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The Battle of Cliffwall - Round 3

Started by tomcat, Jul 18, 2008, 10:18 AM

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tomcat

Again the opposing forces smashed into one another. Chargers atop their horses weaved between the heavy battlewagons of Harizän and slashed with swords or stabbed with spears. Arrows continued to fall amongst the combatants and they were indiscriminant as to whom they hit and from which side they had come.

Harizän ordered his light cavalry to peel off and race across the field, west, to where Thuidmar had left a small defensive force. If the Sagath could punch through the Éothraim there, they could mount the cliffs and sweep through the plains-folks' archers. With Thuidmar's archers removed, and the tactical advantage of the terrain, the Sagath leader knew he would assure victory.

What the Easterlings did not expect was the tenacity of the Éothraim cavalry. Although the Sagath were greater in number, the more skilled horsemen of Thuidmar charged into the fray, cutting a swath out of the Sagath leaving men dead and crippled on the ground behind them.

The sound of the maimed and dying began to rise over the field to become part of the cacaphony of combat.




ROUND 3

Step 1: Terrain and Situational Modifiers: The terrain offers no benefit in Arena 60 Plains (East or West); Situational mods have been stated on the Battle Map page and bonuses and penalties have been figured into both armies stats.

Step 2: The Order of Battle: Unit Leadership test for initiative-


Harizän
TN n/a Seige-craft +3, Specialty +2
-------------------------
Roll(2d6)+5: 1,4,+5 Total:10


Thuidmar
TN n/a Seige-craft +5, Specialty +2
-------------------------
Roll(2d6)+7: 5,1,+7 Total:13


Step 3: Leader's Position: Thuidmar is on the Outskirts; Harizän is in the Thick of Battle

Step 4: Manoeuvres:


Thuidmar's army:

Manoeuver 1: Commit Archers - archers from Arena Cliffs East commit attack on Easterling Heavy wains formation in Plains East...
TN 10 RC +10, Manoeuvre Mod -10
-------------------------
Roll(2d6)+0: 2,5,+0 Total:7 FAILED

Manoeuvre 2: Press the Attack - heavy cavalry from Plains East commit attack on Easterling Heavy Wains formation in Plains East...
TN 15 Melee +18
-------------------------
Roll(2d6)+18: 2,6,+18 Total:26 SUCCESS [+2 bonus to all armies for Melee combat attacks]

Bonus Manoeuvre 3: Inspire - Thuidmar blows his horns
TN 10 Seige-craft +5, Specialty +2
-------------------------
Roll(2d6)+7: 5,3,+7 Total:15 SUCCESS [+3 bonus to all armies Toughness]


Harizän's army:

Manoeuver 1: Press the Attack - Heavy wains in Plains East commit attack on  Éothraim  Heavy Cavalry formation in Plains East...
TN 5 RC +10
-------------------------
Roll(2d6)+10: 5,6,+10 Total:21 SUCCESS [+2 bonus to all armies for Melee combat attacks]

Manoeuvre 2: Inspire - Harizän and the Sagath give a war shout...
TN 10 Seige-craft +5, Specialty +2
-------------------------
Roll(2d6)+7: 6,4,+7 Total:17 SUCCESS [+3 bonus to all units Toughness]

Manoeuvre 3: Rally - Light cavalry unit re-grouped in Plains West...
TN 10 Seige-craft +3, Specialty +2
-------------------------
Roll(2d6)+7: 1,3,+7 Total:11 SUCCESS [Light Cavalry unit re-grouped]


Step 5: Launch Attacks

Thuidmar attacks in Plains East and West with all available formations:

Plains West Light cavalry attacks Easterling Light cavalry
TN 15 Melee +12, Man Mod +2
-------------------------
Roll(2d6)+14: 5,3,+14 Total:22 Superior success [10 units imperiled, but there are only 7 to imperil... so 7 ]

Plains East Light Cavalry attacks Easterling Light Archers
TN 14 Melee +12, Man Mod +2
-------------------------
Roll(2d6)+14: 3,1,+14 Total:18 Complete Success [4 units imperiled]

Plains East Heavy cavalry attack Easterling Heavy wains
TN 22 Melee combat +18, Man Mod +2
-------------------------
Roll(2d6)+20: 6,5,+20 Total:31 Superior success [13 units imperiled]


Harizän counterattacks in Plains East and West with all available formations...

Sagath heavy wains attack Éothraim heavy cavalry
TN 27 Melee +18, Man mod +2
-------------------------
Roll(2d6)+20: 5,3,+20 Total:28 SUCCESS [13 units imperiled]

Sagath light cavalry attack Éothraim light cavalry in Plains West
TN 21 Melee +11, Man mod +2
-------------------------
Roll(2d6)+13: 4,1,+13 Total:18 FAILED

Sagath archers attack Éothraim light cavalry in Plains East
TN 21 Ranged +10, Man mod +2
-------------------------
Roll(2d6)+12: 6,5,+12 Total:23 Complete SUCCESS [4 units imperiled]


Step 6: Determine Casualties

Thuidmar has 4 Light cav units imperiled in Plains East: no unit losses

Thuidmar has 13 Heavy cav units imperiled in Plains East: 3 unit losses


Harizän has 7 light cavalry units imperiled in Plains West: no unit losses

Harizän has 4 light archer units imperiled in Plains East: 1 unit loss

Harizän has 13 Heavy wain units imperiled in Plains East: 2 unit loss


Step 7: Leaders' Fates

Thuidmar is injured!

Harizän is uninjured

Step 8: Fighting On Of course!
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

[OOC:] Woohoo!! I have finally gotten us to round 4 - now you guys can participate!!   #:S
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]