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View Full Version : Round Three - Sir Meliaunce's Unit



Merlin
08-03-2010, 05:44 PM
This Round’s Army Intensity = Last Round’s Final Army Intensity + 3d6-10 Battle Events
=17 + (4+3+1-10) = 16

Unit Intensity = Army Intensity + Battle Size Modifier + Terrain Modifiers + Battle Zone + Unit Cohesion
=16 + 0 + 0 + 10 (zone 5) -20 (disengaged) = 6

Can Meliaunce roll his Battle score against this and as a unit, you can chose your Battle Maneuvers. I rolled a 4. A straight success, but very low, so you stand a great chance here.

Tychus
08-05-2010, 06:48 AM
I'm expecting we're going to try to charge again. Just waiting for Sir Meliaunce to roll...

Tychus
08-05-2010, 10:16 PM
Merlin, I suggest that if Meliaunce hasn't posted his battle roll by your next visit, you just go ahead and roll for him. There isn't much player input required after all. And for future rounds perhaps you should implement a deadline for replies so the whole battle isn't held up while one person is on vacation or something.

Merlin
08-06-2010, 09:13 AM
...ok, I rolled a 6, low but higher than the 4! That means you will get to charge as desired.

Rolling for your opponents, I get 18 - you know those traitorous knights I mentioned in the introduction, the mean big guys with chargers and Hate Knights? Yep, thems the ones...

Its a straightforward one on one, so what I need from each of you is:

1) Any passions called upon
2) Combat roll (unmodified skills as these guys are also on horse back with lances)
3) Damage roll
4) Horsemanship roll
5) Followers roll (skill 15)
6) Squire roll(s)

silburnl
08-06-2010, 09:54 AM
Sorry for going AWOL. I've been in the 70s for a few days (AKA a small town in Dorset).

1) No passions this time
2) Spear Expertise (20) = 14, success
3) Damage = 33 (assuming we still get the horse's damage 'cuz we're charging, otherwise 22)
4) Horsemanship (17) = 8, success
5) Followers (15) = 7, success
6) No squires left

Regards
Luke

Merlin
08-06-2010, 10:09 AM
Sorry for going AWOL. I've been in the 70s for a few days (AKA a small town in Dorset).
No problems!



1) No passions this time
2) Spear Expertise (20) = 14, success
3) Damage = 33 (assuming we still get the horse's damage 'cuz we're charging, otherwise 22)

I rolled a 4, and so you win. Your 33 damage (yes, horse damage) sends the knight flying from his mount, inflicting a vicious major wound. Clear WIN! Of course, the impact is such that your spear breaks (odd damage). No squires left? I fear that may mean no more lance/spear for you...


5) Followers (15) = 7, success


I rolled a 3 against the followers - your family and friends survive this round unscathed!

bigsteveuk
08-06-2010, 10:43 AM
Hate Traitor knights (13) = 4 13 success
Spear (16 + 10)= 18+6 = 24 Critical
DMG (12d6) = 43
Horsemanship (19) = 19 critical
Bob (18) = 12 success
Ysgarran (15) = 12 success
Follower Fate (15) = 16 Failure

Sir Rhys pulls the reins back on his charger the horse rearing and kicking its forelegs in the air “how can you even dare to take the field you traitorous scum, the trolls of the underworld will suck the marrow from you honourless bones” The horse drops into a charge Sir Rhys levelling his lance at the enemy knights helm.

Merlin
08-06-2010, 01:20 PM
Hate Traitor knights (13) = 4 13 success
Spear (16 + 10)= 18+6 = 24 Critical
DMG (12d6) = 43

I rolled a three for the treacherous scum who still call themselves knights. I think we can safely say that they're not so treacherous anymore ;D



Bob (18) = 12 success
Ysgarran (15) = 12 success

Still got two squires, one of the few. Well done!


Follower Fate (15) = 16 Failure
With a 17 the traitors failed as well, so with a tie you get away with it through mutual ineptitude!



Sir Rhys pulls the reins back on his charger the horse rearing and kicking its forelegs in the air “how can you even dare to take the field you traitorous scum, the trolls of the underworld will suck the marrow from you honourless bones” The horse drops into a charge Sir Rhys levelling his lance at the enemy knights helm.
...and indeed they are ;)

That's TWO WINS : NO LOSSES

Tychus
08-06-2010, 03:41 PM
Sir Baer

Great Sword (20): 17 success
Damage (8d6): 21 (weak!)
Horsemanship (19): 17 success
Followers (15): 9 success
Squire (18): 13 success

Merlin
08-06-2010, 04:32 PM
Sir Baer

Great Sword (20): 17 success
Damage (8d6): 21 (weak!)
Horsemanship (19): 17 success

For the Traitors I rolled a 13 - you WIN. No major wounds or the like, but a WIN nevertheless!


Followers (15): 9 success
Squire (18): 13 success

Against the followers I rolled 17 - that's a fail, and so your companions all make it, as does your squire. No problems!

Merlin
08-06-2010, 04:34 PM
Is that everyone? I think it is - THREE WINS: NO LOSSES! A UNIT TRIUMPH!
-2 Intensity; Move forward 2 Zones through to Zone 7!

Tychus
08-06-2010, 05:29 PM
Nice! Three triumphs in a row. Just a bit further now to the enemy camp.

Merlin
08-09-2010, 12:38 PM
Hi guys, sorry about the delay in moving on - don't get to post much over the weekend, and the fortunes of the other group are not so rosy as yours and so its taking a bit longer to resolve their round...

Hzark10
08-09-2010, 01:10 PM
Hope you all don't mind me reading here as well. Reading your exploits as well broadens my knowledge.

Merlin is right, my group is not doing as well. However, since it looks like we are both going to be in zone 7, can we use the 'Fight with Another' or 'Stand with Another'?

Bob

Merlin
08-09-2010, 02:06 PM
Hope you all don't mind me reading here as well. Reading your exploits as well broadens my knowledge.

Merlin is right, my group is not doing as well. However, since it looks like we are both going to be in zone 7, can we use the 'Fight with Another' or 'Stand with Another'?

Bob


Well spotted! I hadn't twigged yet that you could both now in the same Zone in the next Round

Merlin
08-09-2010, 03:04 PM
Guys, am away later today and for tomorrow and so it may be Wednesday before I can post again - apologies. Take the time to plot and ponder!

Merlin
08-11-2010, 04:42 PM
Hope you all don't mind me reading here as well. Reading your exploits as well broadens my knowledge.

Merlin is right, my group is not doing as well. However, since it looks like we are both going to be in zone 7, can we use the 'Fight with Another' or 'Stand with Another'?

Bob


Are Sir Meliaunce and his Unit prepared to help out Madog his men? They've had a difficult round and are looking to you I think for help!

Tychus
08-11-2010, 05:22 PM
Don't we need to make battle rolls for the next round before choosing our tactic?

Hzark10
08-11-2010, 08:34 PM
Normally, I think you do, but some talk beforehand is not against the rules. Because we had a unit loss, we are disordered this round. If you decide you will fight with us, it frees me from declaring a use of a passion to increase my battle skill. We are already down with a +5 unit cohension and a -10 to combat skills. So, before I/we decide what to do, it would be nice to know if you all will consider coming to the aid of kinsmen.

Bob

Tychus
08-11-2010, 09:55 PM
Right, but depending on the outcomes of the battle rolls, the two units might have some wildly different options available. I don't have the charts in front of me, but aren't there some results that don't include "stand with another" or "attack with another"?

Also I thought there was a rule about having to use heraldry or recognize to find another unit in battle.

From a metagame "this is how the system works" perspective, I think it is more useful to have each unit fend for itself. Just to demonstrate how bad things can get. Most people won't have a companion unit available to help them out in their own games.

Hzark10
08-11-2010, 11:11 PM
I can see that. Well, I'll leave it in your hands then. If you help, great, if not, then that's ok with us.

Bob

silburnl
08-12-2010, 09:30 AM
I think our hands our tied, since neither unit is in a position to perform a Disengaged Action - which is what is required to locate someone else in the battle per the RAW.

If both unit commanders succeed at their battle roll, then there's the Stand w/Another tactic which, if Merlin is amenable, could be narrated as our two units combining to assist each other.

To that end, my Battle roll for round 4 is... a 16 (vs skill of 20).

Regards
Luke

Merlin
08-12-2010, 10:38 AM
Started up a new thread for Round Four: http://www.gspendragon.com/roundtable/index.php?topic=918.0 (http://www.gspendragon.com/roundtable/index.php?topic=918.0)