I, Vice-Roy Joseph di Perranno, right-hand of King Gregorius VI the Just, heir of late King Alexander III, Right hand of our Lord in the Vhistland, hereby declare that:
-Princess Marie-Attelle and her brother Lewick the Just have been given refuge in the garrison of Middbord, to protect them from rebel forces.
-The rebels of the Vhistland are to surrender right now. No clemence will be given to those who resist the Imperial forces. Those that have not received an audience of the Crown prompting them to relinquish control of their land and goods will do so in short order.
Due to the fear-inspiring effect of the Empire's forces it has become somewhat harder to obtain proper intelligence, but it seems that there has been troop movement and some fighting nearby Middbord. naval activity around Cessfenn has been increased and part of the garrison of Törnharb has started moving to an unknown destination.
Actions:
Actions: Pyrus begins mustering and arming his loyal forces in Rindbronn and scouting out the Imperial Garrison to discover it's strength.
At the same time, he incites riots in the nearby cities of Rindreht and Wodesbarth to draw out Imperial strength from Rindbronn itself.
You can feel the unrest brewing in the area around Rindbronn. More an more people are coming to your speeches and they are getting ever more rowdy. Amongst the rabble, you notice two fellows who seem to have quite some influence on the people. Upon further inquiry, it seems the tow, called Börn Hammerhilt and Egard Mehlsow are the de facto leaders of the small group of rioters that trash the cities along the Rind almost seasonally. Although you haven't had the chance to speak to them directly, your words seem to have the desired effect. Reports of unrest brewing in Rindreth and Wodesbarth are seeping in and the people in Rindbronn are getting more and more restless. But it's not the time yet to strike.
First thing is to arm up. You manage to gather 300 of your most loyal followers, as well as some equipment 'borrowed' from the local garrison with the help of a disgruntled soldier, enabling you to equip yourself with medium weapons and light armor. He also estimates there are some 1.200 men manning the garrison and walls altogether, although at least 120 of them aren't planning on supporting the crown in the first place. All your men have high moral and are very loyal to you.
Pledge the Crimson Company to help in the Siege of Denskbord. The artillery will mostly obey the general in charge of the attack's command, but my own troops will stay a bit behind, waiting for the right moment to launch a decisive assault with minimal losses.
Your company moves to assist with the siege, but unfortunately the assault ends in a stalemate. The rebels took some losses while both the Empire and the Crimson Company came out almost unharmed.
Attackers:
Infantry:
Empire: 1700, moral = medium equipment = medium value = 1700*(1+1+1) = 5100
Crimson Company: 500, moral = high equipment = medium & advanced value = 500*(1.5+1+2) = 2250
Cavalry:
Empire: 300, moral = high, equipment = medium value = 300*(1.5+1+1) = 1050
Crimson Company: 70, moral = high, equipment = medium & advanced value = 70*(1.5+2+1) = 315
Artillery:
Empire: 100 moral = medium equipment = medium value = 100*(1+2) = 300
Crimson Comapny: 30 moral = high, equipment = advanced value = 30*(1.5+4) = 165
Total base power = 9180
Tactics bonus: 130 cannons = 5.2
Total power = 56916
Roll: 43859
Defenders:
Infantry: 3500, moral = high, equipment = medium, value = 3500*(1.5+1+1) = 12250
Cannons: 60, moral = high, equipment = medium, value = 60*(1.5+2) = 210
Total base value: 12460
Bonus: Cannons: 2.4, Walls = 2
Total power = 67284
Roll: 46274
43859 vs 46274 : Stalemate
Losses:
Empire: 22 men infantry and 3 men cavalry
Crimson Company: 20 men infantry
Rebels: 532
The Imperial forces have set up camp outside Denskbord. Current plans are to starve the city into submission.
During the fight, one group of Imperial soldiers decided to make a "tactical retreat", leaving their guns behind. One of your centurions saw his chance and secured the guns. Will you keep the 5 pieces of medium artillery, risking that the empire finds out, or do you return them and hope for a reward?
- Move frigates in Denskhahn to assist with blockade in Denskbord
- Have ships in Perrionne patrol for smuggling operations
- Ask the Tresurer of the Kingdom if Guild Mercenaries can be payed a premium due to their training.
- Increase recruitment and training at all halls. Petition the government to assist in arming and equipping new recruits if they do not have their own equipment.
The situation in Denskhahn looks dire. For the Rebels that is. The empire has set up camp outside Denskbord and the Mörnagd has been locked off. A total of 3 Ships of the Line, 13 frigates and 30 cogs are patrolling the waters around Denskbord and the Mörnplad. The amount of smugglers making runs on Denskbord is dropping steeply as a result. Your men have managed to intercept a patrol craft carrying a shipment of 10 cannons, who surrendered without a fight.
On the other hand, you have slightly less success with the Empire. Official reaction to your query is that your men will be payed "according to results". The courier has made it very clear that the Vice-Roy does not see the need of aiding mercenaries who have not contributed yet, but that he is also willing to pay anyone showing good results richly.
Upping the recruitment rates had a noticeable result. 25 fresh recruits have joined the guild in Cessfenn and Ösbord.
Have 100 of the huntes, and 200 of the woodsmen gather together in a set of small bands consisting of 5 hunters and 10 woodsmen, and break off under the guise of hunting parties, have them move west and scout on the town of ochsfrem, and attempt to get any possible armor or guns from the city that we could smuggle back to the forest, make sure they understand to be extremely careful, and avoid all crown personal.
Get the other 100 hunters to train 100 of the farmfolk in a specialized form of trapmaking and setting, using modified rabbit snares, bear traps, pitfalls, and noose traps, that are made to work on humans, have them practice and train, and at the end of the month take the top 50 of the trained farmfolk and name them the forest sappers troop.
Set 500 of the woodsmen to making wooden walls and defencisive fortifications for the towns and villages that support me in the woods, get them to make the walls appear to be little more the high fences to keep out wild animals, but have them reinforced with sharp spikes on the top, and made to withstand attacks by men.
get the last 200 woodsmen to put thier efforts towards making carts that are able to hide men and suplies within secret compartments in the carts and wagons, have any spare labor go towards making firewood and helping peasents.
Have the free farmers work extra hard towards gathering and planting food, and preserving any extra.
Personally Khan shall look for the most able man, with a bow, woodstraining, and loyalty, and name him Khan's right-hand man. Then look for any men who may have been part of the army, that would be knowladgeable in firearms and swordsmanship, and try to presuade him to become my advisor and lead trainer of men.
(Ochsfrem is the name of the plains around Ochmed, so I assume you wanted to scout that town)
Scouting the town of Ochmed has been met with some difficulty. The garrison has been brought to a heightened state of alertness due to the rebelling counts to the south of it. Stealing equipment has not been able, but luckely your men have been able to explore the city and surrounding region somewhat. They have also made contact with duke Arrebled, leader of the rebels in th Ochsfrem. He's holding out with a small contingent of men, but he has lost many to desertions and assassination squads that appear to be operating under command of duke Hasbred den Rohsse of Randsmed.
Your training schemes have been more fruititious. Your sapper squad has caught several Imperial scouts in the last few weeks and several of the logging camps in the surrounding area have been fortified with palisades and traps. Besides that, your men have been able to convert 50 carts for covert action.
While inspecting the sappers your eye fell on one of them. You had been looking for your right-hand amongst the hunters and woodsmen, but this man, Per Occhefled radiated with a natural aura of command. According to the trainers he was the de facto leader of the sapper and had made impressive progress with the bow and ax as well, outshining some of the trainers with just a few weeks of training. Unfortunately he isn't a man of the woods and he could be a burden during raids. You are not sure if you should ask him to be your advisor or let him be the leader of the Sappers instead.
Besides him, there are several former infantrymen amongst the hunters who could help your men train with firearms. The most experienced of them, Gern Stressel, was expelled for refusing to attack rioters in Randsmed. Having served 12 years in the army and another 10 as one of your best hunters, he is sure to make an excellent advisor.
ACTION: Letters to Oliver, Corwin, Khan Le'Giash and Jonas. 500 infantry, 100 cavalry and 5 cannons to the eastern border. Train half the reserve. Three ships to patrol his waters and three ships to pirate the royalist ships. Spy sent out.
(Letters are instantaneous, to avoid too much bookkeeping)
You sent out a patrol to the eastern border. Although their heavy guns slow them down somewhat, use of mounted scouts and knowledge of the terrain should enable them to intercept any armies that could pose a threat to your lordships.
Their help is quickly enlisted when one of the 'tax collector' squads enters the rebel lands to seize your possessions. It's obvious the Vice-Roy doesn't take you serious, did he realy think 500 men infantry would pose a threat to you? Your men bring their guns to bear.
Attackers:
500 men infantry, medium equipment and moral. Total value: 1500.
Roll: 1335
Defenders:
500 men infantry, medium equipment and moral. Total value: 1500.
100 men cavalry, medium equipment and moral. Total value: 300.
5 guns, heavy equipment, medium moral. Total value: 20
Total base value: 1820
Bonuses: Cavalry: 1, Artillery: 0.2
Total value: 4004
Roll:177
Unfortunately, as your commander orders the guns to open fire, one of them explodes, tearing a gap into your lines. Dazed and shocked, your men are easily rounded up. 80 men of your cavalry manage to flee, but the remaining 20 and your infantry are either killed or taken captive. Your guns are towed away. As the message reaches your lords, moral drops.
Your brother has however more luck. Although he didn't manage to find out anything about planned troop movements, 'enlisting the help' of a kitchen maid did enable him to to find out that a shipment of heavy weapons and armor will arrive in Randsmed in two months (2 turns). Furthermore, training is going as planned.
Coastal patrols report nothing out of the ordinary. Your buccaneers however, team up with a rebel frigate and 2 patrol ships leaving from Törmharb. They intercept a patrol consisting of 2 frigates off of the Mörnplad.
Attackers:
5 patrol vessels: Moral medium, total power = 2.5
1 frigate, moral high. Total power = 1.5
Total base power: 4
Bonuses: Surprise 1
Total power: 8
Roll: 5
Defenders: 2 frigates, moral high. Total power: 3
Roll: 1
The frigates are caught completely by surprise, but sailing under a false flag tends to do that. The opening salvo of the rebel frigate rips a hole in the chest of the captain of one of the ships, killing him instantly and prompting both ships to surrender. The rebels loot the ships for weapons and cannons and hand them over to you. You've now got 2 frigates without guns or crew (they require 4 guns each. You could recruit a crew from the fishermen.)
ACTION: Send reply to Lugwid. Take 700 men, with Oliver as general, and capture Meskhabn while leaving a hundred men behind to occupy and expand the swamp and its fortifications. Have spies report in garrison status of Axessven.
After you burned down the garrison in Meskhabn, it was never fully rebuilt and now serves as little more then a police post, with the town relying on the garrison of Cessfenn to protect it. Unfortunately for the Empire, that garrison is now largely stationed outside Denskbord.
Attackers:
700 men infantry, equipment = medium & light, moral = high. Total value = 2100
Bonuses: Support of the locals: 2
Total value = 6300
Roll: 5385
Losses: 78 men.
Defenders:
500 men infantry, equipment = medium, moral = medium. Total value = 1500
Bonuses: walls 2
Total value: 4500
Roll: 4479
Losses: 116 men
Although you put up a valiant attempt, you just don't manage to break through the enemy defenses and are pushed back into the swamps. You retreat to your camp, which has been hastily fortified.
Your contacts report that the fortress in Axessvenn has largely been deserted. Only a small force of 900 men still defends it. Unfortunately, it is heavily equipped with at least 150 cannons so a frontal assault is going to be difficult.
Ludwig The Scarred (vagel7)
Duke (belongings officially confiscated, but not yet physically)
Military strength:
-130 men cavalry and 500 men infantry. Personal guard of 50 units cavalry and 500 units infantry, for a total of 180 men trained cavalry and 1000 men trained infantry. 2500 men militia with some military training and light equipment. 2.500 untrained reserves, consisting mainly of farmers. Enough weapons and armor to equip all trained units with medium armor and medium firearms and enough spares to equip the militia and reserves lightly. Moral is still medium, but dropping, loyalty of trained men is high, loyalty of reserves and militia is low.
-10 Patrol ships and 2 frigate fully manned and equipped. 2 unequipped and unmanned frigates. 200 fishing boats that could be converted to lightly armed raiders or fireships. Moral and loyalty of military vessels is medium, moral of fishers is low.
-6 Castles, defended by 20 pieces of artillery each and 1 castle defended by 15 pieces of artillery, mainly of the heavy Basilisk variety. Cannons could be converted for field use but they'd slow the carrying army down considerably.
Corwin Cortobel (Kanve)
Guild Master of the Greater Vhistland Mercenary Guild
Military strength:
-7 guild halls (Denskhahn, Cessfenn, Ösbord, Randsmed, Middbord, Törmharb, Perrionne) with 350 men infantry and 60 men cavalry enlisted at each. Each mercenary is equipped with medium armor and a medium firearm.
-10 patrol ships and a frigate patrolling the waters around Perrione, 3 frigates patrolling the Mörnplad.
-10 guns loaded aboard one of your frigates patrolling the Mörnplad.
Jonas Whitslefurner (Sheb)
Captain of the Crimson Company, a mercenary outfit.
Military strength:
70 men enlisted cavalry and 480 men enlisted infantry with medium armor and advanced firearms. 30 pieces of medium artillery and 5 pieces captured that belong to the Empire. Moral and loyalty is high.
Khan Le'Griash (kilakan)
Leader of the people of the Garnwold Woods.
Military strength:
-A total of 2.400 men, divided amongst 200 hunters trained in tracking and combat, 1.000 woodsmen and loggers, 100 sappers (50 in official squad and 50 reserves) and 1.100 untrained reserves, mainly farmers. Men are divided amongst small villages and logging bands in the Garnwold. Equipped with light armor. The hunters carry crossbows (medium weapons), the woodsmen axes (light weapons), the reserves and sappers can convert farm implements to crude weapons. Moral is high, loyalty is average. Men know the Garnwold and surrounding woods well.
-10 light river transport ships that could be converted for combat or troop transport, loyalty is average, moral is high.
-50 carts that could conceal 4 men each.
Pyrus Redmoore (Dwarmin)
Minor priest serving in Perrione
Military strength:
-An unknown amount, but likely in the order of 2.500 men city scum from Rindbronn, with light armor and weapons. Loyalty is low, moral is medium. They know the slums of Rindbronn as the back of their hands.
-300 loyal men with medium armor and weapons. Moral and loyalty are high.
-6 river fishing boats and a river patrol craft. Loyalty is low, moral is medium.
Oliver 'Iron' Morte (Little)
Pro-Dechsk Revolter, former blacksmith
-722 revolutionaries, equiped with light armor and medium weapons. Loyalty and moral is high, know the Denskmars well.
-An unknown number of sympathizers in Meskhahn and Axessven.