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Author Topic: Generals of the Grand Army (Napoleonic Fantasy RPG)  (Read 9409 times)

VermilionSkies

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #75 on: March 29, 2023, 09:07:28 pm »

Summary:
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 Infantryx3), Veikka Puomi (1 Field Artillery)
Battlefield 3: Admiral Everret (all forces), Grimtusk (Ship of the Line), Veikka Puomi (Ship of the Line), Ted (Ship of the Line, Anti-Air Artillery)
Battlefield 4: Grimtusk (Light Infantryx1.5, Wizard, General) Veikka Puomi (1 Line Infantry, 1 Field Artillery, General), Ted (Line Infantryx2, Grenadier, Cuirassiers, Light Infantryx2, Field Artillery)
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #76 on: April 02, 2023, 02:11:22 am »

Battlefield 1:

Allion & Hura's attempt to charge through the lines are complicated by the mass of the enemy troops. Simply put, an opportunity to charge through is something you will have to make rather than something you will discover by chance. The main line of infantry is marching in column formation behind the remaining vanguard. The troops still go off into the horizon with no gaps large enough to push a whole unit through without being noticed. There are certainly places you could avoid the vanguard and charge the enemy formation directly, however doing so without first softening the position with infantry and artillery is likely to result in significant casualties to the Cuirassier pairs with little gain in return. Thus the umbrella protecting the enemy's main force remains in place.

With no complex orders Veikka Puomi's forces return to the previous tactics of shooting then running when the enemy approached. With no light infantry in formation they usually relied on setting up a line in an open field and engaging the enemy vanguard with the Dragoons acting as a vanguard force to prevent the enemy light infantry from harassing the line. Unity's air forces provided intel and the occasional acid attack while their ground forces helped you sweep up the remaining light infantry. With both greater firepower and mobility, they are able to clean up the enemy with few casualties but dare not face the daunting horde behind them.

Grimtusk's undead are thrown into a ditch where they awaited their final rest. Some suggestion was made to bury them so they may attack the enemy's flank, but in the end they where simply left behind after one of Tensali's line's retreats. The main line marches on their position and they valiantly return fire. Massed vollies tear apart all exposed portions of the brave undead's bodies. Many of their heads are pummeled not by one, not two, but an average of three to five shots. The enemy's weaponry's exceptional rate of fire excels in massive formations like this. When the smoke clears the undead remain forever still with some of the first casualties against the Invader's main line.

Casualties: 1 Unit Undead Light Infantry. Enemy is once again slowed to the pace at which they can move their anti-air artillery.

Battlefield 2:

Once unthought of, the history books will now tell of how the Goblins defended an Elvin forest. The assault force consisted mainly of Line Infantry, Light Infantry, and Winged Hussars with little artillery backing. They descended upon the forest in a chaotic mess, many landing in the tall trees the elves call home. With the help of foresight provided by the wizards and local advice, Gobbleshire's forces begin their hit and run strikes against the Invaders as soon as the sky darkens. Even with support this proves difficult, the Invaders are still able to glide among the trees even after they have "landed" giving them much greater mobility than seen in previous confrontations.

Still the wolf riders manage to keep pace with them. Once the Invader Infantry touches the ground they are no swifter than any other infantry force and their lack of ability to fire in the air means that fleeing from them remains viable for cavalry forces. The massive tree branches block out the sky preventing the Fly Riders form engaging or scouting effectively. Given what you know about their communication they're likely being used as relays for the light infantry scouts between each other and the supporting line infantry.

There are many places to hide in this forest, giving your men plenty of places to choose from even with the confusion of a 3D battlefield. They're able to hit targets following the Dragoons when they land giving them high ground positions that the enemy can not easily return fire to, leading to several very successful ambushes mainly among the enemy light infantry.

Meanwhile the enemy line infantry focused on taking territory. Tensali's Field Artillery was, quite sadly, outmaneuvered by the enemy forces. They took up defensive positions in the reinforced hollowed trees theoretically allowing them to fire at targets below, but many of the targets instead came from above or glided down too close to the tree for the guns to be depressed and began bursting through their defenses. With no infantry assigned to defend them they could do little to defend themselves once the Invaders had breached their way into their makeshift forts. Currently they are presumed dead or captured.

With the tree houses being taken, the Invaders go on the defensive setting up on the high ground in the city. Soon all of Fairview - or at least the perimeter - is overun by the Invaders. They stop perusing the hit and run attacks by the Goblins who now face Line Infantry firing at them from the hastily constructed cover meant to protect the elvin land. Before long the Goblins are repelled, the Invaders have claimed victory and the city.

Casualties: 1 Field Artillery. Goblin Dragoons and Light Infantry successfully scatter into the surrounding forest and regroup in Grand Army territory with minimal losses while protecting the supporting units and barely conscious Wizards.

Battlefield 3:

Admiral Everett takes the helm defending Adria. Adria's canals filled with boats and, soon after, blood. Most of the Invaders at this location are Line Infantry, supported by Light Infantry, Fly Riders, Siege, Field, and Anti Aircraft artillery.

As has become all too common the enemy floods down from the skies to key positions. As before they are now landing outside the city, limiting how many freebies the Grand Army gets shooting down their forces with anti-aircraft artillery. A few units are close enough to face bombardment from either the Ship of the Lines' broadside or their anti-aircraft weaponry, but the majority attempt to land on the far side of the city. Here they regroup around the artillery as before.

Fly Riders begin combating Wyvern riders in the air, attempting to screen them as the main force moves slowly to combat the fortress. Anti Aircraft rockets fired from floating positions soon fill the sky like fireworks. The Invaders take heavy casualties and are pushed back to the defense of their own anti-aircraft weaponry. Your forces launch ambushes and attacks along the enemy flanks with their now superior mobility, keeping them confused and preventing them from advancing. The Invaders attempt to close canals by firing their artillery at nearby buildings, filling the smaller side canals with debris. This does slow down your men to some extent, but it also gives them an opportunity to strike at the artillery's flank. It was certainly not undefended - the enemy line infantry hugged the anti aircraft infantry in particular for mutual protection. A brave unit of Light Infantry engages the light flank anyway, acting like Line Infantry. They break through the thin line and disable the anti aircraft artillery at great cost.

With that out of the way, you rule the skies. Swift moving anti aircraft artillery with Winged Hussar recon finishes off the remaining fly riders allowing your air units to engage the enemy from the sky. Thanks to your logistics the Wyvern Riders don't lack explosives and are able to perform multiple bombing runs on the enemy artillery, disabling the remaining big guns. The Infantry units take cover from falling grenades in nearby buildings, where they are forced to hole up. With no further threat to the fortress they are contained here until the field artillery can be shipped into position, which crumbles the buildings from out of their effective firing range finishing off the remaining assailants.

Casualties: 1 Unit Light Infantry.

Battlefield 4:

Here we find our usual roles reversed. A potent Grand Army force engages an Invader force that would rather hit and run than engage directly. Fortunately our equipment is better suited for this type of combat. The first contact was the Goblin Wizards shooting the remaining Fly Riders out of the skies and the remaining forces running for their lives as they are chased by our swarm of infantry, artillery, and Dragons. Ted's Cuirassiers where able to take advantage of the retreat and deal heavy casualties to the running bugs. The Lancers took advantage of that to escape alone, attempting to take their loot with them. But with Veikka Puomi's superior knowledge of his homeland, they where easily encircled in terrain unsuited for their strange beasts and killed to a man. Thus the shattered forces where thoroughly crushed.

Loot is recovered mostly in the form of villagers, farm animals, wild animals, and slime molded food. Unfortunately mercenaries can't be paid in wild rabbits.

Casualties: -1 I guess since Grimtusk revived a unit of Undead Line Infantry. Absolute Victory for the Grand Army!

War Council

A grim mood fills your tent. You've now had your first major loss. Still the tent seems more crowded than usual - new faces have risen through the ranks telling you that this war is far from lost.

Event 1

With the increased size of the Grand Army's armies, additional leadership is necessary for effective operation. Each nation may select a Lieutenant. Lieutenant are NPC "Generals" who serve under your main General. As with your General, they give their bonus to all Units they are deployed with.

Name:
General Bonus:
Mount:
Backstory: Optional!

If you do not want to create your own Lieutenant a random one will be provided to you.

Event 2

Not to be outdone by the upstarts, the Generals have now gained valuable field experience at the cost of blood, sweat, and tears. You may select a second General Bonus for your General. You may instead increase the bonus of your existing General bonus if you prefer.

Event 3

While Fairview and High Rus have fallen, thanks to your efforts citizens form both nations remain. Volunteers eager to liberate their home nation have been marching across the continent to sign up for the Grand Army. They are noted for training exceptionally hard to get to the field as quickly as possible, and are exceptionally brave when it comes to freeing their homeland. Several veterans from past wars are ready to serve as soon as they get a gun in their hands.

Every General will choose 1 non-Heavy Winged Hussar Unit of any kind OR 2 Units of Light Infantry/Line Infantry. Instead of your normal Nation Bonus, they will instead have your choice of:

Fairview: Elves are known for their long lifespans. Veterans from Fairview might have experience in war that other nations would measure in lifetimes. On the other hand they are few in number compared to other races, a Fairview Unit will be smaller but more experienced that a comparable unit of another Nation.

High Rus: FOR THE MOTHERLAND! High Rus units are fanatical about pushing the Invaders back to wherever they came from. They will only retreat in the most dire of circumstances, holding fast even against shock attacks to the last man. This zealotry can be problematic when they're ordered to retreat, as their hesitation to give the invaders any ground can result in them dragging their feet.

Event 4:

The political arm of the Grand Army would like to send reporters to the frontline for propaganda purposes. One General may have reporters attached to them for the next Battle Phase. If they are successfully protected that General will receive a reward based on the battle they witnessed. If the reporters die the General is likely to face consequences for allowing civilians under their protection to perish. This request may be refused outright, but it is the War Council's decision on who they will be assigned to.

Event 5:

Once again the Researchers have equipped themselves to investigate at your order. What will you look into this time?
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Jerick

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #77 on: April 02, 2023, 07:48:00 am »

Event 1

Event 2
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.

Event 3
1 unit of Winged Hussars.

Event 4
"I'm known to many of these reporters as a butcher of men and a murderous monster. I will not lie. It's a reputation that has often helped me. But right now it is not the kind of reputation we need or want. I don't think sending the reporters to me would," he paused a moment "...send the right message,"

Event 5
"Are there any chemicals that react with their pheromones? If so can it be used as a gas? Ultimately what I want to know is can we disable their ability to communicate with each other. These things seem very organised but I doubt that without clear chemical signalling they'd be as coordinated,"
« Last Edit: April 02, 2023, 12:44:31 pm by Jerick »
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #78 on: April 02, 2023, 11:10:24 am »

Grimtusk considers the situation, and wonders why he didn't get any reports of elven units in Battlefield 3.


Event 1:
Spoiler: Lieutenant (click to show/hide)
Event 2: 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.
Event 3: Grimtusk will take a unit of Fairview Cuirassiers.
Event 4: Grimtusk Bonegrinder volunteers to be reported on.
Event 5: The answer is the same. How do we best kill the enemy?
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Maximum Spin

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #79 on: April 02, 2023, 11:31:08 am »

Event 1:
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.)

Event 2:
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.

Event 3:
Elves may not technically be vampires or furries, but they certainly sound suspicious. Ted would rather stick with two units of High Rus line infantry to solidify his unbreakable wall.

Event 4:
"I would love the chance to do some PR."

Event 5:
"I concur with the Admiral. We must break their lines of communication to throw their ranks into chaos. However, I would focus on reproducing the pheromones rather than dissipating them outright, so we control their messaging."
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Jerick

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #80 on: April 02, 2023, 12:07:54 pm »

"I concur with the Admiral. We must break their lines of communication to throw their ranks into chaos. However, I would focus on reproducing the pheromones rather than dissipating them outright, so we control their messaging."
"I disagree. Disrupting their pheromones or their ability to smell them is a far more attainable goal than faking them. What little we understand about their message system tells us that it is very complex. Something that complex and is used by so many entities and still functions must have some method of error correction to filter out bad and malformed messages. Any solution we produce to fool them is likely to be limited in scope, quantity, and efficacy. We need something we can produce and deploy vast amounts of, something that we know will work,"
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #81 on: April 02, 2023, 12:41:57 pm »

Quote
Event 3
Everett considers what forces to take; since they'd fit poorly into his military doctrines he chooses to skip the high Rus and their refusal to retreat and opt for the Fairview elven alchemists + 1 unit of Winged Hussars.

I really gotta find a better way to word the unit things. You can have either the Alchemists or Winged Hussars, but not both. 1 Unit value this turn! The only way to get two units is by picking Light/Line Infantry.
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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #82 on: April 02, 2023, 01:31:34 pm »

"I disagree. Disrupting their pheromones or their ability to smell them is a far more attainable goal than faking them. What little we understand about their message system tells us that it is very complex. Something that complex and is used by so many entities and still functions must have some method of error correction to filter out bad and malformed messages. Any solution we produce to fool them is likely to be limited in scope, quantity, and efficacy. We need something we can produce and deploy vast amounts of, something that we know will work,"
"You miss the obvious: if we can produce their pheromones, even if we do not crack the code, we can drown out their signals with noise. No error correction system in the world can cope with arbitrary amounts of noise. We can even prepare the ground ahead of the swarms with random pheromones so that they will be confused immediately on entry. This solution has the same effect of disrupting their messages, and also opens the possibility of manipulating them later."
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VermilionSkies

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #83 on: April 03, 2023, 12:42:00 pm »

Event 1:
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.
Event 2:
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.
Event 3:
1 Fairview Wizard.
Event 4:

While I would not be opposed to an attachment of reports, I may not be best suited to hold them with my minimal ground presence.
Event 5:
We have no opinion on the current research topic.
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Fluffe9911

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #84 on: April 03, 2023, 05:10:50 pm »

Event 1
Spoiler: General Armas Korpela (click to show/hide)

Event 2
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.

Event 3
2 unit of High Rus Line Infantry. "Shame about those Artillery boys... I swear I shall never make such a blunder ever again!"

Event 4
"Are you kidding? I love the press! And the press loves me! Or at least the explosions!" He laughs

Event 5
"Well... no strong opinions, I got no qualms with what the others have suggested."
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #85 on: April 04, 2023, 12:48:20 pm »

Event 4:

3/5 of the Generals have volunteered to host the reporters. Unfortunately there can be only one. The War Council must decide which of the three Generals will have the honor of protecting the press during the battle to come.

Event 5:

Currently there is a 3 way tie on what subject should be researched next. If this tie is not broken the decision will be turned over to the political arm of the Grand Council, who will probably decide at random from the three options. You know how politicians are.
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #86 on: April 04, 2023, 04:19:23 pm »

Grimtusk Bonegrinder reconsiders the situation. His opinion of Veikka Puomi is higher than his opinion of Western Prince Ted Yamamoto. Grimtusk changes his vote for Event 4 to Veikka Puomi.

He retains his previous stance for Event 5.
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Fluffe9911

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #87 on: April 04, 2023, 09:11:38 pm »

Event 4: "I shall maintain my bid for the press and shall of course be voting for myself! No offense Ted you have so far shown yourself to be if nothing else a competent general but when it comes to glory and prestige for me and my country that is one matter I shall never budge! Winged one knows that we need it..."

Event 5:
"I do say I have already expressed my displeasure when it comes to this whole research nonsense but if we must have a tiebreaker then I shall vote for Teds proposal. I stand by my earlier statements that we already kill them good enough for that not to be a major issue and being able to produce their pheromones sounds more useful than just disrupting them although, to be frank, I honestly do not understand why those egg heads simply cannot do both! I mean surely if you knew how to produce it common sense dictates you would figure out how to disrupt it as well would you not!?!"
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Maximum Spin

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #88 on: April 05, 2023, 07:16:05 am »

Event 5:
"I do say I have already expressed my displeasure when it comes to this whole research nonsense but if we must have a tiebreaker then I shall vote for Teds proposal. I stand by my earlier statements that we already kill them good enough for that not to be a major issue and being able to produce their pheromones sounds more useful than just disrupting them although, to be frank, I honestly do not understand why those egg heads simply cannot do both! I mean surely if you knew how to produce it common sense dictates you would figure out how to disrupt it as well would you not!?!"
"I shall repay your support by supporting your bid for the reporters. However, I will ask you to make sure to tell them how cool I am."
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Fluffe9911

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #89 on: April 05, 2023, 07:59:19 am »

"I shall repay your support by supporting your bid for the reporters. However, I will ask you to make sure to tell them how cool I am."
"You have yourself a deal my good sir."
« Last Edit: April 05, 2023, 08:08:06 am by Fluffe9911 »
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