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Author Topic: Generals of the Grand Army (Napoleonic Fantasy RPG)  (Read 9397 times)

Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #120 on: May 07, 2023, 06:13:08 pm »

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

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)

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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #121 on: May 07, 2023, 07:55:50 pm »

Battlefield 1
For the longest time the Grand Army has maintained air superiority in this battlefield, and the forces of Gobbleshire have no reason to believe that this will change. They deploy Izag Bronzehammer and 1 unit of Field Artillery to this battlefield, bringing as much artillery as possible onboard the Prototype Airship! With a substantial amount of tweaks, their artillery will be able to strike from a longer range than ever before, raining firepower down upon the densely packed enemy forces from beyond the range of the invaders anti-air artillery.

Battlefield 2
2 Light Infantry, 1 Dragoon, 2 Wizards, 1 Fairview Cuirassiers, 2 Undead Light Infantry and Grimtusk Bonegrinder will deploy to this battlefield.

One unit of wizards will collaborate to cast a storm of necrotic mist that will drain the life force of any living being that it comes into contact with. This storm will be sent ahead of Grimtusk's army immediately followed by the 2 units of Undead Light Infantry which will be unharmed by the necrotic magic. They will be the spearhead as the Grand Army advances on Fairview. Thanks to finally having researched enemy weaknesses, they will primarily be equipped with the conventional weapon known as the blunderbuss; which fires a large number of inaccurate projectiles which are likely to hit a target in close quarters with at least one pellet.

Grimtusk Bonegrinder is expecting to be able to reanimate some enemies that are encountered in the terraformed forest area before reaching the city.

The second wizard unit will cast a snowstorm on the city of Fairview if they are able to approach it without incident, which is expected to hinder both insectoid and plant based enemies alike, without causing many needless civilian casualties. Without proper walls an assault on the city spearheaded by mounted units followed and flanked by infantry should be effective. If the army encounters unexpectedly high resistance before approaching the city, the wizards are authorized to unleash their favorite evocation spells to blast the enemy instead.

Battlefield 3
No forces allocated here. Not even secretly via PM.

Battlefield 4
1 unit of Light Infantry is to be deployed to this Battlefield. They will follow the orders of any non-人外 Grand Army general.

If they do not have other orders, they will move towards Battlefield 5 until they locate the enemy and pursue them at a distance. They will attempt to flank the enemy forces if they engage with Grand Army forces from the opposite direction, but will not move to engage the enemy forces head on.

Battlefield 5
1 unit of Light Infantry is to be deployed to this Battlefield. They will follow the orders of any non-人外 Grand Army general.

If they do not have other orders, they will move towards Battlefield 4 until they locate the enemy and pursue them at a distance. They will attempt to flank the enemy forces if they engage with Grand Army forces from the opposite direction, but will not move to engage the enemy forces head on.
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #122 on: May 07, 2023, 08:29:04 pm »

They will be the spearhead as the Grand Army advances on Fairview. Thanks to finally having researched enemy weaknesses, they will primarily be equipped with the conventional weapon known as the blunderbuss; which fires a large number of inaccurate projectiles which are likely to hit a target in close quarters with at least one pellet.

While blunderbuss are more famous for being a proto-shotgun and are in use for the Grand Army's cavalry forces, conventional smoothbore muskets of this era are capable of firing "buck and ball" to the same effect.

More of a fun fact than a strategic suggestion.
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Jerick

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #123 on: May 08, 2023, 04:55:05 am »

Battlefield 1
Everett's gobiln alchemists will deploy here along with one unit of light infantry. The alchemists will field test mass deployment of pheromone disruption and poison gas. Meanwhile, the light infantry will skirmish around the edges of the invader army attempting to drive them closer together in order to make them more vulnerable to gas, pheromones and field artillery. General Havourn will have the duty of protecting the grand army's guns.


Battlefield 4

Everett will return to this battlefield and take 1 1/2 winged hussars, one unit of light infantry and one ship of the line to this battlefield. They are to link up with Grimtusks unit. The aim is to disrupt, pursue and harass. Everett is unwilling to devote too much force to this since there is a risk the retreat is a faint and an effort to draw his forces away from the river where they will have less support. So he is choosing a tactic of fast hit and runs and avoiding being tied down for any length of time. His overall goal isn't even to inflict causalties on the enemy. It's to bog the enemy forces down by attacking them or maneuvering around them in a way that threatens an attack without committing. The longer the enemy spend in the desert the better. They possess an exoskeleton meaning they almost certainly cannot sweat which in turn means long periods of high activity in such a hot environment will be extremely difficult for them. The longer they spend stuck in the desert the better for us. Keeping them in the desert also gives more time for reinforcements from the Nawra Tribes deployment to arrive. If they cannot catch up to the enemy they will proceed to reinforce the Nawra Trives deployment.

Battlefield 5
Everett will send 1 winged hussars, 1 one unit of light infantry, his anti-air artillery and his field artillery. His forces will link up with goblin light infantry and move out to intercept the enemy before they reach the Nawra tribes. Using essentially the same tactics as battlefield 4. If the enemy isn't coming they'll head out to reinforce the nomad deployment.
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VermilionSkies

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #124 on: May 09, 2023, 09:20:33 am »

Quote from: Deployment
Battlefield 1: Grimtusk(Izag, 1 Field Artillery), Everett(Havourn, 1 Alchemist(Goblin), 1 Light Infantry), Unity(Unity, 1 Siege Artillery)
Battlefield 2: Grimtusk(Grimtusk, 2 Light Infantry, 1 Dragoon, 2 Wizards, 1 Cuirassier(Fairview), 2 Light Infantry(Undead)), Unity(Coulier, 1 Winged Hussar(Invader))
Battlefield 3:
Battlefield 4: Grimtusk(1 Light Infantry), Everett(1.5 Winged Hussars, 1 Light Infantry, 1 Ship of the Line), !Unity(1 Cuirassier, 0.75 Winged Hussars(Explosive Requisitions, Sky Sheets), 1 Wizard(Fairview))!
Battlefield 5: Grimtusk(1 Light Infantry), Everett(1 Winged Hussars(Fairview), 1 Light Infantry, 1 Anti-Air, 1 Field Artillery), !Unity(2 Cuirassiers)!
Battlefield 1:
Through what onlookers determined could only be twisted magics, the Nawra engineers have successfully loaded Siege Artillery onto the Sky-Serpent Rigging. Far to unstable to fire in the air, it will nonetheless permit Siege Artillery to be as mobile as- if not more than-Field Artillery, allowing Unity to finally take our their frustrations on the anti-air that has plagued them for so long.
Battlefield 2:
The Hijacked Invaders will attempt to blend in while flying passes over the city, dropping misleading pheromones on grouped sections.
Battlefield 4:
The Winged Hussars are to make their way towards anti-air(and other artillery) positions from a high altitude, before dive-bombing them and joining Everett's Hussars in the air. The Cuirassiers are to break any flanking or scouting positions. If Divination is not possible, the Wizards will cause a very temporary blizzard to ground opposing fliers and slow enemy movements, before proceeding with our own aerial operations.
Battlefield 5:
The Cuirassiers are to harass and potentially disable any unit that attempts to approach the artillery positions.
Battlefield 4/5:
If the Wizards divine the presence of the Invaders in one of the two locations, deployment will be moved to that location. If no Invader presence is located on one battlefield, they will attempt to reinforce the other.


Could the Fairview Wizards perform a divination to determine whether the Enemy is on Battlefield 4 or Battlefield 5?
Additionally, I'd recommend deploying your Ships of the Line to Battlefield 4, as they aren't exactly being used elsewhere.
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Fluffe9911

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #125 on: May 09, 2023, 01:53:27 pm »

Quote from: Deployment
Battlefield 1: Grimtusk(Izag, 1 Field Artillery), Everett(Havourn, 1 Alchemist(Goblin), 1 Light Infantry), Unity(Unity, 1 Siege Artillery), Veikka Puomi (Veikka Puomi, 2 Field Artillery, 2 Line Infantry, 1 Dragoons)
Battlefield 2: Grimtusk(Grimtusk, 2 Light Infantry, 1 Dragoon, 2 Wizards, 1 Cuirassier(Fairview), 2 Light Infantry(Undead)), Unity(Coulier, 1 Winged Hussar(Invader)), Veikka Puomi (Armas Korpela, 2 High Rus Line Infantry, 1 Field Artillery (Goblin), , 1 Grenadier)
Battlefield 3:
Battlefield 4: Grimtusk(1 Light Infantry), Everett(1.5 Winged Hussars, 1 Light Infantry, 1 Ship of the Line), !Unity(1 Cuirassier, 0.75 Winged Hussars(Explosive Requisitions, Sky Sheets), 1 Wizard(Fairview))!, Veikka Puomi (1 Ship of the Line)
Battlefield 5: Grimtusk(1 Light Infantry), Everett(1 Winged Hussars(Fairview), 1 Light Infantry, 1 Anti-Air, 1 Field Artillery), !Unity(2 Cuirassiers)!

Battlefield 1:
I do say I'm feeling good about this one! I shall personally lead 2 Field Artillery, 2 Line Infantry, and 1 Dragoons to the battlefield may our artillery finally leave its mark! Although let's not get too risky.

Battlefield 2:
Korpela I leave the tactics to your best judgment here are 2 High Rus Infantry, 1 Grenadier and 1 Goblin Field Artillery Men! I trust you will not disappoint!

Battlefield 4:
Hmm right I declare the boat can be put to good use here! You know it's bizzare we are ordered to send the entire army back to the camp upon a battle ending... oh well who am I to question high command!
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #126 on: May 09, 2023, 04:07:30 pm »

Does Maximum Spin still play this game? If not, then all players have posted an action.
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Maximum Spin

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #127 on: May 09, 2023, 08:08:48 pm »

The constant complaining is certainly not terribly motivating.

All forces to battlefield 3, I guess, following a traditional occupier's strategy: Pull back to the greatest extent that we can reasonably hold (that is, successfully follow the next steps with), start digging in and building defensive lines both internally and on the border, then focus on rooting out the guerillas. Being an entirely different species should make this easier, since they cannot hide among the settlers. Primary focus for clearing and fortifying should be the key logistic routes. As we eliminate the enemy within our chosen zone, we can then begin to push the borders out again.
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #128 on: May 16, 2023, 03:57:40 pm »

So... Is there any other information the GM needs prior to updating?
This is code. The real meaning is more along the lines of 'Gimmie mah uppie!'
« Last Edit: May 16, 2023, 08:38:38 pm by Supernerd »
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #129 on: May 19, 2023, 10:55:49 pm »

Quote
Could the Fairview Wizards perform a divination to determine whether the Enemy is on Battlefield 4 or Battlefield 5?

Divining the future is limited to a few seconds for most Wizards, the Fairview wizards would be able to see slightly further before passing out but not long enough to determine their final path. They would be capable of determining what battlefield they are currently at if that ever comes up.

So... Is there any other information the GM needs prior to updating?
This is code. The real meaning is more along the lines of 'Gimmie mah uppie!'

Stirk has to be in a black powder mood before updating! Sometimes I want to think about something more modern, primitive, or fictional.

But a black powder mood is coming up tomorrow. We now approach the Apex of the Grand Invasion. These next few battles will determine if the war is won or lost. Expect greater casualties on both sides and less relief. The game is coming to a close soon and Generals will have less plot armor - they may even die. Looks like at least two Generals are coming out of this next turn injured.
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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #130 on: May 21, 2023, 01:20:03 am »

Battlefield 1:

Siege engines and Heavy Winged Hussars end up being a match made in heaven. With Unity's increased mobility and Veikka Puomi helping to aim the shots, the siege artillery rains fire down on the enemy anti-aircraft artillery that has been firing randomly into the air (likely to avoid another surprise attack). After several different bombardment hit and runs the enemy anti aircraft weapons are in tatters. What remains of the enemy Fly Riders attempt to engage our air forces, but they are easily defeated allowing us to finally have uncontested control of the skies. Lines of Invaders attempt to fill the sky with fire, the bullets falling upward like raindrops in reverse. This would perhaps be enough to dissuade lighter Winged Hussars, but Unity is able to devastate the enemy column without issue afterwords. Invader after invader melts away under the acidic assault like game pieces being toppled over by a toddler.

Bronzehammer's attempt to load cannons into her ship prove difficult, as her airship suffers from the usual problem of this era's fliers of being unable to haul significant weight into the sky. She quickly gives up on the attempt, with her airship joining in assaulting the Invader column and her cannons joining the rest of the ground forces.

The enemy line attempts to spread out to minimize the damage performed by the our heavy air, leaving them vulnerable to our Line Infantry and Artillery. The Invader's lines are so numerous that even when attempting to spread out a single cannonball claims multiple lives, and with the amount of artillery present pieces of Invaders are thrown across the countryside. The Alchemist poison likewise proves deadly, if perhaps at the mercy of the wind for how far its range can get. Attempts at using pheromones are easily covered up by the high volume of enemy pheromones (mostly death pheromones at this point). The Line Infantry and Light Infantry where able to take out enemies that got too close to risk air attack, thanks to the broken enemy formation limiting the advantage of their once massive numbers. Dragoons are able to take advantage of the loose formations to inflict heavy casualties as well, being extra careful to avoid friendly fire.

Cheering erupts from the Grand Army's side. The enemy's main line has been defeated! The imposing army gone, reduced to ashes! We won! The Invasion is certain to be over!

This cheering was interrupted by frantic signalling form Bronzehammer's ship. The enemies where rising from the dead...with Grimtusk on a far off battlefield. The enemy line was beginning to march again. This was inexplicable as many of the dead where completely erased by our attacks - with a large portion being reduced to puddles by powerful acid for instance. They appear something like Ghosts, green mist in the shape of an Invader, trudging forward from where they fell.

A buzzing drone - louder than the full army of Invaders - takes over the battlefield. A large black dot arrives. Something like an ant queen with a dozen wings and three wasp-like stingers, eight spider like legs, and pointed armor plating covering most of her body. We had long feared the possibility of enemy Heavy Winged Hussars and Wizards. It seems that these are represented as one unit - the Invader Queen.

On the ground our forces continue bombarding the enemy spirits. On a solid hit they vanish, only to reform minutes later where they fell. Still their weapons have been destroyed. They seem to only be able to attack in melee now - something that the ground forces avoid desperately.

In the sky the Queen clashes with Unity. Allion looks small compared to the Queen. She is perhaps four times larger than the giant serpent. A direct shot of Unity's gas freezes in the air before making contact with the Queen, who rushes to grab Unity with her many arms. They wrestle in the sky - two titans in a contest of their massive strength. Bronzehammer and the Siege Artillery crew attempt to assault her with anything they can get their hands on, but small arms do little more than irritate the gargantuan enemy. In the end the Queen wins out-slamming the serpent into the ground dissipating many of her own troops in the process. Now in cannon range and with some reprieve from the eternal enemy, the battle line opens fire on the Queen. These shots are intercepted by various forms of magic - pillars of dirt, sudden whirlwinds, or simply loosing all their energy and falling to the ground. This assault does force the Queen back into the air, saving Unity from a deadly blow. The Line Infantry moves in to save the general, Havourn's presence keeping them calm even as they engage the spiritual enemy at close range. Noting that the Queen can now do to them what we did to the enemy, the Grand Army is forced into a full retreat.

Hura's Goblin Siege Artillery has been destroyed.
Allion & Hura have been Injured.

Battlefield 2:

The first Wizard's spell is perhaps less than what Grimstusk had expected, the necrotic storm lasting only a few moments destroying a handful of ancient trees and their inhabitants (including Invaders fortunately enough). The undead spearhead would continue forward without its protection -taking the brunt of the enemy screening attacks that continue to use the Invader's incredible mobility to its full effect. The Living Light Infantry are finding it more difficult to engage long range enemies without their rifles, forcing them to approach closer and going through the enemy's optimal fire distance before being able to engage the enemy skirmish lines effectively. Fortunately the brunt of the casualties fell upon the expendable undead, to the point that both units where destroyed before you reached Fairview (and one being soon replaced by fallen enemy light Infantry). As before the closer you get to the city, the more bizarre plantlife you find. With the necrotic cloud petering out long ago it continues to aid your enemy in discovering your location and hammering your forces as hard as they can. Still your Dragoons and Cuirassiers are having a much easier time getting close to the enemy thanks to their own mobility, and have good showings against loose formations once they touch against the ground.

The sky has it worse -the Hijacked Invader's attempt to blend in is exposed immediately for unknown reasons. They where screened by the first enemy Fly Riders they had come across, fighting evenly with the mirrored enemy and soon forced to retreat after taking as many casualties as they dealt.

After much harassment the ground team arrives at Fairview. The town has been completely transformed. The perimeter is now covered in earthwork resembling a termite mound, primitive but effective defenses manned by Line Infantry and covered in alien life.

As ordered, Grimtusk's men cause a snowstorm to hinder enemy movement over the captured city. This will be less intense and won't last as long as a snow storm caused in a more appropriate environment, but perhaps the surprise of sudden snow will have greater effect when it is completely unexpected. The defenses make it difficult for the cavalry to assault as planned, leading the attack of the fortress to Korpela's more suitable forces that had been protected by Grimtusk's lighter forces for the march over here (with no small amount of advice from the guerilla warfare expert). With the Fairview soldier's describing the lay of the land, Korpela picks a section of the wall to attack that will hopefully maximize your chances of retaking the town. Your cannons can not shoot as far in the thick forest, but fortunately it seems the earthworks are defended only by infantry at the moment.

As your forces assault your chosen position the enemy Light Infantry continues to harass you, leaving Grimtusk's men to act as a rearguard while Korpela's men assault. Your cannons break a breach in the termite nest, which the Grenadiers push hard in column while the Line Infantry cover-fires. They successfully fight through the breach and engage in close combat with the defenders, allowing the Line Infantry to join in the fight.

...Before the Line Infantry can infiltrate the breach is suddenly repaired. From deeper withing Fairview a creature walks between the alien trees that once made up the elven city. A second Queen. Smaller, certainly weaker, but a Queen none the less. An Immature Queen. With her is a swarm of reinforcements gliding swiftly from tree to tree. The brave men of High Rus continue to advance regardless, using the snow building up on the side of the earthworks to vault over and join the Grenadiers. They attempt to hold the line for our other units to pass as the swarm continues. This lasts until the Queen begins hurling explosive fireballs. Acting as artillery while her men defend her, our infantry forces are forced to retreat. The men of High Rus perhaps retreat later than wise - bravely staying to fight even as they take casualties.

After hopping back over you make a fighting retreat while under continued harassment blocked by Grimtusk's men. The remaining unit of undead falls to the enemy, but living casualties remain lower than they could have been.

Result: You have arrived at Fairview but where pushed away at the city.
Veikka Puomi: Lost 1 Unit High Rus Line Infantry
Grimtusk: Lost 2 Units Undead Light Infantry, Raised 1 Unit Undead Light Infantry, then lost that unit too.
Unity: Lost 1/2 Unit Winged Hussar(Invader)

Battlefield 3:

Your forces are able to secure the land border even with limited supplies, but materiel and soldiers continue to pour into the rebel's side (likely through underground burrows and tunnels that seem to cover the entire country). The high number of Wizards among your enemies makes this difficult, as artillery strength attacks can suddenly pop up out of a small hole and retreat through the same hole with some assistance. Still your heavy patrols make progress one enemy at a time. Before long the main roads are safe enough to move supplies along, with all surrounding tunnels collapsed by dragonfire. Your settlers and men are likely to vanish under mysterious circumstances if they enter the more rural areas, but you soon root out the enemies from the main settlements as well. The enemy tunnel system keeps you from rooting them out entirely, but you can say with confidence that you have successfully occupied the country.

You also find a knife in your ribs. This is rather unexpected given it happened after a successful occupation. Even more unexpected that it came from one of your own men, a loyal and decorated Grenadier acting as your guard. When your other guards deal with him it becomes clear why he did it as his body turns to ash. Someone had turned one of your men into a vampire thrall in an attempt to assassinate you. Princess Yamamoto immediately begins applying her unicorn's horn to the wound explaining how it seems to be poisoned as the world around you spins.

Could this be your old enemy coming back for revenge? Possibly, it certainly wasn't an act that a local could accomplish alone...nor is it something that the Invaders could have done...

Ted has been Injured.

Battlefield 4/5:

The retreat was true - it seems the Invaders did not like their chances against the Ships of the Line and have chosen a softer target. Those deployed at Battlefield 4 begin the process of moving toward the enemy's flank to engage.

The enemy forces separate by speed. Their cavalry rushes ahead hoping to defeat our deployment, while the line and artillery move forward as fast as they can manage. With no heavy infantry presence the enemy cavalry is free to rush forward without fear. Cavalry clashes with cavalry like knights of old, the Fairview watching from above perhaps recalling similar battles from centuries past. The anti-air artillery is able to keep the enemy Fly Riders from advancing, but the Cuirassiers take heavy casualties while defending the friendly artillery. Light infantry assists, but hit and run attacks are difficult when the enemy runs faster than you. Thanks to the cannons softening the enemy before the clash and the Winged Hussars having control of the sky, the enemy rush is eventually defeated.

The main line advances as those left at battlefield 4 struggle to keep up. Prolonged exposure to the desert doesn't seem particularly pleasant to them, but the same could be said for our troops as well. The desert is nobody's friend. The Winged Hussars arrive first. The Wizards manage to ground the enemy air allowing the camouflaged Winged Hussars to successfully launch a bombing run against the anti aircraft guns, dealing massive damage with their increased explosive payload. The fly riders are soon screening them to prevent complete control of the skies, but this certainly allows for more hit and run attacks.

Light Infantry is next to harass the enemy with our longer range, which ends up being effective in the open environment of the desert. Those stationed at battlefield 4 arrive later, but are able to do some damage to the flank. By the time they are in range of our cannons their formation is in disarray, allowing us to inflect some damage. When in range of our anti-aircraft artillery we where finally able to gain air superiority as well, putting more use to the powerful explosives on the main line. Eventually the line was harassed to death.

Casualties: .75 Unit Cuirassiers (Unity)

War Council

Win Condition: Defeat all Invader Queens.
Lose Condition: Lose all Units
Lose Condition: Lose all Generals

Once again a grim mood overtakes the War Council with two of its members now nursing serious injuries from the previous fight. Still there is hope; despite all that we lost the end of the war is now truly in sight.

Event 1:

Perhaps due to the War Council's oddly supportive stance of the Esther Rebels, perhaps because of the appearance of the Invader Queens, rebellions have begun springing up against local despots across the planet. All have good cause or at least understandable motives, but these despots had all been devoting all their resources towards defeating the Invaders. Unwilling to rely on the Grand Army after the mess that is Esther, they are now regrettably pulling their resources back home and effectively dropping out of the Grand Army. If this continues this will likely tear the alliance apart. The War Council will not receive new Units or supplies until this is dealt with in some way. What that way is is up to you.

Event 2:

You can't be outdone by your enemy. As powerful as the Invader Queens are, you must be stronger. Your General receives 1 new General Bonus.

Event 3:

Your research team is here with tears in their eyes at the drop in their budget. While you can not get any new units or equipment, you can continue researching. What will it be this turn?

Special Event:

Should Ted have his forces resupplied now that the Esther situation is effectively over (barring further Council action that makes me make it a battlefield again)?
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #131 on: May 21, 2023, 05:27:47 pm »

Grimtusk Bonegrinder appears to be losing his patience. It has been made abundantly clear that sanctions will not be enough to dissuade the Western Prince from his problematic behavior. Nothing short of the most drastic measures will have a chance. If 人外 cannot be reasoned with, then it should be cut out completely for the sake of the rest of the Grand Army.

On the other hand, Grimtusk Bonegrinder may be willing to assist with the extermination campaign in Esther if that is what it would take to get Ted's army to start fighting against the invaders again. Any such deals are contingent upon the forces of 人外 holding off on their aggression until the Invaders have been destroyed.

Event 1
If Ted promises to cease his aggression on Esther at least until the Invasion has been dealt with, Grimtusk will propose that we focus on fighting the Queens and let the members who have withdrawn their support fend for themselves.

If ted does not promise to cease his aggression on Esther, Grimtusk will bring forth the controversial proposal of publicly declaring 人外 to be working with the Invaders and turning hostile against them to hopefully undo some of the damage Ted has done to the Grand Army's reputation.

Event 2
Grimtusk Bonegrinder will focus on his necromantic research, enabling him to reanimate even Heavy Winged Hussar units such as the bones of Ancient Dragons and the ancestors of the Unity. Such resurrected leviathans are challenging to maintain, and thus requires Grimtusk Bonegrinder to personally command them on the battlefield.

Event 3
Grimtusk will propose researching the magic of the Invader Queens to find out what they are capable of and what their limits are, as well as possible ways to counter them.

Special Event
If Ted promises to cease his aggression on Esther at least until the Invasion has been dealt with, Grimtusk votes yes.

If ted does not promise to cease his aggression on Esther, Grimtusk votes that the sanctions be made even worse by also sanctioning any nation that is willing to sell to 人外.

Edit: Upon finding that all the other generals appear to be late, Grimtusk removes the proposal that he was bluffing about. The event 1 proposal was real though. Someone should probably think of a better proposal or this one might just pass by default!
« Last Edit: May 23, 2023, 10:58:04 pm by Supernerd »
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Jerick

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #132 on: May 25, 2023, 04:45:20 am »

(Apologies for being so late. I had real trouble coming up with a general bonus)

Event 1
"I suspect that this wave of rebellions is the result of the enemy seeing just how effective Esther was at disrupting us and attempting to replicate that success on a wide scale. I propose we announce that we have evidence of collusion between the invaders and the rebels. That we clarify our position; we do not condone rebellion but we condemn genocide against our allies, especially by our allies. And finally, I think we should work to make a counter-intelligence task force both to find and intercept any communications the invaders are sending and to counter any attempted infiltration or sabotage by any collaborators,"

Event 2
Everett has fully embraced the use of alchemical products on the battlefield and become something of a chemical weapon expert. He has used his Terve logistical connections to ensure the forces under his command are outfitted with filter masks. He has his wyvern riders equipped with drop-able flasks filled with whatever nasty concoctions his alchemists can create. He has adopted tactics involving disrupting the enemy with poisonous or just painful gases and hitting them with fast-moving skirmishers to peel apart enemy formations.

Event 3

"The Queens. Everything we already know tells us they are the key to everything. We must understand them. We must know how to kill them,"

Special event
"Ted has refused to back down and I cannot in good conscience provide supplies and aid to someone who attacked, genocided, and occupied their own ally without provocation,"
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Fluffe9911

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #133 on: May 26, 2023, 03:25:38 pm »

Event 1
"Frankly, my displeasure over this occurrence happening in the first place and all the events that led up to it cannot be understated. If Ted was not... such a zealot and the Necromancer having a heart of gold in the most ironic way possible perhaps this could of been avoided... Oh well too late to dwell on the past I shall support the Admirals position!"

Event 2
(Veikka Puomi has become somewhat of a expert in the field of handling and maneuvering explosive artillery but now facing an enemy where normal explosions aren't quiet enough Puomi shall take the time to figure out how to increase his... bang for his buck so to speak to increase just how much damage a field artilleryman can really do! I'm sure the eggheads can help with the science of that.)

Event 3
"While killing the queens are no doubt of utmost importance I feel disrupting their whole... phantom army witchery may do us much more good think about it the Queens are large and strong but without their army, being only one entity there is only really so much they can do! Besides we already did research into their pheromones im certain only a little push will be needed to properly figure things out and THEN we can figure out how to kill the queens! Preferably with explosives."

Special Event
"Abstained."
« Last Edit: May 26, 2023, 03:58:23 pm by Fluffe9911 »
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #134 on: June 04, 2023, 10:11:27 am »

So... How long do we wait for the inactive/secret players?
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