engage. They are unable to inflict many casualties over your skirmishing goblins, mainly firing their carbines and pistols from high altitude, but the occasional strike hits true and goblin blood stains the newly fallen snow. Your men desperately return fire scoring a hit only rarely. Between the distances involved, your men attempting to hit moving aerial objects, and the enemy attempting to hit goblins using cover there are few casualties on either side. Notably several tried their luck attacking Grimtusk himself, his bone giant providing a much easier to spot target than the hidden goblins. The attempts are unsuccessful - a few hits to the bone giant does nothing but crack a handful of the millions of bones.

The formerly freeing enemy turns to face the goblins, with the Fly Riders continuing their attack while likely acting as a scout force for the troops below. How they are able to communicate remains a mystery. The ground based invaders are much more able to score hits and vice versa. Though they remain slower than your men thanks to the storm, their eyes in the sky allow them to have better positioning. One of your units is caught up in an ambush in the forest and is forced into a firefight at medium range, taking many casualties at the enemy's optimal fighting distance. You are more able to fight at long range in the open fields but are then left vulnerable to the Fly Rider's attacks. Attempts at counter ambushes are foiled by the enemy scouts.

With neither side having much in the way of shock forces, the battle continues to be a slog made up of skrimishes. The goblins would move forward until the enemy is in range, fire a few vollies, then retreat before the enemy reached optimal firing position mostly ignoring the Fly Riders now that juicier targets present themselves. The Invaders would either lie in wait knowing the goblins are approaching or run forward until the goblins start retreating and attempt to hit them as they run from cover. The former achieved more casualties but was harder to pull off and was therefore less common than the latter. Thanks to their winter gear the Goblins would be able to escape the Invaders hounding them and the story would repeat. Corpses on both sides begin to pile up.

As the snowstorm approaches its end, the enemy decides to abandon its supplies and retreat north without them. The main force remained too far off to offer any assistance, the exact reasoning of this order is unclear. Without the snowstorm and loot slowing them down, they are able to effectively retreat. You are able to capture the loot at great cost.

The loot itself is stuffed into carts made of lightweight waxy material in a "honeycomb" shape. Each hexagon acted like a box in the grand Army's logistics scheme, holding something looted from Drezzen. Some held what you would expect, such as gold and jewels, while others contained organisms suspended in an odd oily liquid. Primarily Drezzen citizens caught outside the defenses, but also horses left outside, stray dogs and cats, and even the nuisance birds that lived around town. Most appear to be still alive and breathing when their honeycomb is breached. Food is expected loot, but it appears that the normal vittles have been converted into fodder for the Invaders. What was once labeled as salted pork, for instance, is covered in a thick fruit-bearing slime mold. What they where doing with all of this remains unclear...but it is certain that preventing them from falling into enemy hands is likely a good thing.

Casualties: 1 Light Infantry Unit

Battlefield 3

Guns and men line the castle's walls, with rudimentary defenses in place to prevent the enemy from taking the castle by simply falling on it as before. Right on schedule they begin falling once again. Rockets fire into the oncoming swarm, lighting up the sky much like Western fireworks. The AA isn't able to outright kill most Invaders with its Shrapnel, but it is able to prevent their wings from functioning sending them tumbling to the ground which is typically fatal. It seems that they Invader has learned its lesson from last time and drops less targets directly on top of the enemy defenses, instead landing them just outside the castle town giving them a chance to enter formation before being transformed into cheese by Ted's sharpshooters.

When the skies are clear there are fewer casualties than last round. You see the majority remain Line Infantry with a smaller amount of supporting Light Infantry. There are several on giant beetles armed with lances (the riders, though the beetle's horn likely counts as a lance itself). A newcomer is a giant pill bug, hiding infantry under its armor while moving at an infantry pace. These protect the wasp nest cannons and honeycomb mortars in larger amounts than last time. In the sky is a small contingency of Fly Riders.

The enemy moves into position and begins marching towards the castle. With Vekkia's intimate knowledge of his homeland the Grand Army's forces are able to enter ideal defensive positions both in town and the castle itself. Line infantry from the expert marksmen and defensive experts force the enemy into choke points where they can maximize fire on the numerically superior enemy, with cannons and dragons in strong positions to support them. Approaching line infantry are shot to bits before they can move into firing position.

The enemy Siege Artillery attempts to stay out of range of the enemy cannons and dragons, using their firepower to instead remove the choke points that where giving their men a headache by crumbling the buildings. The pillbugs acted like mobile walls, setting up around the siege artillery to prevent their guns from simply being shot down by counter artillery fire or swarmed by infantrymen. Said pillbugs could not survive a direct hit from a cannon, but their corpse remained as a defensive installation with Line Infantry firing around them even in death.

Unable to easily pierce the Line Infantry, the forces hang back and attempt to let the Siege Engine take the battlefield. Artillery from the Allie's side softens up the enemy while Ted's shock forces move into position. His Cuirassiers strike first, running down the enemy's flank thanks to advice from Vekkia about the layout of the city. The Infantry begin to fall back to the pillbug fort or retreat even beyond it as the enemy Lancers attempt to counter the cuirassiers. This proves too little too late as the Grenadier column charges forward in the opening, hitting the pillbug fort and taking one of the "walls" allowing them to slaughter the gun crews. With their hopes of defeating the castle vanishing with their artillery, the remaining forces flee. The Lancers remain to keep the Cuirassiers from taking advantage of this retreat, but opportunistic fire from other units (especially the Grenadiers shooting those attempting to escape the fort) managed to score more casualties.

A Grand Victory for the Grand Army! Minimal casualties reported.

War Council

Once again you meet in your oversized tent. More reinforcements have arrived, but we're taking casualties at a greater rate. Not perhaps a great of a rate as was expected, but there is no end to the Invader's advances. Hopefully they're manpower isn't completely inexhaustible.

Event 1

Reinforcements have arrived! You don't expect to receive this many men at once again until your war machines are fully in place.

Everyone except Unity: Pick 2 Light Infantry/2 Line Infantry/1 Grenadier AND 1 Unit Artillery

Event 2

As per the agreement, food, money, and material has been sent to the Nawra to prepare for specialized cavalry forces. It is now time to choose what resources to devote.

A) The Nawra will receive moderate supplies. Unity will choose 4 Non-Heavy Winged Hussar Cavalry to be deployed immediately.

B) The Nawra will receive significant supplies. Unity will receive a Unit of Heavy Winged Hussar in 2 War Councils.

Event 3
Grimtusk Exclusive!

Now that you have the loot, you get to decide what to do with it. It would seem the political arm of the Grand Army expects you to return the stolen goods to Drezzen, but as only your forces where present nobody would know if you where to decide on an alternative use. You could...

-Return the loot to Drezzen as expected, preventing possible political problems in the future.
-Distribute the loot among your men, giving them High Moral for at least four battles to come
-Send the loot back home to fund the war effort, giving you the choice of 2 additional Infantry or Artillery Units
-Hire a group of non-Goblin Mercenaries, giving you the choice of 1 non-Heavy Winged Hussar unit with a different Nation bonus
-Reveal the loot to the Council and let them decide what to do with it, making it a Council Vote instead of an Exclusive but sharing the blame if something goes wrong
-Other.

Event 4

Now that most of your standing army is in the field, many of the incoming troops will be fresh. This means they'll have equipment right out of the factory! This gives you a good opportunity to upgrade equipment to meet the needs of a modern war. With all the resources of the Grand Army behind you, the possibilities are endless!

-Choose one new piece of equipment for two different unit types (Ex Outfit Line Infantry with rifles and equip Field Artillery with advanced explosive shot)

OR

-Choose a new type of Unit to create.

Event 5

Knowledge is power, and we need as much power as we can get if we're going to win this war. The Researchers are ready to begin working on the next task! What will this War Council's research subject be?
« Last Edit: March 19, 2023, 10:37:16 am by Stirk »
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Jerick

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #53 on: March 19, 2023, 08:48:24 am »

Event 1
2 Line infantry, 1 field artillery.

Event 2
Everett will leave this up to Hura

Event 3
"Why do I suddenly feel like it was a mistake to leave the retreating forces to the goblins?"

Event 4
Quote from: Alchemist Unit Proposal
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
"If we are to disrupt their communication and coordination we need to know how it works,"
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #54 on: March 19, 2023, 12:59:18 pm »

Grimtusk considers the options. He sticks to what his infantry is good at, opting for yet more light infantry. He also takes a second wizard unit. He elects to abstain from the Nawra vote.

Regarding the loot... While Grimtusk is hesitant to forfeit the stuff he nonetheless elects to bring this to the Council's attention. The enemy materials discovered amongst the loot seem to be of too much importance to be regarded as disposable evidence; the most valuable of them being the food. The benefits it would have to the research department would be obvious.

Grimtusk notes that the most common unit types used by the Grand Army is infantry, so it makes the most sense to provide them with upgrades. The enemy has been most effective at medium range, and Grimtusk has some ideas on how to counter this.

For light infantry, the inclusion of small explosives would enable them to either deal heavy damage to hostile forces trying to chase them or at the very least make it easier to get back outside of their effective range. Being in a light formation would also mean a prematurely detonated bomb would not result in a devastating chain reaction. As a bonus it would also let them flush out enemy forces taking cover.

For the less mobile Line Infantry, while armor has largely fallen out of favor with the invention of gunpowder; the enemy attacks tend to favor quantity over quality. Armor designed to resist puncture damage would be effective against their conventional weapons and their artillery, making our Line Infantry much harder to break.

Event 1: Grimtusk takes 2 Light Infantry and 1 Wizard.
Event 2: Grimtusk abstains from the vote.
Event 3: Grimtusk reveals the loot to the Council.
Event 4: Timed Explosives for Light Infantry AND Puncture resistent armor for Line Infantry
Event 5: Grimtusk votes to research how to better kill the invaders.
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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #55 on: March 20, 2023, 12:38:07 am »

  • I can't tell whether the AND binds tighter or looser than the "/". Assuming the others are right that it's looser, light infantry and field artillery.
  • A
  • 
  • "I'm going to have to think about this one! Do we choose separately or jointly?"
  • "I want to know how they coordinate. Do they even have individual wills, or are they all just appendages?"
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #56 on: March 20, 2023, 10:44:25 am »

  • I can't tell whether the AND binds tighter or looser than the "/". Assuming the others are right that it's looser, light infantry and field artillery.
  • A
  • 
  • "I'm going to have to think about this one! Do we choose separately or jointly?"
  • "I want to know how they coordinate. Do they even have individual wills, or are they all just appendages?"

1. It is basically the same reinforcements from last turn without the cavalry option, just reworded in a more confusing way since people figured out the last one too easily.
3. Now that Grimtusk has revealed this information to the council, 3 is no longer Grimtusk exclusive and may be voted on this turn by everyone. Including Grimtusk!
4. "Jointly!"
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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #57 on: March 20, 2023, 04:36:44 pm »

3. Now that Grimtusk has revealed this information to the council, 3 is no longer Grimtusk exclusive and may be voted on this turn by everyone. Including Grimtusk!
In that case, I vote for "-Reveal the loot to the Council and let them decide what to do with it, making it a Council Vote instead of an Exclusive but sharing the blame if something goes wrong".
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #58 on: March 20, 2023, 04:44:36 pm »

It is to my understanding that we are the council, and it has already been revealed to the council. Voting to reveal it to ourselves after having already revealed it to ourselves is kind of silly.
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #59 on: March 20, 2023, 06:16:43 pm »

It is to my understanding that we are the council, and it has already been revealed to the council. Voting to reveal it to ourselves after having already revealed it to ourselves is kind of silly.

This is the result of Ted being a kind of silly person rather than any misunderstanding, and is technically a valid vote.
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