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#46
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Initially it didn't seem like the battle would go well, but your dwarves put in a massive effort, and the relatively less disciplined orcs were caught completely off guard. Match ups: sub-Tercio v. Orc 1: 15 v. 6 Clerics v. Orc 2: 13 v. 10 Orc 2 was stunned by the resistance that the 5 clerics were able to put up, and that plus the crossbows coming from the woods prevented them from organizing an effective fight. Orc 1 was not used to dealing with a organized formation of soldiers, and even your undermanned formation was easily capable of turning their initial assault back. It didn't help that the orcs started to trip over their own falchions (I rolled a nat. 1 for Orc 1). But your troops were still in the worse overall position, and the orcs refused to give up, despite heavy casualties. |
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#47
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Ho wonderful. It looks like were off to a good start.
Round 4? Clerics: Cast Bless, continue fighting. Crossbowmen: Continue firing at will on the rear left flank of Orc 2. Pikemen: Trip attempts (they should be at +5, +1 from str, +4 from imp. trip) Shieldmen: Kill them orcs. Keep the wall solid. I dont know if youve been including this in your calculations or not, because I certainly forgot about it, but Dwarves get a +1 inherent attack bonus against orcs. I just remembered that recently, lol. I thought Orcs got a bonus against dwarves as well, but I checked the monster manual and I dont think they do, I cant find it under Orcs as Characters. |
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#48
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And Im likin those rolls, keep them up :P Ive been lucky today. I was atthe mall and used a quarter to get a gum bal, and I got 2 gum balls. Yum.
Go dwarves! Heres to hoping they keep doing well. And hoping they get some good experience when they turn the tidesand win the battle I just hope the 5 clerics come out alive. Spellcasters are going to be really valueble, and I think I just wasted 5. I really hope they roll a natural 20 :PAlso, I realized it wednesda, almost thursday, so there were some things about the general economy and stuff I wanted to start doing. I want the blacksmiths to start making Full Plate mail armour. I also want the weaponsmiths to start making dwarven waraxes in stead of handaxe heads. So far thats all I can think of for now, untill Draigs group arrives. Last edited by aikiwarrior; 10-22-2009 at 03:07 AM. |
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#49
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Alright, so I'm gonna make you fund that, you understand. For the Plate it will require 5 lbs iron ore per suit as well as 200 gp (bear in mind that the full cost of Full Plate is 1500 gp). The waraxes will require an investment of 10 lbs ore and 200 gp for 10 of them.
Sorry, but wealth really does matter, and these are big ticket items you're asking for. And yes, I had actually been counting the bonus for being a dwarf, and no orcs do not get a special bonus. Calculating results of Round 4 ... I don't believe this. Tercio v. Orc 1: 12 v. 5 Clerics v. Orc 2: 7 v. 13 Crossbows: 5 dead in Orc 2 Even though tripping a powerful foe was very difficult in the heat of battle, and the tercio took many blows, the shielddwarves were able to ward off the attackers long enough for the pikes to get under their feet and render them prone, except of course for the many which were not dead. Unfortunately things did not go so well for the clerics, because they were directly engaged in melee with the orcs moving among them, it was difficult for them to take the time to cast themselves, and several were cut down by orcish falchions before they could cast. However once they had completed the spell, they were able to hold their own and with the help of the crossbowmen several orcs were also killed. Now, the Orcs have clearly decided that this group of dwarves is too tough to crack, and the remnants of Orc 2 have begun to retreat, all 6 of them. The small remnants of Orc 1, which number 5, lie at the feet of your Tercio, tripped by your warpikes and at your mercy. But they are scrabbling for their feet and trying to run away from you as we speak. Your casualties in this battle: 3/5 clerics 0/11 Crossbowmen In the Tercio: 12/22, both pikes & shields, of which 2 were level 2 Last edited by Adorios; 10-22-2009 at 06:24 PM. |
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#50
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Wonderful, I guess it worked fairly well. I learned a decent amount from this battle. Tercios NEED flank support, lol. I suppose I shouldnt have casted in the heat of battle though, that was probably a mistake.
For the immediate battle actions, I want to try and take the orcs laying at our feet prisoner... If we have the means to hold them (IE rope. Id assume we brought some as we would need some material to leash the dogs we used for tracking, but we might just have leashes too I suppose.) If we dont have the means to hold them, I want to try and execute them. As for the clerics, I want them to start going among the dead trying to find those that are still living, and casting cure minor wounds to the people that might still be alive in order to stabalize them. Fallen clerics should be checked first, followed by the fallen dwarves from the tercio. I should have 6 cure minor wounds available for stabalization if any are still able to be saved. Can you convert domain spells into cures? If so then I should also have 2 cure light wounds, which should be used on the other fallen clerics, if they are able to be saved. If not, then just cure minor. If by chance enough are still alive to expend all the cure minor wounds, then they will heal normally. I know I didnt spend the normal soldiers skill points, but I think it would be obvious for a cleric to have at least some skill points in heal. Were the lvl 2's honour guards, sergeants, or a mix? Also, do we have 6 shieldmen casulties and 6 pikemen or are the numbers uneven? Ill try to make character sheets for the soldiers soon so they have generalized skill layouts. I want the crossbowmen to move in front, and shoot down the retreating orcs, or as many as possible. We will not persue. Further orders depend on the condition of the stabalized dying, if there even are any. As for the items, ok, I wont go for plate mail, or the waraxes. Continue making handaxes, but the full handaxe in stead of just the head. How much would chainmail cost to make? And Ive thought of a new thing Id like to train my troops in
Last edited by aikiwarrior; 10-22-2009 at 08:10 PM. |
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#51
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For the distribution of pike-shielf casualties, I don't care. I'd envisioned them as interchangeable parts of the tercio anyway, so you can have as many as you want. As for the level 2 casualties, did you have honor guards with these people? I'd just assumed a couple of sargeants as higher level stiffeners.
__________________Ok, so for the recovery of the dead, domain spells cannot be converted, only normal spells. Now I think from their Wis (14) they get an additional level 1 and 2 spell, so they should still have at least those two of convert (you can convert into a cure spell of a lower level). Now for who can be recovered, I will roll a d100 for each of your casualties, if it is less than 10 they can be recovered, the first three die are for the clerics, the next 12 are for the normals. Dice Roll:
Chainmail would cost 50 gp and 4 lbs ore per suit. Last edited by Adorios; 10-23-2009 at 12:11 AM. |
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#52
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Ok, I think Im going to hold off on the armour untill I get agood system of income in.
Asfor squad construction, for every 10 soldiers,1 of them is supposed to be an honour guard at lvl 2, and then thers the lvl 2 sergeant, lvl 3 for the shieldmen sergeants. Ok, so for the two that are wounded I will have the two clerics convert their extra spell to a cure light wounds and heal them, that should bring them back to good health. Were we able to take any orcs prisoner? And how many, if any were we able to shoot down? Since everyone is either dead, or healed to relatively good health (Im assuming here that cure light wounds would make someone go from dying to decent health, probably with some damage, but alive. We will rest for a bit to catch our breath, and then one of two options: 1. If we took orc prisoners, we will take them straight back to the fortress. If possible (though not likely) Id like to take the fallen with us. If we cant take them, then try to take the equipment. The orcs we take prisoner would be pack mules. The only thing they would not be allowed to carry are weapons. I realize this may stretch it a little bit, but Id like to try and take the equipment of the fallen orcs as well, though that is much less important, however all the dead bodies of enemies will be looted, and if the soldiers can carry enemy weapons/equipment back, it is theres for the keeping/selling. 2. If there are no orc prisoners, I would like to follow the tracks of the routed orcs back to their base. The unit is no longer allowed to engage, and heavy scouting is a must. They are only to find the location of the orc settlement and leave as fast as possible. |
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#53
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Ah, right forgot about your crossbowmen, let's see if I role maximum again for the effectiveness of your ranged attacks:
__________________Dice Roll:
EDIT: Oh for crying out loud! Since more bolts hit than there are orcs, they are definitely all down, some of them with multiple wounds in their backs. And yes, the two are in good enough health. And yes you can take all but one prisoner, that orc managed to scramble up fast enough to avoid the ropes, but got hit by a pike for his trouble. Go figure. As for whether you want to bring dead/stuff back, that is up to how slow you want your people to move. The armor you've given them is pretty heavy and the weapons are awkward. I would say that they are currently 1 day away from The Fortress at a normal pace. If you load them up with armor or weapons, it will take 2 days, if you load up with armor & weapons it will take 3 days. And yes, you could recover the falchions (the leather armor isn't worth it), and the travel would then take 5 days (think about it, you lost 1/3 of your carrying capacity, and what they are wearing/carrying is already pretty heavy before they start carrying look). And for the level 2s, one was a sargeant and one was an honor guard. Last edited by Adorios; 10-23-2009 at 12:47 AM. |
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#54
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Ok, load them up. They need something for their efforts, and those weapons and armour are too expensive to lose. Id assume they would send a messenger to report the battle?
Ill have the orcs carry the armour, weapons will be carried by the dwarfs, and the orcs will carry the shields on them as well. I added it up, and the 5 orcs should be able to carry all that weight with a 17 str if you devide it evenly. Dwarfs will carry what the orcs cannot. Thank you for your patience and bearing with my uber detailed orientated mind :P While Im on it, how much would scale mail cost to make? |
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#55
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General armor rule: weight/10 in lbs of ore; 1/3rd price (yeah I know plate mail was priced lower than that, but that is because I felt even 500 gp would be too high to expect right now, in the future it will be full price).
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#56
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wow, thats very generous, thanks
, and thanks for the formula. I want the armouries to start making scale mail.
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#57
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How much?
__________________It probably would take a day per suit, not for heaviness reason but because scale mail itself is a very complex construct, the scales have to be laid just so. |
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#58
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1/3 of 50 is 16.6, however you want to round that, and the iron should be 3lb
The armouries shall now construct Scale Mail armour, and the weapon smithies shall now make Throwing Axes in stead of hand axes Edit - Is the formula the same for weapons? Last edited by aikiwarrior; 10-23-2009 at 02:13 AM. |
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#59
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No, because weapons are already cheap, the prices are half. The ore thing is still the same, but it customary to make weapons in lots of 10, probably for obvious reasons. Also, my question for how much was how many suits of armour, it obviously makes a difference to how much I subtract out.
__________________And I think I'll follow normal rounding rules, .5+ round up, .4- round down. Last edited by Adorios; 10-23-2009 at 05:50 PM. |
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#60
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Well, I suppose 10 suits of armour for now, so 170 gold and 30 lbs of iron? Same goes for the throwing axes, 10 of them, so I think thats 40g and 2lbs of iron, if I did the math right.
We will need to find replacements for those that fell in combat as well, so it might be time to search for new potential soldiers. Ill try to figure that out in game tomorrow though, not in game today. Im assuming the same rule applies with wood? for weapons like pikes and spears, are we going to go half cost wood, half cost iron? What about arrows? Also, how many shields can a blacksmith make per day? How many falcions did we collect? I guess this is synonymous with how many orcs did we kill? And did we find anything of any significance when looting the dead bodies? Also, its becoming apparent to me that Im going to need a continuous system of taxation. On the 5th of every month I will collect taxes. My question is: What is the wealth level of the general populous? If I taxed 1 gold per person, would that be a huge amount to take from them? I want to be fair, I dont want to tax the hell out of my people, so Id like to know how much they make on average. Last edited by aikiwarrior; 10-23-2009 at 09:01 PM. |
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