
IJD Underwood (Player) wrote:(a lot of gibberish)Is the server hiccuping again? Andrew
Dam! That never occurred to me..... lol Len --- "Kevin Bourne (Mod)" <member+KevinBourne@phoenyx.net> wrote:As some of you are going to notice, this year I have changed the order of your subparts in your actions whenever fudge points are used. I do this by rolling, so I'm not arbitrarily deciding their order. The reason why I am doing this is to prevent people from manipulating the results by putting their key subparts into the slots that are guaranteed success by the fudge rolls. If you have any questions, feel free to ask. Kevin____________________________________________________________________________________ Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ
Action 2 - Winning over the Mahla
Lughwynri, Raenath of Bel'Adne and Ardri of the Rian a'Ardavaerand, sends messengers to the various mahla of occupied Hria and unconquered Hria, seeking to win them over through an offer of autonomy and admission of the Hria magic users into the ranks of the Melcuranin.
The message is simple enough - submit and join us, and your mahla shall prosper beyond anything you could have imagined. Resist, and the full strength of the Ardthoreyn shall be brought to bear to ensure your mahla eventually joins the spread of the Great Work.
Particular effort is placed on the mahlas of Shalpath, Ro, Tora and the Sfiri.
Weight: Single
Difficulty: Hard
Fudge: 4
Subparts:
* Messengers to each Mahla
* Luck
* Response of each unconquered Mahla
* Response of each conquered Mahla
Results: -1 (+,+,-,0) +1(last year)= +2
It looks like the messengers got through the lines, but the unconquered Mahla are still resistant to the Rian invaders. The conquered Mahla don't care to much for the new rulers, but they realize that there are to many of the Rian to resist, so they send messages to the resisting army to have their troops return to the Mahla and stop fighting.
Action 3 - Recruiting the Sentoleyn
Earl Eochaid attempts to recruit the Sentoleyn tribes of the Hria mountain to his campaign - if they join his campaign, they should be able to counterbalance rearguard attacks by Hria forces.
Weight: Single
Difficulty: Normal
Fudge: 0
Subparts:
* Recruiting Sentoleyn
* Military capacity
* efforts to counter Hria guerrillas
* Luck
Results: 0 (0,-,+,+) 0 = +1
Some of the Sentoleyn tribes decide to join the effort, but they do not have any military might to speak of to help in the war effort. However, the Rian rearguard does a good job countering the guerrillas after finding one of their hidden bases.
As some of you are going to notice, this year I have changed the order
of your subparts in your actions whenever fudge points are used. I do
this by rolling, so I'm not arbitrarily deciding their order. The
reason why I am doing this is to prevent people from manipulating the
results by putting their key subparts into the slots that are guaranteed
success by the fudge rolls. If you have any questions, feel free to ask.
Kevin
mmm... a question of relevance for Andrew's rolls - Kevin, did the diplomacy
have a positive impact on the Sfiri and Shalpath mahlas? Or are they
definitely in the unconquered mahla category - Sfiri was the centre of
Eastern Foothills resistance, whereas Shalpath was abandoned by the Hria
army when they retreated to Bega to mount their defence. This last part
would impact on the Duke's action to occupy Shalpath.
And, is it safe to assume that the area controlled by the Ardthoreyn: the
Eastern Foothills (minus the northern mahla of Sfiri) and the eastern Bega
valley through to Ro? And that supplies therefore through this route are
relatively safe (or safer, since there are no active local Hria units there
now?)?
Overall though, *phew* /me wipes some sweat off. A few gambles in this turn
for the Ardthoreyn - had these actions gone badly the military ones would
have been on a very uncertain footing.
Plus, its finally looking up for the Earl and his Eastern Foothills campaign
- he might not be retired to the Great Lake patrols after all hehe ;)
douglas jones wrote:
> Rian a'Ardavaereand
>
<snip>
> Action 4 - Conquering the Nunda'avaerlyrine
>
> The forces of the Arthoreyn are divided between the army of Duke
> Slainte mac Fitz at Ro, and Eochaid mac Echdach in the Eastern
> Foothills.
>
> Duke Slainte divides his forces, sending the 60k to seize the
> undefended Shalpath, only 50 miles from Bega. He leaves a small
> garrisson to hold Ro, reinforced by 10k Home Guard from Bel'Adne. He
> also sends 20,000 of his troops, under Earl Eadberht mac Aeting
> (Northern command), to capture Tora. Duke Slainte's only concern at Shalpath and
> Ro is the fortification of the cities - Earl Eadberht has the more
> pressing concern.
>
> Earl Eochaid continues his effort to crush the Sfiri-based
> resistance.
>
> Weight: Single Difficulty: Hard Fudge: 2 Subparts:
> *Supplies/Logistics *Public Prep *Secret Prep *Subdue during dry
> season
>
Okay. The Fudge Points get refunded, Doug, because they can't be used on
military actions under the new system. Also, sub-parts in a military
action are more appropriately the various areas of operation.
Duke Slainte occupies Shalpath unopposed, and quickly finds that the
reason the Hria abandoned it is that the town's defenses have
deteriorated to the point where it is essentially indefensible in the
dry season. In the rainy season, the Hrians would flood the fields
around Shalpath making it impossible for an attacker to get within siege
engine range.
The Hrian commander in Bega takes the risk of sending 3,000 veterans by
sea to Maripai, and thence to Tora, to join the 7,000 or so local
militia defending the city. He then, under heavy pressure from the Began
mahla, attempts to outflank Duke Slainte at Shalpath with his 20,640
veterans from last year and 10,000 forced conscripts from Bega and its
hinterland.
DUKE SLAINTE:
If Duke Slainte sent 20,000 to Tora, then he himself would only have
59,191--which is close enough to 60k as makes no difference.
The Duke's force has a Battle Value of +4, and the Hrians attacking him
have a Battle Value of +2. The Duke also has a Tactics of +2, giving him
one automatic + on his battle roll.
The Hrian Counter-attack:
(2 + (0++-)) - (4 + (+--0)) = (2 + 1) - (4 - 1) = 0 Stalemate
* Hrian Casualties: 4,492 men, leaving 26,148
* Bel'Adne Casualties: 4,492 men, leaving 54,699
The Hrian counter-attack accomplishes more than the commander had hoped,
but less than the Began mahla had hoped. The two armies spend the dry
season chasing each other back and forth around Shalpath: the Hrians are
never able to get around Duke Slainte to strike at Ro, but Duke Slainte
is never able to disengage and attack Bega before the end of the
campaign season.
EARL EADBERHT:
Earl Eadberht's army has a Force of +1; his men are now seasoned
veterans. His Morale is +2; base is +1, +1 for last year's victories. He
receives a size bonus of +1 for outnumbering the Hria 2 to 1. His Battle
Value is +4.
The Bel'Adne army around Tora has a Force of +1 and a Morale of +1 for a
Battle Value of +2.
The Attack on Tora:
(4 + (-0-0)) - (2 + (+0--) = (4 - 2) - (2 - 1) = +1 Bel'Adne victory
* Hrian Morale Check: (1 + (-0-0)) = -1 Rout
* Bel'Adne Casualties: 1,500 men, leaving 18,500
* Hrian Casualties: 4,500 men, leaving 5,500
Earl Eadberht ekes out a victory by the skin of his teeth. His Tactics
determinant in future battles will be +1. The Hrian army facing him,
mostly peasants, routs. The survivors don't stop running until they
reach Maripai. Tora is now under Beladine control.
EARL EOCHAID:
The Sentoleyn help Earl Eochaid force a battle with the Hrian guerillas.
The Battle Values are the same as last year, +3 for the Bel'Adne, and +2
for the Hria.
The Foothills Campaign:
(3 + (++0+)) - (2 + (-+--)) = (3 + 3) - (2 - 2) = +6 Bel'Adne Victory!
* Hrian Morale Check: (1 + (+0--)) = 0 Pass
* Bel'Adne Casualties: 2,736 men, leaving 16,144
* Hrian Casualties: 8,480 men, leaving 0
Earl Eochaid utterly crushes the Hrian resistance in the Foothills,
thanks to the Sentoleyn intelligence. The Hrians are wiped out to the
last man, earning Earl Eochaid the (perhaps not entirely deserved)
nickname of 'the Butcher'. Earl Eochaid's Tactics determinant increases
to +1; despite the magnitude of the victory, there is a strong feeling
among the troops that Eochaid simply got lucky this time.
Okay. The Fudge Points get refunded, Doug, because they can't be used on
military actions under the new system. Also, sub-parts in a military
action are more appropriately the various areas of operation.
*bump*
Back in December I re-done the map for the Razanian Coast which to me
is still valid as of 1483. No one really provided feedback last time,
so thought I would ask for it now before I get around and put it in
the Razanian Coast / Aryisa pages.
-melanie
On Sat, Jan 5, 2008 at 7:05 AM, Melanie of Ottawa
<melanieottawa@gmail.com> wrote:
> http://smg.photobucket.com/albums/v698/mellian/?action=view¤t=RazanianCoast1478.gif
>
> Done in 6 hours. :p
>
> -melanie
>
> Aryisa
> Action 1 - Peacekeeping and Reconstruction of Western Razania (x,x,x,x,x)
> Type: Strategy, Internal
> Weight: Single
> Difficulty: Normal (I changed this, because you have cut it back to just
> reconstruction, and you didn't go over action limit.)
> Fudge: 0
> Subparts: *Peacekeeping *Reconstruction *Consent *Luck
> Results: 0 (-,-,+,-) 0 +2(Mir) = 0
> It seems the rebellion has gone underground, and the soldiers spent so
> much time looking for them that they did not have much time for
> reconstruction this year. However, many of the commoners are becoming
> tired of the fighting, and are joining with the Aryisans to stop the
> rebels. This, combined with a couple of mages from Myr, allows you to
> find some of the rebel holdouts, and bring them in peacefully.
That in itself surprises Aryisan military, especially the Crusaders,
who are accustomed dealing with hostile and stubborn Razanians since
the arrival of the Asagmari. Same goes for the Razanians who are still
violently resisting from the gradual lost of support from the populace
and those who are peacefully rebelling. There is growing talks and
demands as well for a regional government like is the ones taking form
in Sayn and Non, especially by the remaining Karan nobles and the
Church of Empyrean.
> Action 2 - Bringing Western Razania up to Speed (0,x,x,) - only three
> required for crafts
> Type: Strategy, Internal
> Weight: Single
> Difficulty: -1 Hard
> Fudge: 4
> Subparts: *Crafts *Consent *Laborers *Luck
> Results: -1 (+,+,-,+) 0 = +1
> The local craftsmen are more than willing to help upgrade their
> facilities, and they begin to go to work. However, there is a shortage
> of craftsmen able to come over from Aryisa.
More like a shortage of laborers as craftmen, or genderly neutrally
crafters, and the laborers are two different castes within Aryisa. The
former the skilled workers and the latter the non-skilled essentially.
> Action 3 - The Vanguards (0,1,x,x,x)
> Type: Political, Internal
> Weight: Single
> Difficulty: -1 Hard
> Fudge: 0
> Subparts: *Grand Council *Guardians * Sayn and Non *Political
> Results: -1 (+,0,-,-) 0 = -2
> The Vanguards continue to gain seats, but are unable to bring the nobles
> from Sayn and Non. It also seems like some are associating the violent
> resistance in the west with the peaceful assimilation of Sayn and Non.
The Vanguards looking forward for the return of the Regent who have
been living in Sayn and Non since the agreement was made.
> Action 4 - Integration of Sayn and Non (2,x,x)
> Type: Political, Internal
> Weight: Single
> Difficulty: -1 Hard
> Fudge: 4
> Subparts: *Leadership xfer *Military *Sentinels *Economy
> Results: -1 (+,+,+,+) 0 = +3
> Everything goes smoothly this year.
As this was happening, Regent Valenar have formed a relationship with
the daughter of Archmage Antonidas, Battlemage Jaina, which as brought
some criticism by some of the Crusaders in Sayn and Non while gaining
approval and hope from the local populace as a sign of long lasting
peace and unity among Razanian and Asagmari people.