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Merlin
09-01-2010, 04:23 PM
To recap:

Last Round ended with an Army Intensity of 14 - the main Unit having managed to score a famous Triumph.
We have two units in play, Memnon on his own, and everyone else together again.

The Army Intensity this Round is:

14+(6+5+2-10)=17

Your Unit Intensities are = Army Intensity + Battle Size Modifier + Terrain Modifiers + Battle Zone + Unit Cohesion

For Memnon this is = 17 + 0 + 0 +10 (in Zone 6) +10 (for being alone) -20 (disengaged) = 17
For everyone else with Sir Meliaunce = 17 + 0 + 0 -10 (zone 8 ) = 7!

Can Memnon and Melianunce make Battle Rolls against these and report back? I've rolled a 10 against Memnon (success) and 15 against Meliaunce (a failure)

Memnon
09-01-2010, 05:39 PM
Hi Merlin, welcome back.

Battle (17): Rolled 2 (1d20=2) (http://invisiblecastle.com/roller/view/2671915/)

silburnl
09-01-2010, 06:56 PM
Battle (20): Rolled 11

Tychus
09-02-2010, 03:52 PM
Looks like we won. I suggest we try advancing.

Hzark10
09-02-2010, 04:08 PM
Onward!!
The camp is ripe for the taking!

Madog

Merlin
09-02-2010, 04:13 PM
Hi Merlin, welcome back.

Battle (17): Rolled 2 (1d20=2) (http://invisiblecastle.com/roller/view/2671915/)


That's a partial success. What do you want to do?

Merlin
09-02-2010, 04:15 PM
Looks like we won. I suggest we try advancing.




Onward!!
The camp is ripe for the taking!

Madog


Indeed it is and indeed it is! I'll let you form a consensus over night and post again tomorrow.

silburnl
09-02-2010, 05:14 PM
Looks like we won. I suggest we try advancing.




Onward!!
The camp is ripe for the taking!

Madog


Indeed it is and indeed it is! I'll let you form a consensus over night and post again tomorrow.


Going for the camp will require a Push Deeper (and carries the risk of getting Disordered on a Loss). If we ignore the camp then we have a choice of Attack w/another, Attack, Attack vs Two or Move On Flank.

Given that we are in zone 8 (and contemplating a move on zone 9), do we have to worry about encountering Reserves?

Regards
Luke

Avalon Lad
09-02-2010, 09:20 PM
Go for the camp !

Memnon
09-03-2010, 02:59 AM
Sir Memnon

If possible I will remained disengaged and search for my squires.

silburnl
09-03-2010, 10:38 AM
OK three votes for pushing on to the camp and no votes against so let's Push Deeper. Plunder and lawful booty awaits.

Regards
Luke

lusus naturae
09-03-2010, 10:47 AM
Yep, let's push for the camp. War is not war without plunder.

Merlin
09-03-2010, 03:15 PM
Sir Memnon

If possible I will remained disengaged and search for my squires.


Sadly, as you only scored a partial success, I believe you are unable to remain disengaged. You need a success for that.


A disengaged unit is not in combat at the start of the round. Even so, there is always a chance of an enemy break through or surprise attack, so the commander must still make a roll against Intensity. If the unit commander wins or gains a critical success, then the unit can remain disengaged and its members perform the functions below. Being disengaged does not grant any bonuses to individual skills.

The nearest options you have to this would be Run Away or Pull Back:


Pull Back
Pull Back is an intentional move backwards, in an orderly fashion even while constantly fighting. It is a response to an enemy Attack. Pull Back to get a rest, or to prepare to charge, or whenever you want to get out of combat.

Combat Modifier: -5
Prerequisite: Engaged, Partial Success or Tie at Battle
Zone Change: Maybe
Fight Against: Three random enemy units, Gamemaster chooses 1

Unit Results
Result Effect
Triumph -2 Intensity; unit withdraws 1 zone intact and breaks off, begins as Disengaged next round.
Win Unit withdraws 1 zone intact and breaks off, starts Disengaged next round
Loss Unit recoils 1 zone
Crush +2 Intensity; unit Broken

Run Away
Break off combat at any cost and flee—i.e. rout. This is not combat, but flight. The difference between this and Sprint is that Run Away is usually imposed on fighting men by defeat, while sprinting is voluntarily done by non-combatants. To escape, pit the player’s Horsemanship skill versus the Intensity, or if he is on foot, his DEX versus the enemy unit’s combat skill. If the fleeing unit was disengaged at the start of the round when the flight begins, they get a +20 bonus to Horsemanship or DEX.

Run away when you are obviously outclassed, are being beaten up badly, or under other conditions where superiority is the enemy’s.

Prerequisite: None
Zone Change: Maybe
Fight Against: Player’s choice between three random units.

Unit Results
Result Effect
Triumph Unit moves back 1 or 2 Zones; Disengaged.
Win Unit recoils 1 Zone; Disordered and Disengaged.
Loss Broken next round; +2 Intensity.
Crush Broken next round; +2 Intensity.

I suspect for you Pull Back is possibly best?

Merlin
09-03-2010, 03:23 PM
It sounds like Sir Meliaunce and men are Pushing Deeper. This is against the GM's choice from three random foes. For the possible foes I rolled:

17 - Mounted Mercenaries (not the same unit you encountered earlier)
9 - Spearmen
2 - Howling Warriors

Naturally, in the tradition of the cruel GM that Greg has set for those who follow, I shall go for the Mounted Mercenaries who ride war ponies and are equipped with lances and good armour. Let's have your rolls gentlemen as usual! Remember no bonuses for being mounted or yielding lances as you are matched in this respect.

Memnon
09-03-2010, 03:27 PM
Sir Memnon

I'll pull back.

Merlin
09-03-2010, 03:43 PM
Sir Memnon

I'll pull back.


Ok, possible opponents are:

19 - Beserkers
3 - Screaming Warriors
1 - Elite Axe Men

Shall I be kind or cruel? I think I shall roll 1d3 to decide... and its the screaming warriors (shame, the Beserkers could have been painfully fun!). This unit equiped with swords and shields see you trying to get away, and a number of them dart out to stop your escape. Rolls please!

Tychus
09-03-2010, 04:13 PM
Sir Baer spurs his horse forward:

Great Sword (20): 9 success
Damage (7d6): 19
Horsemanship (19): 1 success
Followers (15): 2 success
Squire (18): 9 success

So we're about to ride into the enemy camp. Is it really considered honorable or chivalrous to ride down and slaughter the noncombatants found there?

Memnon
09-03-2010, 06:33 PM
Sir Memnon

Sword skill (20,+5(MvD)=25): Rolled 6 (1d20=6) (http://invisiblecastle.com/roller/view/2674611/)
_________________________________
Damage (5d6): Rolled 19 (5d6=19) (http://invisiblecastle.com/roller/view/2674619/)
_________________________________
Horsemanship (17) roll #1: Rolled 11 (1d20=11) (http://invisiblecastle.com/roller/view/2674613/)
_________________________________
Followers (15,+(MvD)=20) Rolled 9 (1d20=9) (http://invisiblecastle.com/roller/view/2674614/)
_________________________________
No Squires

silburnl
09-03-2010, 06:35 PM
Is it really considered honorable or chivalrous to ride down and slaughter the noncombatants found there?


Neither honourable or dishonourable in my book. Knights killin' folk is what they do. It is unchivalrous however.

My rolls are:
Sword (20): roll 6, success
Damage (5d6): roll 10
Horsemanship (17): roll 11, success
Squires: n/a (they all ran away the purblind fools)
Followers (15): roll 3, success

lusus naturae
09-04-2010, 10:04 AM
Sir Pelaran sees the enemy camp and only a worthy opponent to beat to get there:

Sword (18): I rolled a 8
Damage (4d6): I rolled a 9
Horsemanship (20): I rolled a 7
Followers (15): I rolled a 13
No squires

Avalon Lad
09-04-2010, 10:56 AM
My rolls are:
Spear (20): roll 12, success
Damage (4d6): roll 18
Horsemanship (16): roll 1, success
Squires: (18) roll 13, success
Followers (15): roll 12, success

Hzark10
09-04-2010, 12:58 PM
Madog's rolls are:

Sword (17): 11 success
Damage (5d6): 14
Horsemanship (17): 17 critical
Followers (15): 10 success
Squire (18): 4 success

Bob

Merlin
09-06-2010, 12:29 PM
Sir Memnon

Sword skill (20,+5(MvD)=25): Rolled 6 (1d20=6) (http://invisiblecastle.com/roller/view/2674611/)
_________________________________
Damage (5d6): Rolled 19 (5d6=19) (http://invisiblecastle.com/roller/view/2674619/)
_________________________________
Horsemanship (17) roll #1: Rolled 11 (1d20=11) (http://invisiblecastle.com/roller/view/2674613/)

For the screaming warriors I rolled a 6. Their skill is 15, modified to 10 as they are unmounted against mounted. This means no damage is done - but the key news is that in terms of your Unit Results, you have scored a WIN.


Followers (15,+(MvD)=20) Rolled 9 (1d20=9) (http://invisiblecastle.com/roller/view/2674614/)


I just rolled a 9 - that's two ties on the trot, how often does that happen! Again, its good news though, as this means they get through unscathed!

Merlin
09-06-2010, 12:49 PM
Rounding up the rolls from Sir Madog's Unit we have the following outcomes so far:



Sir Baer spurs his horse forward:

Great Sword (20): 9 success
Damage (7d6): 19
Horsemanship (19): 1 success
Followers (15): 2 success
Squire (18): 9 success


I rolled an 18, which I fear is a critical success...
Damage: 6,5,4,4,4,3,2,2,1,1=32. Not enough for an automatic knockdown, and with your succesful horsemanship roll you manage to stay on your horse.
You have chainmail and shield (or are you using your 2-handed weapon?) so 18 points are absorbed, with 14 thus received. Not a major wound, but a significant one nevertheless. What are your current hit points now?

Against your followers I rolled an 8, a better success. Looks like (rolls 3) Sir Cynrain (your Vassal Knight) has fallen...

NO WINS : ONE LOSS



My rolls are:
Sword (20): roll 6, success
Damage (5d6): roll 10
Horsemanship (17): roll 11, success
Squires: n/a (they all ran away the purblind fools)
Followers (15): roll 3, success


The mercenaries roll 17, a better success, but not a critical. You receive 4,4,2,2,1=13 points of damage. Pathetic against your armour - nothing gets through and you remain firm in your saddle. Unfortunately, that still counts as a loss. Against your followers I rolled a 20 - they make it with ease as this is a fumble!

NO WINS : 2 LOSSES



Sir Pelaran sees the enemy camp and only a worthy opponent to beat to get there:

Sword (18): I rolled a 8
Damage (4d6): I rolled a 9
Horsemanship (20): I rolled a 7
Followers (15): I rolled a 13
No squires


I rolled a 2 against you - at last a success for Madog's men!
Your damage is paltry, but a win is scored!
Rolling a 9, your followers make it.

1 WIN : 2 LOSSES



My rolls are:
Spear (20): roll 12, success
Damage (4d6): roll 18
Horsemanship (16): roll 1, success
Squires: (18) roll 13, success
Followers (15): roll 12, success


I rolled a 17 against you. Afraid that's a higher success.
For damage 6,6,5,2,2=21. You manage to remain on your horse, and only 1 point gets through to hurt you though. Against your followers I rolled a 7, they win and all hang on in there.

1 WIN : 3 LOSSES



Madog's rolls are:

Sword (17): 11 success
Damage (5d6): 14
Horsemanship (17): 17 critical
Followers (15): 10 success
Squire (18): 4 success


I rolled a 12, another higher success. You're really not having much luck are you :'(
Damage is 4,3,3,1,1=12. Not enough to even scratch that armour or loosen a buckle on your saddle, but sadly another loss. Against your followers I rolled a 19, and so together with your squire, they make it through.

1 WIN FOUR LOSSES

silburnl
09-06-2010, 04:44 PM
Well that's a bugger, those mercenaries have earned their salt today - I guess they didn't like the idea of us getting our hands on their payroll. Anyone heard from BigSteveUK? Not that him winning his bout would alter the unit outcome at all.

At least we managed to avoid a crush thanks to Sir Pelaran's staunch presence, but losing the round means we go into next round disordered and that's going to bite us. Does the -10 modifier get applied to the unit commander's battle roll as well?

Regards
Luke

Tychus
09-06-2010, 04:49 PM
Regarding Sir Baer:


I rolled an 18, which I fear is a critical success...
Damage: 6,5,4,4,4,3,2,2,1,1=32. Not enough for an automatic knockdown, and with your successful horsemanship roll you manage to stay on your horse.
You have chainmail and shield (or are you using your 2-handed weapon?) so 18 points are absorbed, with 14 thus received. Not a major wound, but a significant one nevertheless. What are your current hit points now?

Actually Sir Baer is using a two-handed sword, so no shield. That means 12 armor and 20 damage received, which is a major wound.

bigsteveuk
09-06-2010, 04:51 PM
Sword (20 + 5 mounted)= 17 success
DMG (5d6) = 23
Horsemanship (19) = 1 success
Bob (18) = 14 success
Ysgarran (15) = 16 fail
Follower Fate (15) = 9 success

Wheeling his horse Sir Rhys screams back at the oncoming horde, his sword flashing in his hand.

Merlin
09-06-2010, 05:00 PM
Regarding Sir Baer:


I rolled an 18, which I fear is a critical success...
Damage: 6,5,4,4,4,3,2,2,1,1=32. Not enough for an automatic knockdown, and with your successful horsemanship roll you manage to stay on your horse.
You have chainmail and shield (or are you using your 2-handed weapon?) so 18 points are absorbed, with 14 thus received. Not a major wound, but a significant one nevertheless. What are your current hit points now?

Actually Sir Baer is using a two-handed sword, so no shield. That means 12 armor and 20 damage received, which is a major wound.


Ah, I feared as much. What does that take you down to? If I recall the rules correctly - unless you want to play your bodyguard get out of jail free and roll again card - you need to roll d20 against your remaining hit point level to remain conscious, unless of course you are below your unconscious threshold, and if that is the case, things get messy...

Merlin
09-06-2010, 05:06 PM
Sword (20 + 5 mounted)= 17 success
DMG (5d6) = 23
Horsemanship (19) = 1 success
Bob (18) = 14 success
Ysgarran (15) = 16 fail
Follower Fate (15) = 9 success

Wheeling his horse Sir Rhys screams back at the oncoming horde, his sword flashing in his hand.


I rolled 13 against you for the mercenaries and so you get the higher success! Not enough damage to score a major wound on your opponents, but enough to score the lesser spotted win! Sadly, it doesn't go as well for your companions with one squire lost in the battle somewhere and Sir Urien (your Household Knight) going down under a crit. from one of the mercenaries (I rolled an 18)

That's TWO WINS : FOUR LOSSES

Merlin
09-06-2010, 05:09 PM
At least we managed to avoid a crush thanks to Sir Pelaran's staunch presence, but losing the round means we go into next round disordered and that's going to bite us. Does the -10 modifier get applied to the unit commander's battle roll as well?

Regards
Luke


Looking up what the glossary says, I fear it does:


Combat Skills: When used collectively, “combat skills” includes Battle, Siege, Horsemanship and all weapons (KAP page 112)

Merlin
09-06-2010, 05:12 PM
It looks like a Unit Loss and potentially one downed man. This seems an appropriate point to remind you of the bodyguard bonus in case anyone wanted to take it? I'm also waiting for the resolution of Tychus' / Sir Baer's fate too before we move on.

Tychus
09-06-2010, 07:04 PM
Oh, yeah... I'll use the bodyguard. I'm not sure how many of these rolls I should redo, since it's a little out of sequence. I'll roll them all and you can pick and choose:

Followers attempt inspiration (Loyalty Lord 15): 11 success
Followers combat (15+10): 10+5 = 15

Sir Baer Great Sword (20): 14 success
Damage (7d6): 22
Horsemanship (10): 10 success

Squire (18): 9 success (original roll)

Merlin
09-07-2010, 11:02 AM
Oh, yeah... I'll use the bodyguard. I'm not sure how many of these rolls I should redo, since it's a little out of sequence. I'll roll them all and you can pick and choose:

For convenience, here is the original outcome:





Sir Baer spurs his horse forward:

Great Sword (20): 9 success
Damage (7d6): 19
Horsemanship (19): 1 success
Followers (15): 2 success
Squire (18): 9 success


I rolled an 18, which I fear is a critical success...
Damage: 6,5,4,4,4,3,2,2,1,1=32. Not enough for an automatic knockdown, and with your succesful horsemanship roll you manage to stay on your horse.
You have chainmail and shield (or are you using your 2-handed weapon?) so 18 points are absorbed, with 14 thus received. Not a major wound, but a significant one nevertheless. What are your current hit points now?

Against your followers I rolled an 8, a better success. Looks like (rolls 3) Sir Cynrain (your Vassal Knight) has fallen...

NO WINS : ONE LOSS

And here are the offered rerolls:


Followers attempt inspiration (Loyalty Lord 15): 11 success
Followers combat (15+10): 10+5 = 15

Sir Baer Great Sword (20): 14 success
Damage (7d6): 22
Horsemanship (10): 10 success

Squire (18): 9 success (original roll)


Working through the steps under the rules, first the bodyguard attempt to make their passion roll - great, they've succeeded!
In their inspired state, with the +10 they attempt combat against the foe to see if they are able to interject themselves between them and their Lord. The mercenaries roll a 10, a success, but lower than that of your followers. As they win, Sir Baer gets to try again. Sadly you also lose 2d6-4 of your followers. For this I roll 3+1-4=0. These are skilled followers here!

Now to your efforts.
You rolled a 14, I rolled 11 - that's more like it. You win. You don't inflict enough to achieve major wounds, but you do score a win.
No need to change the original situation with your squire, he hangs on in there like the valiant man he is.

Re-calculating, that now works out to:
THREE WINS : THREE LOSSES

Can it be, surely not, but yes...


Win = half or more knights win or tie

That's a UNIT WIN, snatched from the vile jaws of defeat by the brave followers of Sir Baer! Meliaunce and his men push through to the Enemy Camp! (Will post again later today)

Merlin
09-07-2010, 03:35 PM
Looking up the rules concerning entering the enemy camp, I see there are a number of implications of you having managed this before the end of the Battle:

1) As you're there before anyone else, you get three times the value of loot because you get first pickings. 2) You each get 50 bonus glory.
3) The Army intensity is reduced by 20 for the subsequent Round (you also get a Unit Intensity reduction of -20 for being in that Zone.

Now to Round Six to see what the implications of all of this are!
http://www.gspendragon.com/roundtable/index.php?topic=941.0