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Reading Room - Archived Games (data may be deleted) => Chronicles of the North [LotR CODA] => Chapter 12: Troubles from Home => Topic started by: tomcat on Jun 12, 2014, 08:27 AM

Title: Beleaguered defense - round 1
Post by: tomcat on Jun 12, 2014, 08:27 AM
The companions now ready to assist in the cruel work that needed done, watched as the rafts came ever close. Poles pushed hard against the muddy river bottom, but still the quick current of the Greyflood moved some of them further down the embankment. Other poleman overcompensated for the current and brought their crude crafts up shorter than where the Enemy ranks intended to land. Still, the companions, in their varied locations watched as rafts hit the west bank and emptied their ranks into the town.

Guilin held his arm on high so that the archers within their group could see and as a raft of wild men landed, he brought it down. Arrows hissed into the night and found their marks. The defenders also had the joy to see the enemy fall screaming with the terrible metal spikes of the caltrops shoved through their feet. The man of Tharbad held his sword and axemen back, though, relying on the beleaguered defense to assist against their attackers.




:ooc: One raft of wild men is landing in the primary river embankment area of the map (area 2), I will roll to see how many others land in this round:

First roll for how many rafts land in this round and where:
Roll(2d3)+0: 1,1,+0 Total:2
Locations (bank areas 1-3 top to bottom):
Roll(1d3)+0: 3,+0 Total:3
Roll(1d3)+0: 1,+0 Total:1

The enemy need to make a MOVE roll against the TN for each area to move into that area, so:
Orcs have a Movement of 8, so no need to test against the TN 7's to enter the riverbank locations
Wild Men have a Movement of 8 versus TN 15
Roll(2d6)+8: 2,2,+8 Total:12 FAILED - they are stymied up on their raft and in the river water due to the caltrops

Round 1 map attached below.

The units are labeled:

FPI/FPA - Free Peoples Infantry/Archers
OI/OA - Orc Infantry/Archers
WMI/WMA - Wild Men Infantry/Archers
Title: Re: Beleaguered defense - round 1
Post by: tomcat on Jun 12, 2014, 08:41 AM
:ooc: Okay, my first screw up - each side can collectively make 2 manouevres with their armies, so realistically only two of the Enemy forces could have landed. BUT, this said, I may am going to restrict the TWO manouevre rule for when the units are actually beachside and keep my 2d3 rafts land a round with an attempt to get into one of the three areas.

Characters will also have their actions limited to your standard action count and here is how we will work this:

• if a PC decides not to attack in a round (roll their 3d6 to determine kills), then they may perform any other standard action allowed (and controlled) by their action allowance (cast spells, perform a skill, enact a trait or feat, etc.).
• the PC may still be harmed in a round due to the attacks of the enemy around him
• a PC cannot do both, though, by deciding only to use one Action Allowance (this means, Fengel who has an AA of 4 per round, can't decide to make a Ride Test and then make his 3d6 roll to determine kills in a round)
• I will be introducing NPC enemy leaders that will be standard combat characters; they cannot be harmed by the mass combat rules and must be engaged as normal. If you engage an enemy leader, you may not also roll 3d6 to determine kills - neither will you be harmed by enemy mass combat attacks.
• I am reducing the number of mass combat rolls you will make to once a round instead of twice - this will reduce the mechanical junk that needs done in each round. So, you will likely only kill up to max 5 enemy mooks in around based on the chart.
• any questions ask
Title: Re: Beleaguered defense - round 1
Post by: GandalfOfBorg on Jun 12, 2014, 10:13 AM
Durgil and the men he commands see the orcs land with ease in front of them.  They are still far enough away that the woods provide decent cover.  He looks around and see the men tense to charge the enemy down.  "Draw your weapons but keep quiet and still," he admonishes in a low voice, Silivren uneasy in his own hand.  "We have our orders to wait, but if they come our way, we'll be ready!"

:ooc:Don't think I have any other actions to take at the moment.
Title: Re: Beleaguered defense - round 1
Post by: sdrotar on Jun 13, 2014, 12:38 AM
Dirnhael watched the rafts come to shore, and kept an eye out for invaders that were fortunate enough to wade through the caltrops in the mud.
Those same caltrops kept him, and his allies, from charging. He indicated to his charges to hold.

"Men of Cardolan," he bellowed, raising Vorandur high in the air to catch the shimmering moonlight, "on this night, we send a message to this Gibbet King: his kingdom's boundaries end here!"

Siege-craft (Unit Leadership) +8
:00:
Rolled 2d6+8 : 4, 1 + 8, total 13


:ooc: Dirnhael intends to hold the riverbank, with an eye towards the orc infantry on the right, funneling the wild men into the view of Durgil's archers.
Title: Re: Beleaguered defense - round 1
Post by: Stefan on Jun 13, 2014, 10:15 AM
Nain stood next to Dirnhael, his axe held in both hands, and listened to his words while facing the oncoming orcs.

He said to no one in particular, "I've got your message right here, come and get it ye filthy orc scum"
Title: Re: Beleaguered defense - round 1
Post by: Telcontar on Jun 15, 2014, 05:25 AM
 :ooc: assuming I'm the C in the fort. I'm on my phone so pardon my brevity.

Celdrahil looked around himself at the rudimentary defenses and the men around him. He planted his spear, and jumped  atop the battlement. The son of Gondor pressed the silver horn to his lips and in the sight of his foes challenged them. With a quick motion the horn was by his side and his bow be t sending shafts into his oncoming foes.

Intimidate with horn (+3 intimidate, +2 specialized Power)
Rolled 2d6+5 : 6, 4 + 5, total 15


Arrows shot into the oncoming throng
Rolled 3d6 : 1, 5, 2, total 8
Title: Re: Beleaguered defense - round 1
Post by: tomcat on Jun 16, 2014, 09:16 PM
:ooc: Celdrahil's horn will cause a penalty mod to the oncoming attackers ratings and grant a bonus to ALL of the defenders. Dirnhael's encouraging words will grant a bonus to his warriors (although I think you want to be using your Inspire skill, Shawn, to bolster their courage. Unit Leadership plays into actual combat). Bonuses will last for two rounds.




Celdrahil had the pleasure of seeing his arrows strike true, even in the darkness, and three of the shapes splashed into the river.
Title: Re: Beleaguered defense - round 1
Post by: Telcontar on Jun 17, 2014, 03:03 AM
The distance to his targets was not far and as his one stringed harp sung its melody the war arrows of the Prince of Ithilien sped along a flat plane to bury themselves into the assaulting force. A scream and perhaps a grunt were heard from those struck and the rythmic sound of the raft as it paddled closer to shore was broken by the bodies falling over and plunging into the river. In the pale moonlight the keen eyed could see the bodies sink, then bob to the surface. Their faces pale in the light, arrow shafts pointing their way to the heavens until they rolled backs up and were taken by the current.

Celdrahil still atop the battlement spoke to those in the fort.
"The day shall come again!"
Title: Re: Beleaguered defense - round 1
Post by: sdrotar on Jun 17, 2014, 11:05 PM
Quote from: tomcat on Jun 16, 2014, 09:16 PM
:ooc: Dirnhael's encouraging words will grant a bonus to his warriors (although I think you want to be using your Inspire skill, Shawn, to bolster their courage. Unit Leadership plays into actual combat). Bonuses will last for two rounds.

:ooc: Gotcha. Let's apply the roll to Inspire, then. Thanks.