View Full Version : Round One - The First Charge!
Merlin
07-19-2010, 01:18 PM
Not long after dawn you are roused from your sleep by your squires - not that you slept well anyway. Today you meet in arms with a rebellious Angle hoard who have massed in secret under the cover of the Fen marshlands. As soon as their march was discovered, your troops were massed in panic and brought in haste to face them.
You line up to face them on a flat field outside Cambridge. The mood is edgy, nervous as no one knows what to expect, other than trouble and death. Rumours have swept through your camp of fouls sorcery and fearless axe warriors who continue to fight even after their heads are cleft from their shoulders. You know that Duke Hervis has it hard controlling the Angles in Anglia, but these are the real troublemakers, the rebels that escaped from their and have plotted with the assistance of Camille the witch to other throw those that hold their land.
Ahead of you, the barbarian hoard is mainly on foot, but there are some who are mounted. You suspect that most of these are mercenaries, but some would appear to be traitorous knights who have refused to pledge allegiance to Arthur. The signal is finally given, and it is upon these that your forces fall...
Opening mechanics to follow later...
Merlin
07-19-2010, 02:29 PM
In the first charge, the Intensities (Army & Unit) are calculated like this:
First Charge Intensity = Starting Army Intensity + Unit Intensity
OR, when broken down into its components, is
First Charge Intensity = (20 + Starting Conditions + 3d6-10 Battle Events) + (Battle Size Score + Unit Cohesion + Battle Zone)
(Note, this uses the latest version of the mechanics, not those listed in Book of Battle 1st Ed.)
As you're in a flat field, and have scrambled together a force of similar size to your opponent, there are no Starting Conditions modifier. For the Battle Events, I rolled 4,3,3 which gives a Battle Events score of 0! This is a small battle (equivalent to the Battle of Hastings according to the notes, 750-2500 knights) and so there is no unit intensity modifier. You begin disengaged, so you have a Unit Cohesion of -20, and you are in Zone 4, which gives a +5 Battle Zone score.
Therefore your First Charge Intensity = (20+0+0) + (0-20+5) = +5 (with an opening Army Intensity of 20)
Your enemy Army Commander has a Battle rating of 18.
Therefore to see if you might get the First Charge Bonus, your Army Commander’s Battle skill is opposed by the GREATER of either: First Charge Intensity, or the Enemy Army Commander’s Battle skill. Clearly here, it is the Enemy Army Commander's Battle skill of 18.
I'm going to give your Army Commander, Sir Dafydd of Cambridge, a Battle Rating of 20. Can the first person to read this roll for him and post it here? The Enemy Army Commander rolls a 12 - a success, but definitely beatable!
Hzark10
07-19-2010, 04:07 PM
Merlin,
rolled a 14 for Sir Daffyd's Battle skill.
Rolled a 17 for my character's Battle (hzark)
Bob
Merlin
07-19-2010, 04:28 PM
As you clash with these war pony mounted knights, hearing their curses and war cries your suspicions are confirmed. These aren't mounted Saxons (who'd heard of such a thing?) or traitorous knights (if you fall upon these you would be obliged to dispatch them immediately), but vile French mercenaries
*****
Sir Dafydd beats your enemy's Army Commander Roll! That means that you get the First Charge bonus should it be applicable.
(I didn't need a Battle roll for your character this time around Bob, in the opening charge its the army commander that counts, not the unit commander)
To start with, I'm going to use the Attacking Saxon army from Book of Armies, p.45.
For the first charge your opponent is opponent 14+1d6 - the best opponents form the front rank. I rolled a 2. This means you're facing opponent 16 - French mounted mercenaries. Unfortunately these guys are mounted, so although you could get the First Charge bonus, as you're facing other mounted lance men, you don't.... >:( War sucks sometimes!
What I need from all of you now is a series of dice rolls from which we can determine your individual fate and the success or not of the unit as a whole. This will form a common pattern of posting.
What I want is:
1) a d20 melee roll - noting the weapon used and the level of success
2) a damage roll - in case you hit
3) a horsemanship roll - in case you get hit and I need to determine knockdown
As I receive these I will roll for each of you in turn the melee roll of your enemy, and so determine who hits who and whether or not you acheive a WIN for the unit, or a LOSS. It is these individual WINS and LOSES that are tallied to determine the over all success of the Unit and what impact if any this has on the over all battle (does it decrease or increase the Army Intensity?)
What I haven't done yet is assign your HATE --- passions - the blank in character generation. I will do that now and add it to your character listing with a value. Don't forget to alert me to when you decide to call upon a passion.
bigsteveuk
07-19-2010, 05:09 PM
Sir Rhys (Intial Charge)
Bringing his lance to bear, "Die you French dogs" he screams crashing into the enemy ranks
Lance (16) Rolled 15 success
Dmg (6d6) Rolled 19
Horsemanship (19) 16 success
Merlin
07-19-2010, 05:23 PM
Sir Rhys (Intial Charge)
Bringing his lance to bear, "Die you French dogs" he screams crashing into the enemy ranks
Lance (16) Rolled 15 success
Dmg (6d6) Rolled 19
Horsemanship (19) 16 success
I rolled a 14 for the mercenary, also a success, but lower than BigSteveUK's roll so you win!
3 points of damage get beyond the mercenaries armour, but that is irrelevant here, as is the fact that he was unhorsed. If it had been enough to do a major wound, and he was worth ransoming, that might have come into play. Key thing is that you scored a WIN for your unit.
Not all is so good for Sir Rhys though. His lance breaks on impact. We'll see later if his squire is able to supply him with a new one - take note that you're down one. We'll work through followers & squire rolls later (although in future rounds we may try and combine more into a post to speed things along).
And so, so far we have WINS 1 : LOSSES 0
Memnon
07-19-2010, 06:24 PM
Sir Memnon
Lance (Skill 19) Rolled 15
Dmg (Destrier 8d6) Rolled 34
Horsemanship (17) Rolled 15
lusus naturae
07-19-2010, 07:23 PM
Sir Pelaran (Initial Charge)
Sir Pelaran spots a likely combatant in the opposing ranks. Head down and lance couched he charges into the fray.
Lance (20) Rolled 9 success
Dmg (7d6) Rolled 30
Horsemanship (16) 12 success
Tychus
07-19-2010, 07:56 PM
Sir Baer swings his greatsword in a sweeping arc as he crashes into the mercenary line.
Greatsword (20 skill): 15
Damage (7d6): 31
Horsemanship (19 skill): 16
Note - since Sir Baer is not using a lance, I think his opponent would get a lance bonus, correct?
Merlin
07-19-2010, 08:18 PM
Sir Pelaran (Initial Charge)
Sir Pelaran spots a likely combatant in the opposing ranks. Head down and lance couched he charges into the fray.
Lance (20) Rolled 9 success
Dmg (7d6) Rolled 30
Horsemanship (16) 12 success
I rolled 17 for the mercenaries. That's a failure. Your damage is enough to inflict a major wound, so that's one Frenchman who'll not fight again! With even damage, Sir Pelaran's lance is not broken.
That's now: TWO WINS, NO LOSSES
Sir Baer swings his greatsword in a sweeping arc as he crashes into the mercenary line.
Greatsword (20 skill): 15
Damage (7d6): 31
Horsemanship (19 skill): 16
Note - since Sir Baer is not using a lance, I think his opponent would get a lance bonus, correct?
No, since your side won the First Charge Bonus. They lost, so they do not get it (if I understand the rules correctly). I rolled a 1, a pathetic success if ever there was one. Not quite a major wound, but a win nevertheless.
That's now THREE WINS, NO LOSSES. One more win for a unit win (I think we have 7 player knights at the moment).
Merlin
07-19-2010, 08:21 PM
Sir Memnon
Lance (Skill 19) Rolled 15
Dmg (Destrier 8d6) Rolled 34
Horsemanship (17) Rolled 15
I rolled an 8 - a success, but lower than yours. You manage to inflict a major wound, dispatching your opponent with consummate ease!
FOUR WINS: NO LOSSES - you've got at least a unit win!
Avalon Lad
07-19-2010, 09:08 PM
Sir Cynon
Lance: 5
Damage: 29 (6d6)
Horsemanship 14 (vs 16 will be a success)
Chris
Hzark10
07-20-2010, 01:31 AM
Sir Madog,
Lance: I will use the previous roll if ok, if not, then I rolled a 5.
Damage: 14
Horsemanship: Success with a 8.
Bob
Merlin
07-20-2010, 10:02 AM
Sir Cynon
Lance: 5
Damage: 29 (6d6)
Horsemanship 14 (vs 16 will be a success)
Chris
I rolled a 17 and so somehow your rather weak effort won through ;)
That's a major wound, and another win!
That said, you too have lost your lance, shattered under the impact of frequent strikes over the first hour of fighting...
Sir Madog,
Lance: I will use the previous roll if ok, if not, then I rolled a 5.
Damage: 14
Horsemanship: Success with a 8.
Bob
Your previous roll was a 17, a success. I rolled an 8, partial success.
Although your damage doesn't often penetrate the armour, your efforts count as a win too!
Adding up those two, this brings the tally to, 6 WINS: NO LOSSES.
With one player to go, its looking as if this round could be a TRIUMPH (so no pressure there on Sir Meliaunce of Thrapston / Silburnl!)
silburnl
07-20-2010, 10:38 AM
Question:
Per my reading of the rules, since we are facing mounted lancers we lose the +5 to skill but get an extra die of damage instead - do we add that to our horse's damage stat?
Sir Meliaunce spurs forward shouting out "Follow me gentlemen!" to his followers.
He rolls:
Spear Expertise (20) - a 17
Damage (5d6 or 8d6 + 1d6 for benefit of charge) - either 17 (5d6) or 22 (8d6) or 25 (+3 for the final d6)
Horsemanship (17) - a 9
Regards
Luke
Merlin
07-20-2010, 11:02 AM
Question:
Per my reading of the rules, since we are facing mounted lancers we lose the +5 to skill but get an extra die of damage instead - do we add that to our horse's damage stat?
Isn't the +1d6 for those who are in a successful lance charge but aren't using lances? (p. 16 of BoB)
I'll double check later and report back on what the new rules suggest - not that it wil make any difference to you guys on this rampage!
Sir Meliaunce spurs forward shouting out "Follow me gentlemen!" to his followers.
He rolls:
Spear Expertise (20) - a 17
Damage (5d6 or 8d6 + 1d6 for benefit of charge) - either 17 (5d6) or 22 (8d6) or 25 (+3 for the final d6)
Horsemanship (17) - a 9
Regards
Luke
I rolled 12 - a partial success with you the victor. This isn't a major wound (with all permutations) as the group you face tend to get their shields in place, giving an armour of 16. If I'm right, then you do your horse damage at 8d6, but not with the +1d6, which gives no broken lance either.
That's 7 WINS: NO LOSSES! A UNIT TRIUMPH!
silburnl
07-20-2010, 11:14 AM
Isn't the +1d6 for those who are in a successful lance charge but aren't using lances? (p. 16 of BoB)
Yes. But I thought it also applied for lancers when their normal skill bonus is cancelled. Otherwise they get no benefit for their army commander's success whenever they are matched against other lancers (which is going to be a common outcome in the First Charge for most enemy armies).
That's 7 WINS: NO LOSSES! A UNIT TRIUMPH!
Huzzah! At them men! Drive through, drive through!
Tychus
07-20-2010, 04:37 PM
I don't see anything that says you get bonus damage when the lance charge bonus is cancelled. Though I can see the point that this will often make the army commander roll moot.
Incidentally, as the token non-lance user, I did not add the extra 1d6 damage for the charge on my roll. I assumed that if our lance charge bonus is cancelled, so is the bonus damage from other weapons.
Merlin
07-20-2010, 04:39 PM
I don't see anything that says you get bonus damage when the lance charge bonus is cancelled. Though I can see the point that this will often make the army commander roll moot.
Incidentally, as the token non-lance user, I did not add the extra 1d6 damage for the charge on my roll. I assumed that if our lance charge bonus is cancelled, so is the bonus damage from other weapons.
That was my take too, although it isn't clearly stated as such in the text. I've asked Greg for clarification and will let folks know when/if I get it!
bigsteveuk
07-20-2010, 05:12 PM
I could be wrong but though we won the charge we have been denied the +5 as our opponents are also mounted and charging with lances. You only get the additional +1d6 if you’re a non lance wielder, but obviously their opponent has a +5 to hit advantage.
Merlin
07-20-2010, 09:03 PM
Ok, had clarification from Greg.
If you win the First Charge Bonus you get the +5 on your lance, unless the opponent is charging with lance etc. If you don't have a lance, you get the +1d6 damage. If you're charging with a Lance and your opponent is too, the advantage is whilst you might not get a skill increase, they don't either as they would if you didn't have a lance under standard melee rules.
If you don't get the First Charge Bonus, you get neither the +5 nor the +1d6 if non-lance wielding. If you have a lance, you do not get a +1d6 instead.
I'm going to have to leave the next section until the morning - unfortunately have a major deadline looming and work to be done.
Merlin
07-21-2010, 10:00 AM
OK, now that the melee is done for the first hour of the battle - remember it is an abstract system, you weren't fighting a single knight, rather the single roll represented the fighting over this duration - we come to the final stages in the round:
1) Glory calculations - I'l do a table at some point where I'll post the Intensities, Maneuvers, Opponents, Results & Glory each round, so don't worry about that right now.
2) Squire rolls - as on page 3 of the notes I circulated you make an unopposed squire roll for each (against their ages), and the notes show you what happens to them
3) Followers rolls - as on page 7, give me a d20 result and I'll roll for their opponents and determine the outcome.
It may be that in the future we can wrap these rolls in with the first set, and deviate only when there are special circumstances.
silburnl
07-21-2010, 11:07 AM
Well crap. My dice were:
Fionn (skill18) rolled 19
Geraint (skill 15) rolled 16
Followers rolled 12
To lose one squire, Sir Meliaunce, may be regarded as a misfortune; to lose both looks like carelessness.
Merlin
07-21-2010, 11:17 AM
Well crap. My dice were:
Fionn (skill18) rolled 19
Geraint (skill 15) rolled 16
Followers rolled 12
And it would be so easy to fudge your rolls when hidden behind a computer screen - take a check to your honesty score that man! Oh dear, that's both of your squires lost. You'll be able to pick them up again when/if you return to the back of the battle, but for now you are alone. You'd better pray you don't fall from your horse or lose all your weapons...
For the fate of your followers, I rolled a 9 - you did better than me on this one at least. You don't lose any of your followers. It might be that they can get you out of a sticky situation if you find you need your missing squires - might be worth your reading up on the Bodyguard Bonus notes in pages 6-7 of the Battle Notes you were given (note these have changed from the original BoB)
To lose one squire, Sir Meliaunce, may be regarded as a misfortune; to lose both looks like carelessness.
;D should that be your new forum signature?!
Memnon
07-21-2010, 03:15 PM
Sir Memnon
Squire Marcus Curtius Agricola: (18) Rolled 19
Squire Phylip: (15) rolled 17
Followers: rolled 1
My squires appear to be equally disorganized or are just following Sir Meliaunce's squires. :)
Online roll results:
1d20=19, 1d20=17, 1d20=1 (http://invisiblecastle.com/roller/view/2617468/)
Hzark10
07-21-2010, 03:52 PM
I'm not in a position to make squire/follower rolls at this moment. So as not to slow things down, if one of you gentlemen would be so kind...
Bob
bigsteveuk
07-21-2010, 04:01 PM
Sir Rhys
Bob (18) 1
Ysgarran (15) 4
Follower Fate (15) 18
"Bob bring me a lance boy and be quick about it"
bigsteveuk
07-21-2010, 04:04 PM
For Hzark10
Sir Madog (of Tisbury)
Perin (18) 14
Jordans (15) 19
Followers (15) 5
Tychus
07-21-2010, 04:09 PM
Sir Baer
Georg (18): 16
Hoska (15): 20
Followers: 19
It looks like this fight is too much for poor Hoska.
It seems to me that the only purpose of followers in the battle system is to give a bodyguard bonus, since their results never count towered victory. Or am I missing something?
Merlin
07-21-2010, 04:24 PM
Sir Rhys
Bob (18) 1
Ysgarran (15) 4
Follower Fate (15) 18
"Bob bring me a lance boy and be quick about it"
Both squires make their rolls, neither lost, lance replaced!
I rolled a 4 against Sir Rhys' followers - I'm afraid that means your follower number 1 (I rolled for him) is sadly killed in the charge - if you wish you can invoke your Love Family in the next round as you seek revenge...
For Hzark10
Sir Madog (of Tisbury)
Perin (18) 14
Jordans (15) 19
Followers (15) 5
Whilst Perin manages to remain by your side, unfortunately Jordans isn't able to keep up with you. In the fury of the charge he gets lost and stumbles his way back to the back of camp to meet you there later.
Against your followers I rolled a 12. I fear that means you lose your follower number 6, a household knight. You could invoke Loyalty Vassals next round if desired.
Sir Baer
Georg (18): 16
Hoska (15): 20
Followers: 19
It looks like this fight is too much for poor Hoska.
Indeed, poor Hoska is badly wounded on the field, and only time will tell if he pulls through...
Rolling 3 against your followers, I'm afraid that one of yours also falls by the way, your 6th follower, one of your household knights. Again, you can invoke Loyalty Vassals next round should you wish too.
Note, such passion uses break the rule that you can only use each passion once in a battle. When provoked by a fallen follower, you can use them again, even if voluntarily used earlier (pg. 61 of BoB)
Also, if any of you wish to add a passion of Hate French Mercenaries as a result of these deaths in your ranks, you can do so as per same page in BoB, but you wil have to try and invoke it if you meet them in battle later, whether you want to or not.
Merlin
07-21-2010, 04:26 PM
It seems to me that the only purpose of followers in the battle system is to give a bodyguard bonus, since their results never count towered victory. Or am I missing something?
Sort of - they also give you chances to call upon your passions as seen in my previous post, and have an impact on the longer campaign story outside the battle.
Merlin
07-21-2010, 04:29 PM
Sir Memnon
Squire Marcus Curtius Agricola: (18) Rolled 19
Squire Phylip: (15) rolled 17
Followers: rolled 1
Oh dear, both your squires have got lost. That's not good news! Don't forget to look out for them if you end up back at the camp... You also lose your younger brother in the charge, and can as above decide to invoke your Love Family passion next round if desired!
Merlin
07-21-2010, 04:31 PM
Can I make a request to help my book-keeping. As you lose followers and squires, can you go back to your character posts, hit the edit button and use the strikethrough button to have them crossed out? Saves me a bit of time and keeps it clear for all to see.
Thanks!
Ben
Greg Stafford
07-21-2010, 06:05 PM
It seems to me that the only purpose of followers in the battle system is to give a bodyguard bonus, since their results never count towered victory. Or am I missing something?
You are right.
That is what they are for.
Avalon Lad
07-21-2010, 07:51 PM
Sir Cynon
Squire : (18) Rolled 10
Squire : (15) rolled 8
Followers: rolled 8
silburnl
07-21-2010, 09:57 PM
By Fighting Jesus, there are an awful lot of cream-faced loons amongst our squirearchy! They shall be in need of chastisement an we survive the day...
lusus naturae
07-21-2010, 10:45 PM
Sir Pelaran
Knight in Training (18) = 8
Squire (15) = 16
Followers (15) = 14
Well, at least one of my squires knows what he is doing.
Merlin
07-22-2010, 08:20 AM
Sir Cynon
Squire : (18) Rolled 10
Squire : (15) rolled 8
Followers: rolled 8
Sir Cynon's squires make it through the hour - perhaps they should be enlisted to teach some of the others that have gone astray!
Your followers also get through unscathed as I rolled a 17 for their opponents.
Sir Pelaran
Knight in Training (18) = 8
Squire (15) = 16
Followers (15) = 14
Well, at least one of my squires knows what he is doing.
Sadly only one as your first squire does manage to get himself misplaced!
Your followers remain intact :)
Merlin
07-22-2010, 08:25 AM
That's all the roll's in! Checking the tables, I see that it is indeed a:
Triumph = everyone wins or ties; for the charge = -2 Intensity; Move forward 2 Zones
This is a great result. You end the round in Zone 6 and have decreased the opening Army Intensity of 20 to a closing Intensity of 18. That's the good news.
The bad news is that you are now in the thick of it, you are no longer disengaged, and so your Unit Intensity is about to rocket. I'll post the start of the next round later this morning.
Hzark10
07-22-2010, 11:21 AM
Sounds good.
Earlier text mentioned that since Madog lost a follower, then he can try to do a battle inspiration. Correct?
If so, he will. (Dice roll, a 14). If not, don't worry, just clarify.
Bob
Merlin
07-23-2010, 01:17 PM
The bad news is that you are now in the thick of it, you are no longer disengaged, and so your Unit Intensity is about to rocket. I'll post the start of the next round later this morning.
Apologies folks, I'm not going to get the next round up and running until next week, but I hope you can see already it can work. When we get started again on Monday, there's the potential of rounding up most of the rolls into one post per round except the Unit Commanders roll. That may well mean that we can get the best part of two rounds in a week.
Have a good weekend!
Avalon Lad
07-25-2010, 04:05 PM
Sir Cynon
Squire : (18) Rolled 10
Squire : (15) rolled 8
Followers: rolled 8
Sir Cynon's squires make it through the hour - perhaps they should be enlisted to teach some of the others that have gone astray!
Your followers also get through unscathed as I rolled a 17 for their opponents.
Sir Pelaran
Knight in Training (18) = 8
Squire (15) = 16
Followers (15) = 14
Well, at least one of my squires knows what he is doing.
Sadly only one as your first squire does manage to get himself misplaced!
Your followers remain intact :)
Merlin,
You said that my lance broke in the combat round. Would it be now that I roll to a replacement lance from my squire ? Which in the next round I will use with my spear skill, but my damage is based upon my damage ?
Chris
Avalon Lad
07-25-2010, 04:07 PM
The bad news is that you are now in the thick of it, you are no longer disengaged, and so your Unit Intensity is about to rocket. I'll post the start of the next round later this morning.
Apologies folks, I'm not going to get the next round up and running until next week, but I hope you can see already it can work. When we get started again on Monday, there's the potential of rounding up most of the rolls into one post per round except the Unit Commanders roll. That may well mean that we can get the best part of two rounds in a week.
Have a good weekend!
Merlin,
I'm away on hols Monday through Friday. Can I ask you to make my rolls ? I would argue its important to stay in, since this round the intensity as you say is going to rocket.
Chris (Sir Cynon)
Merlin
07-26-2010, 11:57 AM
In answer to Chris' question, if you made a successful Squire roll having lost your lance, you now have a new lance in hand - but don't forget to note that that particular squire no longer carries a spare lance around with him.
Merlin,
I'm away on hols Monday through Friday. Can I ask you to make my rolls ? I would argue its important to stay in, since this round the intensity as you say is going to rocket.
Chris (Sir Cynon)
Chris - I'm happy to pick up and run with Sir Cynon for you - let me know when you're back!
Ben
Merlin
07-26-2010, 12:24 PM
Round Two started here: http://www.gspendragon.com/roundtable/index.php?topic=887.0
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