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View Full Version : Round Two - Sir Madog's unit



Merlin
07-26-2010, 12:22 PM
Post the Unit Commander Roll results and discussion about what to do here.

Hzark10
07-27-2010, 10:51 AM
Since we have been getting off to a slow start here, I rolled a 12 for the battle roll. But I also wanted to discuss what we should do. I'm tempted to withdraw to see if Greg (and others) are correct in charging in as many times as possible is the way to go.

I would need to make a Battle Inspiration as I had a follower go down if I wanted to invoke it as it can only be this round. I would try anyways (roll of 3), but what say you all?

Bob

Memnon
07-27-2010, 06:55 PM
Since this is my first taste of the battle system I'm ready and open to anything you decide. Character wise...I lost my younger brother in the first charge and would favor pushing deeper.

lusus naturae
07-27-2010, 09:21 PM
I've been in a battle before and although my instinct is to push through that can get messy. I say we withdraw and charge again.

Merlin
07-28-2010, 09:58 AM
Avalon Lad, who's character is Sir Cynon, has asked if I can post for him this week. I would imagine that he'd be happy to go with Bob's suggestion of withdraw in order to charge again.

Hzark10
07-28-2010, 05:39 PM
So, having inspired myself, I will apply it to my Battle roll. Since I succeeded in my inspiration (Those damned knights, I will avenge myself!), I will add +10 to my Battle Skill making it a 30. That roll was a 12 and adding 10 to it makes it a 22, a critical.

Am I adding these correctly?

Bob

Merlin
07-29-2010, 09:34 AM
Having charged through, Sir Madog looks up and sees a gap in the field which he moves his horse into. From here he has the chance to quickly survey the battle raging around him, before giving his next order to his men. There is clearly chance for them to withdraw so that they can charge again, but just as he was about to give that order, another gap opens up in front of him. Is there time for them to move through there and gain more ground?....

*****

I had already rolled for the Unit Intensity of 29 getting a 10, which modifies to a 19. A straight success - but with your critical, you win! Therefore you are clear to chose withdraw:


Combat Modifier: +5 for withdrawing (note this is no longer +10 as I recall it was in BoB1)
Prerequisite: None
Zone Change: One Zone to the rear.
Fight Against: Three random enemy units, Gamemaster chooses 1.

Unit Results
Result Effect
Triumph -2 Intensity; unit withdraws 1 zone intact, and begins as Disengaged next round.
Win Unit withdraws intact 1 Zone, starts Disengaged next round
Loss Unit moves back 1 zone, but is not Disengaged next round.
Crush +2 Intensity; unit recoils 1 zone

HOWEVER - having rolled a critical, an unexpected opportunity has opened up before you. Rolling a 15 on the opportunities table (in the BoB 1.1) you get the following:


14-15 - Gap in their line! You can just slip through and then attack, but without being sure of what foes wait there. Attack ×2 randomly determined mystery units, but go 1 Zone ahead on a triumph or win.

This is why having a good battle score can be very helpful! Which do you wish to pursue?

lusus naturae
07-29-2010, 12:32 PM
That gap looks good my lord. I say we take the fight to them.

Hzark10
07-29-2010, 05:44 PM
Having charged through, Sir Madog looks up and sees a gap in the field which he moves his horse into. From here he has the chance to quickly survey the battle raging around him, before giving his next order to his men. There is clearly chance for them to withdraw so that they can charge again, but just as he was about to give that order, another gap opens up in front of him. Is there time for them to move through there and gain more ground?....

*****

I had already rolled for the Unit Intensity of 29 getting a 10, which modifies to a 19. A straight success - but with your critical, you win! Therefore you are clear to chose withdraw:


Combat Modifier: +5 for withdrawing (note this is no longer +10 as I recall it was in BoB1)
Prerequisite: None
Zone Change: One Zone to the rear.
Fight Against: Three random enemy units, Gamemaster chooses 1.

Unit Results
Result Effect
Triumph -2 Intensity; unit withdraws 1 zone intact, and begins as Disengaged next round.
Win Unit withdraws intact 1 Zone, starts Disengaged next round
Loss Unit moves back 1 zone, but is not Disengaged next round.
Crush +2 Intensity; unit recoils 1 zone

HOWEVER - having rolled a critical, an unexpected opportunity has opened up before you. Rolling a 15 on the opportunities table (in the BoB 1.1) you get the following:


14-15 - Gap in their line! You can just slip through and then attack, but without being sure of what foes wait there. Attack ×2 randomly determined mystery units, but go 1 Zone ahead on a triumph or win.

This is why having a good battle score can be very helpful! Which do you wish to pursue?



Either choice gives some possible advantages. The withdraw gives the gm 3 chances to get a really good unit to beat us to death will, the gap gives us 2 opponents, but they could be wimps as well.

One says go for it. I am leaning towards this as well, but wanted a couple more inputs...

Bob

Memnon
07-29-2010, 06:07 PM
We've been given an opening, lets take it.

Merlin
07-30-2010, 10:58 AM
That sounds like three in favour. To keep things moving, I'll assume that you've gone for it (fair?)

As Sir Madog gives his orders, you move into the gap he'd seen. You movement is seen by a group of archers, clustered out of your reach, who hail down arrows on you as you do so. This slows you down, allowing a rag tag unit of Saxons to move alongside you, thrusting their great spears up in your faces...

*****

Your two opponents are...
11 - Archers
02 - Howling warriors wielding great spears (negate your height advantage)

What I need from you are the following decisions and rolls:

1) Are you going to divide your combat skill between the missile fire and melee? If so, how?
2) Combat rolls - either one or two, depending on your answer to 1!
3) Damage roll - only 1 I'm afraid...
4) Horsemanship rolls - can I have 2, one in case your stead gets wounded by the arrows, and one for if you get hit by the great spears
5) Followers rolls - using an average 15 skill. I guess they ought to pit themselves against the archers and the spears, so lets have two followers rolls, one at 5 against the archers, one at 10 against the spears
6) Squire rolls - should you have any left... ;)

Does that all make sense?

Memnon
07-30-2010, 07:27 PM
Sir Memnon

Sir Memnon unsheathes his sword and urges his mount forward. "You shall be avenged my brother."

Passon Love (Family skill 14-death of younger brother Gwanon): Rolled 3 (sucess= +10 to sword skill, sword skill to 30) (1d20=3) (http://invisiblecastle.com/roller/view/2631174/)
_________________________________
Split attack: Archer= Sword skill (15 +5 vs foot=20): Rolled 15 (1d20=15, 1d20=20) (http://invisiblecastle.com/roller/view/2631180/)
Split attack: Howling Warrior= Sword skill (15): Rolled 20
_________________________________
Damage (5d6): Rolled 12 (5d6=12) (http://invisiblecastle.com/roller/view/2631193/)
_________________________________
Horsemanship (17) roll #1: Rolled 13 (1d20=13, 1d20=6) (http://invisiblecastle.com/roller/view/2631194/)
Horsemanship (17) roll #2: Rolled 6
_________________________________
Followers split: Archer (5): Rolled 6 (1d20=6, 1d20=20) (http://invisiblecastle.com/roller/view/2631195/)
Followers split: Howling Warriors (10): Rolled 20
_________________________________
No Squires

Damn Howling Warriors!

Hzark10
07-30-2010, 09:04 PM
I am already inspired by the loss of Sir Selises, a noble household knight. However, I now see my hated foes, the Howling Warriors are trying to cut us off. If I remember correctly, I do not get a chance to inspire myself here.

However, before I make my rolls, I seemed to remember something, so I check the latest edition as we fought howling warriors before. On pg. 61, the BoB states, "If the PCs have a triumph, then make one line through the entry on the Battle Enemy Table for that unit. On any subsequent round where that unit is fought, it has only half of its combat skill. This represents the loss of men already suffered. If it is victim to a second triumph, then it is crossed entirely out, and does not appear again in the battle. Finally, any Broken unit is gone for good.". Didn't we have a triumph last round? Without knowing which table Merlin is using for foes, I can't determine if it is the same unit or not.

So, my rolls are:

Combat is with a sword, since we are in combat, no split. I will ignore those archers and close with my hated enemy: Sword of 17, rolled a 9.
Damage: 18
Horsemanship(skill of 17) 1: 8
Horsemanship 2: 11
Followers: (15), 1
Squire: (18) 17.

lusus naturae
07-31-2010, 01:21 PM
Apologies for the lateness of this

Sir Pelaran

One attack as Sir Pelaran is ignoring the peasant archers.

Sword skill (18): Rolled 2
_________________________________
Damage (4d6): Rolled 13
_________________________________
Horsemanship (20) roll #1: Rolled 11
Horsemanship (20) roll #2: Rolled 8
_________________________________
Followers split: Archer (5): Rolled 15
Followers split: Howling Warriors (10): Rolled 4
_________________________________
Knight in training (18): Rolled 15

Merlin
08-02-2010, 10:32 AM
Sir Memnon
Split attack: Archer= Sword skill (15 +5 vs foot=20): Rolled 15 (1d20=15, 1d20=20) (http://invisiblecastle.com/roller/view/2631180/)
Split attack: Howling Warrior= Sword skill (15): Rolled 20

Ok - I don't think you get the height advantage against a unit of archers when on horseback, unless you are literally upon them. That would bring your skill to 15, therefore you score a critical! They only rolled a 1, so that's a victory to you, and no damage done. 1 WIN

Against the howling warriors, you rolled a 20, a fumble :( You lose you weapon, prepare to die, but...
the good news is, so did they! ;D
You know what, I'm not sure what that counts as in regards to Unit Results. A Tie? A Loss? I'll get back to you on this... For now, you survive!



Followers split: Archer (5): Rolled 6 (1d20=6, 1d20=20) (http://invisiblecastle.com/roller/view/2631195/)
Followers split: Howling Warriors (10): Rolled 20
The archers rolled a 20 (my dice has got jammed..) so no trouble there.
The Howlers rolled 1, that's a hit by them. It would seem that Sir Spurius (Distant Cousin, Household Knight) has gone down... (I rolled a 2 for your follower no.)


No Squires
Now, having lost your sword due to your fumble, you could be in trouble...


Damn Howling Warriors!

Merlin
08-02-2010, 10:35 AM
However, before I make my rolls, I seemed to remember something, so I check the latest edition as we fought howling warriors before. On pg. 61, the BoB states, "If the PCs have a triumph, then make one line through the entry on the Battle Enemy Table for that unit. On any subsequent round where that unit is fought, it has only half of its combat skill. This represents the loss of men already suffered. If it is victim to a second triumph, then it is crossed entirely out, and does not appear again in the battle. Finally, any Broken unit is gone for good.". Didn't we have a triumph last round? Without knowing which table Merlin is using for foes, I can't determine if it is the same unit or not.

I'm using the Attacking Saxon Army table from Book of Armies, pg. 45. Last round it was unit 16 - Mounted Mercenaries (French Riders) - marked as mentioned, but not faced this time around. Good reminder!

Merlin
08-02-2010, 10:44 AM
Combat is with a sword, since we are in combat, no split. I will ignore those archers and close with my hated enemy: Sword of 17, rolled a 9.
Damage: 18
Horsemanship(skill of 17) 1: 8
Horsemanship 2: 11
Followers: (15), 1
Squire: (18) 17.


The archers have an unopposed roll. They roll 18 which is a miss. Whew... That doesn't count as a WIN for you as you weren't opposing it.
The Howling Warriors shriek when they realise its you they are against - clearly your hatred of them is well known! They roll a 1, a partial success. That's a WIN for you!

Your followers are hit by both arrows and the Howling Warriors. I'm afraid you lose another.. Rolling a 3 I see its Sir Chesterlaine (Vassal Knight). There's another passion opportunity for you next round!

Your squire manages to keep up - its no problem tracking you with your curses being called down as fiercly as the arrows around you.

Merlin
08-02-2010, 11:07 AM
Sir Pelaran

One attack as Sir Pelaran is ignoring the peasant archers.

That's an unopposed attack for the archers then. They roll a 15. Damn, that's a critical...
I roll: 4,3,3,3,2,2 = 17
That's odd damage - this means it strikes your horse. Double damn...

You need to make a horsemanship roll, at a -1 per point of damage. Andulsian's have 5 armour (pg. 180 GPC). That means you're at 20-12=8. Your first horsemanship roll is 11. Checking the relevant table I see: 'Failure - No attack is possible this round, though if attacked, the knight can fight.'

Your horse has 48 hit points to start with. It's now down to 36. Can you track this for me?

I believe that's 1 LOSS.

As you weren't charging into combat, I'll rule that you can engage that Howling Warrior - in fact you have little choice as they are attempting to swarm all over you, seeing the trouble your stead is in.


Sword skill (18): Rolled 2
I rolled 16 for the Howling Warrior. They can howl all they like, but they still miss. That's a WIN!


Followers split: Archer (5): Rolled 15
Followers split: Howling Warriors (10): Rolled 4

I rolled a 15 for the archers - another critical I fear, & I rolled 10 for the Howlers, which is concerningly also a critical :o

I fear you lose a follower - follower no. 1 in fact (did you draw these up?)


Knight in training (18): Rolled 15


You don't lose your squire. In fact he's with you and keeping half an eye on your horse in case you should need to switch it at any time...

Merlin
08-02-2010, 11:15 AM
So let's tot up the results:

Sir Mennon: I'm going to call that 1 WIN : 1 TIE (I'm calling it that for now, although I still want to double check what a Fumble vs. fumble should be)
Sir Pelaran: 1 WIN : 1 LOSS
Sir Madog: 1 WIN

Bringing it to a total of 3 WINS, 1 TIE, 1 LOSS

This is a UNIT WIN, meaning that you can move ahead 1 Zone, but no changes to Army Intensity from you. Costly in terms of followers, weapons and a wounded horse, but you'll start the next round in Zone 7, and so your Unit Intensity could be lower.

Memnon
08-02-2010, 02:39 PM
Sir Cynon still has to resolve his turn, he was away last week.

Merlin
08-02-2010, 02:45 PM
Sir Cynon still has to resolve his turn, he was away last week.


D'oh, losing count, of course he has! I'm still waiting for the other unit to complete - not sure when he's back but I'll roll for him in the morning if we've not heard as I hope to resolve the other unit by then too.

Ben

Avalon Lad
08-02-2010, 07:09 PM
Sir Cynon still has to resolve his turn, he was away last week.


D'oh, losing count, of course he has! I'm still waiting for the other unit to complete - not sure when he's back but I'll roll for him in the morning if we've not heard as I hope to resolve the other unit by then too.

Ben


I'm back. Rolls etc in an hour or so - need to eat first etc...
Chris

Memnon
08-02-2010, 07:10 PM
Merlin,

The down time gives me a chance to inquire about my fumbled sword. I have no squires.

How do you usually handle this in a battle round? and what are my options?

I couldn't find anything specific in the Book of Battle regarding weapon recovery but the 5th Edition combat section do have this to say about lost weapons:
"Swords and greats swords are dropped instead; they can be recovered in the next melee round, even if the fighter is on horseback, for the weapon is normally tied to the knight's wrist or belt by a cord."

lusus naturae
08-02-2010, 09:19 PM
So, my horse is injured. I've taken a note. Looks like I lost my younger brother. I hadn't given him a name.

Avalon Lad
08-02-2010, 11:24 PM
1) Are you going to divide your combat skill between the missile fire and melee? If so, how?
2) Combat rolls - either one or two, depending on your answer to 1!
3) Damage roll - only 1 I'm afraid...
4) Horsemanship rolls - can I have 2, one in case your stead gets wounded by the arrows, and one for if you get hit by the great spears
5) Followers rolls - using an average 15 skill. I guess they ought to pit themselves against the archers and the spears, so lets have two followers rolls, one at 5 against the archers, one at 10 against the spears
6) Squire rolls - should you have any left... Wink

Sir Cynon is back... (after a few days away that netted 4 new castles visited (Bowes, Barnard, Bolton and Middleham), one re-visited (Richmond), 2 Abbeys (Fountains and Jervaux) and 1 Roman Fort (Piercebridge)...oh, and the Royal Armouries museum at Leeds on the way back....

Last round (i.e. round 1) I should have rolled for my squires to give me a replacement lance since mine broke... The knight in training criticals his squire roll on an 18. Aside from giving me my lance does this mean that he has managed to scrounge another lance to carry to replace it ? (Player trying for everything he can get....).

So, into Round 2:
1) Split attacks - Archer: 5 Howling Spearman 15
2) Combat Rolls - Vs Archers 13 (skill 5) = failure. Vs Howling Spearmen 7 (skill 15), so some sort of success.
3) Damage roll - 10 (on 4d6 !)
4) Horsemanship rolls - a) 15 (skill 16) b) 19 (skill 16)
5) Followers - vs Archers 16 (skill 5) Vs Howling Spearmen 8 (skill 10)
6) Squire Rolls - a) Knight in training 10 (age 18) b) new squire 12 (age 15)

Chris

Merlin
08-03-2010, 10:31 AM
1) Are you going to divide your combat skill between the missile fire and melee? If so, how?
2) Combat rolls - either one or two, depending on your answer to 1!
3) Damage roll - only 1 I'm afraid...
4) Horsemanship rolls - can I have 2, one in case your stead gets wounded by the arrows, and one for if you get hit by the great spears
5) Followers rolls - using an average 15 skill. I guess they ought to pit themselves against the archers and the spears, so lets have two followers rolls, one at 5 against the archers, one at 10 against the spears
6) Squire rolls - should you have any left... Wink

Sir Cynon is back... (after a few days away that netted 4 new castles visited (Bowes, Barnard, Bolton and Middleham), one re-visited (Richmond), 2 Abbeys (Fountains and Jervaux) and 1 Roman Fort (Piercebridge)...oh, and the Royal Armouries museum at Leeds on the way back....

Last round (i.e. round 1) I should have rolled for my squires to give me a replacement lance since mine broke... The knight in training criticals his squire roll on an 18. Aside from giving me my lance does this mean that he has managed to scrounge another lance to carry to replace it ? (Player trying for everything he can get....).

Nice try Chris ;D
Unfortunately, you'd already made your squire rolls: http://www.gspendragon.com/roundtable/index.php?topic=873.msg7614#msg7614, and there you hadn't criticalled!


So, into Round 2:
1) Split attacks - Archer: 5 Howling Spearman 15
2) Combat Rolls - Vs Archers 13 (skill 5) = failure. Vs Howling Spearmen 7 (skill 15), so some sort of success.
3) Damage roll - 10 (on 4d6 !)
4) Horsemanship rolls - a) 15 (skill 16) b) 19 (skill 16)

I rolled a 7 for the archers, and so they succeed.
Do: 4,2,1=7 damage. That's odd and so it strikes your horse. As you failed, your shield doesn't protect your horse.
A charger has armour 5, and so 2 points of damage get through, bringing your steads hit points down to 44 (can you track that for me?)
You now have to make a horsemanship roll at -2 to manage the wounded horse. Your skill of 16 is modified to 14. I see you rolled 15 for your first roll. Sadly that's a failure. According to the rules:
Failure - No attack is possible this round, though if attacked, the knight can fight.
ONE LOSS

The Spearmen seek to take advantage of your wounded horse and attack. They roll a 3 - you rolled higher! Distracted by the horse you are unable to inflict much in the way of damage, but it doesn't matter, it's still a WIN!


5) Followers - vs Archers 16 (skill 5) Vs Howling Spearmen 8 (skill 10)
6) Squire Rolls - a) Knight in training 10 (age 18) b) new squire 12 (age 15)


I rolled a 6 (success) and a 9 (partial success) for your followers' opponents. A stray arrow takes Sir Crispius (Vassal Knight) (I rolled 3) out of the battle...
Your two squires manage to stay by your side, readying themselves to sort out a new mount if needed...

Merlin
08-03-2010, 10:32 AM
So let's try and tot up again:

So let's tot up the results:

Sir Mennon: I'm going to call that 1 WIN : 1 TIE (I'm calling it that for now, although I still want to double check what a Fumble vs. fumble should be)
Sir Pelaran: 1 WIN : 1 LOSS
Sir Madog: 1 WIN
Sir Cynon: 1 WIN : 1 LOSS

Bringing it to a total of 3 WINS, 1 TIE, 2 LOSSES

This is a UNIT WIN, meaning that you can move ahead 1 Zone, but no changes to Army Intensity from you. Costly in terms of followers, weapons and a wounded horse, but you'll start the next round in Zone 7, and so your Unit Intensity could be lower.

Merlin
08-03-2010, 10:36 AM
Scores combined with the other Unit's here:
http://www.gspendragon.com/roundtable/index.php?topic=887.msg7742#msg7742