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Author Topic: Rebellion! Turn 5: Time for a prison break, m'lord?  (Read 11216 times)

Sheb

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Re: Rebellion! Turn 2: Stalemates, piracy and exploding cannons.
« Reply #75 on: June 02, 2011, 10:08:54 am »

Onward for the crown and its gold!
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Dwarmin

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Re: Rebellion! Turn 2: Stalemates, piracy and exploding cannons.
« Reply #76 on: June 02, 2011, 11:00:11 am »

Onward toward petty vengeance!
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scriver

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Re: Rebellion! Turn 2: Stalemates, piracy and exploding cannons.
« Reply #77 on: June 02, 2011, 11:47:41 am »

Heh, it's strange how I seem to never notice the interesting games in time. Would you mind putting me on a waitinglist?
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Love, scriver~

Elfeater

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Re: Rebellion! Turn 2: Stalemates, piracy and exploding cannons.
« Reply #78 on: June 02, 2011, 03:40:52 pm »

Me too please
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Virex

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Re: Rebellion! Turn 2: Stalemates, piracy and exploding cannons.
« Reply #79 on: June 02, 2011, 04:39:56 pm »

Sure, I'll add you in a moment. Just hope someone quickly ends with his head on a stake ;)
Oh blast it, I just lost a post I worked several hours on. Oh well, here I go again. You won't get exact rolls for combat this time, because I remember the effects but not the rolls and I don't feel like redoing half the post.
Use the recent deaths of Imperial rioters as propanganda to increase recruitment of loyal followers-try to recruit local foresters, hunters and trappers.

Arrange a secure meeting with Born and Egard-convince them to begin organzing their people for mass riots.

Start training 50 of my best men in the art of assassination, spying and sabotage.

Arrange a mass prison break from the local dungeons to both increase our popularity, cause chaos and free useful indivuals to fight for us. This will not be a direct attack, but rely upon bribery, blackmail and subterfuge.
   
Your speeches are attracting more and more people. Almost too much for your liking, but it's not like the garrison can do much about it. You've started paying extra attention to the woodsmen that come to your speeches. You haven't found any of them to be really loyal followers though. However, you managed to get some information that might help. Apparently, deep in the Middwand there lives a man called Achel Misserbern. He used to be the master-hunter and fletcher of the vice-roy, until an affair with the vice-roy's daughter forced him to flee into the woods. He now lives so deep that only the bravest dare venture there to prove their worth and obtain one of his fabled recurve bows. Those who carry one of those bows can count on the utmost respect of the people of the Middwand.


You meet up with Born and Egard. Born is eager to listen to your plans, almost too eager. Egard on the other hand, has more reserves. He fears that too much unrest could disrupt his dealings (whatever that may be), yet he also feels that something has to be done about the local garrisons. He agrees to support you by providing distractions whenever convenient. Born, likewise, will provide you with access to some influential people within the garrison.


Training is going surprisingly well. Within less then a month your men have learned how to break most locks and evade the training guards. You just hope it'll be enough for "live testing" on noble houses.


The prison break was a success as well, although more noisy then you hoped. Egard decided the best way to create a distraction was by blowing up a river yacht and setting fire to the baracks near the south gate. Well, a distraction it created already and with the help of an insider, the guards of the dungeon were quickly disposed off (although your men could have been a little less cruel with them. They're still people...). You managed to free a bunch of petty thieves, amongst whom also some guys claiming to be couriers for Egard (which would explain his willingness to help you) a handful of murders and rapists who got away before you managed to figure out who was who and some 50 political prisoners who have agreed to join your cause.


 
ACTIONS: Take the most charismatic and intelligent five men out of the attack force and send them to Cessfenn with orders to catch a fishing boat to Axessvenn and then start organizing and recruiting for the local resistance.

Send an order for the local garrison at Meskhabn to surrender. If they surrender, none of the soldiers in the garrison will recieve persecution for resisting. If they don't surrender, attack again. If the attack succeeds, take the local garrison that survives as prisoners.

The hundred men stationed in the swamp should continue working on fortifying the camp.

 
Last message you got from your trusty men is that they managed to find a boat in Cessfenn. Praying is all you can do now.


The request for the garrison to surrender itself was met with laughing. You later realized that you gave them an advanced warning, but it didn't matter much. Your men attack under cover of night, breaking through the west gate. The garrison, taken aback by the ferocity of your charge flees out the east gate, in the direction of Cessfenn. You manage to capture only 53 men, with the rest dead or fleeing.


Your construction efforts are going well. A dike has been erected around your fort, with a palisade on top of it. It's not stone, but nobody is going to drag a cannon into the swamps anyway.
 
Turn the guns back to the Imperial Forces. As a reward for our honesty, and pointing at the worth of the Company during the fight, ask the General to consider the following plan:
I, along with some of my men, will slip into the besieged city, and try to convince influencial merchant that the fight is not worth it, and that it is in their interest to allow their city to fall quickly rather than endure a long siege that they are bound to loose. If I find sympathetic ears, I will give them a large sum of money (Coming from the general) to help them fund a small counter-insurrection. The counter-insurgees will use the surprise effect to attack the defenders, neutralize guns (Nailing them at nigh would be really effective) and open the gates, thereby removing the advantage from the walls.

This combined effect should allow my and the general's forces to breach into the City, thereby ending the insurgency there and allowing us to turn to Mörn or Denskfrand.

 
The generals are clearly taken aback by your suggestion and it takes them several hours to reach a conclusion. Although the vice-roy would kill them if he found out, they do give you a sizable sum and the explicit directions that you never met them and you did not get anything from them. Once you manage to take out the defenses, you are to give a sing by firing 2 blanks from a cannon in rapid succession.
Taking a dirt bath and covering yourselves in shallow cuts, you and 9 men look exactly like refugees fleeing the Denskbord. To make things more realistic, your men fire blanks as you "flee" towards the city. You're let in by a guard eager to hear about his family but you just make up a story to get rid of him.


Further investigation learns that a rich merchant colloquially called "the Buzzard" is suspected of being a loyalist. Speaking with him you learn that he does think it's best for the city to surrender but he and some others who think the same way are being watched. He is willing to support you if you can provide some men that aren't constantly under surveillance. As the conversation draws to a close, you're rudely disturbed by gunfire. Fearing an early attack, you rush outside, but see that the shots are coming from the harbor. Realizing you might be in danger, you quickly direct your men towards a storehouse, but as the last man is entering, a giant explosion shakes the city and he is hit by flying rubble, breaking his leg...

Action:

- Have ships at Mornplad turn guns and newly acquired artillery on Denskhahn. If not possible then:

- Ships will continue with their patrols.

- See if additional Cavalry or Artillery forces can be hired or purchased at Denskhahn Harbour.

- If loyalist forces near Ochsfrem decide to attack rebel forces to their south, Mercenary forces at Randsmed will join in the attack from their rear.

 
Your ships open fire on the city. After some volleys, the ships of the line nearby join in the shelling. The rebels scramble to defend the city from the attack, turning guns your way and sending out fireships (fishing ships that are on fire, meant to cause chaos and set other stuff on fire). The rebel defense manages to take down one of your frigates and heavily damage one of the ships of the line, which has to be towed away for repair, before your ships deal a lot of damage. However, the last volley from your frigates before they retreat hits a gunpowder storage, blowing the eastern harbor quarter sky-high, killing hundreds of rebel forces and flattening a sizable part of the harbor district.


Your recruiters report that no artillery can be bought in Denskhahn, as there are no cannon smiths their. The cannon smiths of Cessfenn may do commissions though. They did manage to hire an additional 60 men cavalry.
 
ACTION:Prepare both ships and send one to pirating. Send 400 infantry to ambush the imperial force heading our way and continue training, but now convert 200 trainees to cavalry training. Sent a letter to Iddenberth. Start production of armour and weapons.
 
You resupply the frigates and send one out along with the other raiding vessels. Against all odds they manage to surprise the ships towing the damaged ship of the line to a dock, scaring the escort away. You now have a heavily damaged ship of the line, which will take 4 turns to repair and resupply.


The forces you sent to intercept the imperial forces manage to force a stalemate. Although reinforcements will arrive soon, the rumors that the imperial forces have been held at the border prevent the moral of your forces from dropping further.


The mayor of Iddenberth answered your letter with a hearty laugh followed by what can only be translated as "go commit sodomy with an Aurochs". It's rumored that a part of the Iddenberth garrison has started moving eastward.


Training and production of equipment has been stepped up. Your cavalry training is being slowed down by the fact that most farmers can't even ride, but the infantry is improving their abilities, and with that, their morale. They now have medium morale.
 
Promote Garn to become my right hand man, then set him up training 100 of the farmers in the uses of guns and swords.

Personally interrogate the captured scouts, attempting to get information about empire troops in the area, along with the location of empire weapons and armor caches.

give Per Ochfield full command over the sappers troop.

Get 200 hunters to take the trick carts, and move to the rebels in ochsfrem under the guise of peasentry, have them contact the rebel forces and smuggle out the rebel leader and as many of his men as possible, and move them into the forest.   Order the full unit(1000) of woodsmen to supervise this undergoing, stay hidden in the woods should an empire death squad attempt to attack the hunters.  Send Per Ochfield and his sappers to leave traps in the wake, to kill or maim anyone attempting to follow us, have him lead the move towards Ochfrem, and scan the area for traps before, and signal the coming troops.  Get them to attempt to skirmish and ambush any empire men they come across who show suspicion, and attempt to flee to the woods should the troops be found, have them dump the carts if they have to.

 
You would very much like to start training your people in the use of guns, but there is a lack of munition and as a result, training is going very slowly. Training with the sword is going faster though.


Unfortunately, some of the scouts did not survive the "transport" to your camp, but from those that did you learn that the garrison in Törmdrecht and Ochsbran are relatively small and as such they can conceivably be overpowered. Until recently, the Empire didn't pay too much attention to the woods and as such, the scouts have no knowledge of possible forces marching your direction.


After quite some talking, the rebels in the Ochsfrem finally agree to the evacuation, but the evacuation is going to take quite some time. The evacuation itself is surprisingly eventless, with only a few carts being attacked by deathsquads, which were relatively easily dispatched. Per however thinks it's too quiet, that the Empire is up to something...


 
Spoiler: Player status (click to show/hide)
No map for today as not enough changed to warrant a whole new map. Also, I've already spent enough time on this today ;)
« Last Edit: June 03, 2011, 10:59:32 am by Virex »
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Little

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Re: Rebellion! Turn 3: KA-BOOM!
« Reply #80 on: June 02, 2011, 10:04:00 pm »

Oliver smiles, secure in his room in the newly expanded fort. He had made numerous speeches over the past week since the victory, mainly focussing on the drive to continue on to liberate the Dechsk and to try to recruit as many people as possible from his newly-conquered city, as small as it may be, Meskhabn was still where he considered home. This thought leads him to think about how his parents were doing in the struggle, but he couldn't waste time on that. There were things to be done. The fort expansion was great, but now they had prisoners. Adding them to the workforce might be dangerous, but the extra hands couldn't hurt. A prison might be the first project, in fact. Oliver chuckles at the idea and writes it down. The captives were just soldiers, though, and after the war they might be good citizens. He added explicit orders for the soldiers to be treated with respect, but anyone found attempting to escape have their legs broken.

Training should start for both the hopefully-soon new recruits and the experienced force, too. Numbers may have been on their side this time, but they might not be next time. He should probably get around to sending out a letter to demand a ransom to the Vice-Roy as well. The spies he sent to Axessvenn had gotten on a boat, he hoped to hear from them soon. There were some good people in that group, and he'd be mad if he lost them. Oliver sighed. You had to manage a lot of junk he never thought about as a blacksmith when you were leading a fight for freedom, but it was all worth it. He should get the local smiths producing weapons, come to think of it...

ACTIONS: Add the prisoners to the construction force. Have the construction force work on building a prison large enough to fit a hundred men. Treat the prisoners well, break the legs of any attempted escapees. Send a letter to the Vice-Roy offering freedom for the 53 men in exchange for the freedom of the Dechsk.

Go on a recruiting drive in Meskhabn, try to recruit men with combat experience. Ask that the smiths in Meskhabn start making weapons for the army.

Start a training program for all military forces.
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Sheb

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Re: Rebellion! Turn 3: KA-BOOM!
« Reply #81 on: June 03, 2011, 10:09:17 am »

Hey, I had advanced guns!

Well.

The man with the broken leg will be left in an inn to rest. Me and the nine others will recruit some men murderers, bandits and the like. We'll also buy some weapons. Once we're ready, we'll nails the guns on the battlements (Driving a nail in the touch hole preventing them from being fired and send the signals for the attack. Without artillery, the place should be taken rather quickly.
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Virex

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Re: Rebellion! Turn 3: KA-BOOM!
« Reply #82 on: June 03, 2011, 10:18:03 am »

Hey, I had advanced guns!
Who's going to believe you when you're pretending to be a poor refugee but at the same time tot a gun around that only the Imperial gunsmiths could make? Best not to draw too much attention ;)
Don't worry, your guns are safe in the camp.
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Sheb

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Re: Rebellion! Turn 3: KA-BOOM!
« Reply #83 on: June 03, 2011, 10:22:27 am »

No, I mean my artillery. They wer eadvanced guns!
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Virex

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Re: Rebellion! Turn 3: KA-BOOM!
« Reply #84 on: June 03, 2011, 10:59:57 am »

.... I don't know where that went wrong. Fixed anyway.
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Dwarmin

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Re: Rebellion! Turn 3: KA-BOOM!
« Reply #85 on: June 03, 2011, 11:12:41 am »

Redmoore didn't feel good about releasing the scum from the prison-but the fact there were more political prisoners than real criminals validated his actions, he believed.

His information on Achel Misserbern was interesting. Here was a man who has a grudge against the vice roy-his order would gladly welcome him into the fold...assuming he managed to find him.


-------------------
Actions: I must undertake the quest to meet Achel Misserbern-Pyrus shall do this along with six of his most loyal men, well armed and supplied. If we find him, indicate I may be able to reunite him with the vice-roy's daughter eventually, if he still wished such a thing.

My assassins are to be sent on missions to liberate gold from the local imperial supporters-nobles, tax collectors, caravans and banks.

Ask Egard if he can lend his own men to help with robbery and murder-assuming we'll split all profits 50/50.

Question the political prisoners I freed to see if they have useful skills-such as engineering, weapon or armorsmithing, writing/speechmaking etc.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

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Virex

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Re: Rebellion! Turn 3: KA-BOOM!
« Reply #86 on: June 04, 2011, 01:34:51 pm »

Maybe a bump is needed to keep this in people's attention?
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Knave

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Re: Rebellion! Turn 3: KA-BOOM!
« Reply #87 on: June 04, 2011, 01:35:41 pm »

Corwin received the news from the battle at Denskbord, though pleased his ships had caused a decisive blow to the rebels in the city, he was saddened by the loss of one of his frigates. A ship was not an easy thing to replace.
Corwin was growing restless though. While his men patrolled and kept his halls safe, the rebels were consolidating their power. He would go speak with the loyalist forces command and see if they had any missions for his Guild mates to undertake.

Actions:

- Inquire with the smiths in Cessfann about commissioning new artillery.

- Speak with military brass to see if they have any special missions on offer for my merc groups.

- Have the Mercenary forces in Osbord (375 inf, 60 cav) travel to Denskbord to help in the siege.


Mercenary Guild Forces
Spoiler (click to show/hide)
« Last Edit: June 04, 2011, 03:00:59 pm by Knave »
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Sheb

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Re: Rebellion! Turn 3: KA-BOOM!
« Reply #88 on: June 04, 2011, 03:07:36 pm »

Don't you want to shoot at the town again?

Also, if it isn't clear, I'm going to attack this turn even if my mission to nail the gun fail. And ask the general to do likewise.
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Europe consists only of small countries, some of which know it and some of which don’t yet.

Knave

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Re: Rebellion! Turn 3: KA-BOOM!
« Reply #89 on: June 04, 2011, 03:31:39 pm »

Don't you want to shoot at the town again?

Also, if it isn't clear, I'm going to attack this turn even if my mission to nail the gun fail. And ask the general to do likewise.

It seems like the attack last turn was more of a lucky fluke than anything. Frigates are expensive and probably take a while to build / are hard to recruit I imagine, so until I have a better supply, I don't want to risk my last two against more fire ships :(
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