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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 16, 2014, 09:23 PM

Title: Beleaguered defense - round 2
Post by: tomcat on Jun 16, 2014, 09:23 PM
:arrow: OOC: COMBAT RULES:

1. Each combat round will be 1/4 hour. Roll 1d3 to determine number of opponents around the character for that round. This number will change every round giving the feel that enemies are constantly moving about the character - some may attack, some may not. This allows the characters to interact and also be wounded, as they might be in battle. The kills will count in the main melee and for XP, but it is also there to give the character a bit of bragging rights. I may introduce a captain or lieutenant or some other semi-major NPC that steps up to fight you. If that happens, I will let you know. In this case, we would revert to standard combat for your character.

2. Enemies will roll 2d6 per attacker and will hit on each die result of 1 or 2 for 2d6+3 damage minus any armor protection

3. The number of Enemy attackers above does not imply that that is all of the soldiers the character may attack on his turn. It implies that in the fray of combat, that is how many attackers took a swing at the character.

4. Characters then may roll 3d6 per round and will kill one enemy soldier per die based on the results of each die roll and their current Health/Weariness (consult the chart below)



Healthy/Hale: 1-5
Dazed/Winded: 1-4
Injured/Tired: 1-3
Wounded/Weary: 1-2
Incapacitated/Spent: 1
Near Death: Cannot combat
For the Hardy Edge:
Healthy/Hale: 1-5
Dazed/Winded: 1-5
Wounded/Weary: 1-4
Injured/Tired: 1-3
Incapacitated/Spent: 1-2
Near Death: 1 ... at this level he is Near Death but still swinging his axe. He literally would go down fighting

5. The characters will skirmish one time for each Battle round and must make a Weariness Test TN 10 at the end of the attack. Skirmishes are considered simultaneous combat in regards to results. If a character wishes to get out of the heat of battle, you must announce it and I will then determine what it takes for him to retreat.

MODIFIERS (all that apply will be illustrated here and included in stats below)
Terrain effects by area:
Woods - cause a -5 to movement and reduce Ranged Combat modifier to 0
Light Fortification - units within gain a +2 to Toughness and +3 to Ranged Combat and Support
Mud- units combating within have a -2 penalty to movement and -1 to Command
Dark - all units suffer -2 to any actions due to darkness, except Orc units

[tabular type=4 caption="Free Peoples: Defenders total strength 110 (11 units)"]
[row][head]
Unit Type
[/head][head]
Quantity
[/head][head]
Command
[/head][head]
Ranged
[/head][head]
Melee
[/head][head]
Toughness
[/head][head]
Support
[/head][head]
Movement
[/head][head]
Effective Value
[/head][head]
Special
[/head][/row]
[row][data]Archers[/data][data]
4
[/data][data]
7
[/data][data]
10
[/data][data]
5
[/data][data]
9
[/data][data]
5
[/data][data]
9
[/data][data]
1,800
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-1
[/data][data]
---
[/data][data]
---
[/data][data]
+7
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee - trained[/data][data]
4
[/data][data]
8
[/data][data]
5
[/data][data]
10
[/data][data]
10
[/data][data]
5
[/data][data]
6
[/data][data]
1,760
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-1
[/data][data]
---
[/data][data]
---
[/data][data]
+7
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee - untrained[/data][data]
3
[/data][data]
7
[/data][data]
10
[/data][data]
5
[/data][data]
9
[/data][data]
5
[/data][data]
9
[/data][data]
1,800
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-3
[/data][data]
-1
[/data][data]
-1
[/data][data]
+5
[/data][data]
-1
[/data][data]
-1
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[/tabular]

[tabular type=4 caption="Enemy: Orcs total strength 90 (9 units)"]
[row][head]
Unit Type
[/head][head]
Quantity
[/head][head]
Command
[/head][head]
Ranged
[/head][head]
Melee
[/head][head]
Toughness
[/head][head]
Support
[/head][head]
Movement
[/head][head]
Effective Value
[/head][head]
Special
[/head][/row]
[row][data]Archers[/data][data]
3
[/data][data]
7
[/data][data]
10
[/data][data]
7
[/data][data]
10
[/data][data]
4
[/data][data]
10
[/data][data]
1, 440
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee [/data][data]
6
[/data][data]
8
[/data][data]
5
[/data][data]
12
[/data][data]
13
[/data][data]
5
[/data][data]
8
[/data][data]
1,530
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[/tabular]

[tabular type=4 caption="Enemy: Wild Men total strength 110 (11 units)"]
[row][head]
Unit Type
[/head][head]
Quantity
[/head][head]
Command
[/head][head]
Ranged
[/head][head]
Melee
[/head][head]
Toughness
[/head][head]
Support
[/head][head]
Movement
[/head][head]
Effective Value
[/head][head]
Special
[/head][/row]
[row][data]Archers[/data][data]
2
[/data][data]
7
[/data][data]
9
[/data][data]
7
[/data][data]
11
[/data][data]
5
[/data][data]
8
[/data][data]
940
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee [/data][data]
9
[/data][data]
7
[/data][data]
5
[/data][data]
11
[/data][data]
12
[/data][data]
5
[/data][data]
8
[/data][data]
960
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[/tabular]
Title: Re: Beleaguered defense - round 2
Post by: tomcat on Jun 16, 2014, 09:44 PM
:ooc: First roll for how many rafts land in this round and where:
Roll(2d3)+0: 3,2,+0 Total:5
Locations (bank areas 1-3 top to bottom):
Roll(5d3)+0: 3,2,3,3,1

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 (no darkness penalty)
Wild Men have a Movement of 8 versus TN 15 (darkness penalty of -2, Horn Intimidation -2)
Roll(2d6)+4: 1,3,+4 Total:8 FAILED
Roll(2d6)+4: 4,4,+4 Total:12 FAILED

Total Landed by type:
OI - 4
OA - 2
WMI - 2

I still have to determine the enemies two actions for this round, but I want to put a little more thought into the attack. Be back sometime tomorrow.

Title: Re: Beleaguered defense - round 2
Post by: Telcontar on Jun 24, 2014, 08:43 AM
 :ooc: tomcat, since swiftness allows for another action in combat can Celdrahil roll 4d6 instead of 3 during his battle action?
Title: Re: Beleaguered defense - round 2
Post by: tomcat on Jun 27, 2014, 08:53 PM
:ooc: Hey Tom, I thought about this over my trip to FL and I am going to say no. I am already giving the PC's the ability to kill up to 5 mooks  in a single melee round (granted its 15 minutes). Your Swift Strike will play into effect if you engage in combat with high-value NPC's.

I still have to perform the enemy actions for this round - sorry for the delay. Feel free to start to think of what you guys want to do as the results are simultaneous.
Title: Re: Beleaguered defense - round 2
Post by: Telcontar on Jun 28, 2014, 12:27 AM
 :ooc: well unless they engage and assault the barricade I'm going to keep raining down arrows like a Welshman at Argincourt.
Title: Re: Beleaguered defense - round 2
Post by: Stefan on Jun 30, 2014, 06:53 AM
 :ooc: Nain will be standing his ground with his axe ready looking as surly and intimidating as only a damp dwarf who's up past his bed time carrying a really big axe can.  At least till they get close enough for him to show them why they shouldn't have come across the river on this night.
Title: Re: Beleaguered defense - round 2
Post by: tomcat on Jun 30, 2014, 05:11 PM
:ooc: Okay... after my eternal delays:

Orcs from the south beach area will MOVE into the southern Flank area of the bastion. Their movement is 8 and the TN is 7; penalties are -2 for Mud and -2 Horn Intimidation:
Roll(2d6)+4: 1,5,+4 Total:10
Roll(2d6)+4: 6,6,+4 Total:16

Both are a success

Now I will roll the Orc units attacks against the Free Peoples. I will use the Imperil rules as written in the Helm's Deep sourcebook, but you guys can also destroy a unit by your PC's concentrated kills. Understand, if you engage in melee, you do need to roll to see if you are hit and for how much damage.

Combat is simultaneous in this system so ALL results are applied at the END of the round.

Orc Archers fire from South and North Beach Arena into Bastion Arena against FPI (untrained unit):
TN 16 RC +10, Horn Intimidation -2
OA1 - Roll(2d6)+8: 2,1,+8 Total:11 FAILED
OA2 - Roll(2d6)+8: 4,4,+8 Total:16 SUCCESS

Orc Infantry units attack in the South Flank Arena against FPI (trained)
TN 17 AC +12, Horn Intimidation -2
Orc unit 1 - Roll(2d6)+10: 2,6,+10 Total:18 SUCCESS
Orc Unit 2 -Roll(2d6)+10: 4,4,+10  Total:18 SUCCESS

Wow! both Infantry units to the south are imperiled.

Now the Free Folk -

South Arena Infantry attack
TN 11 AC +10
FFI1 - Roll(2d6)+10: 1,5,+10 Total:16
FFI2 - Roll(2d6)+10: 3,1,+10 Total:14

Both are a SUCCESS and so Orcs are imperiled

Bastion archers fire - 1 group on each of the North and Central units
TN varies RC +10
FFA1 - against WMI1 TN 9 Roll(2d6)+10: 4,6,+10 Total:20
FFA2 - against WMI2 TN 9 Roll(2d6)+10: 4,2,+10 Total:16
FFA3 - against OI TN 11 Roll(2d6)+10: 4,4,+10 Total:18
FFA4 - against OA TN 8 Roll(2d6)+10: 3,1,+10 Total:14

All of these are a SUCCESS
Title: Re: Beleaguered defense - round 2
Post by: tomcat on Jun 30, 2014, 05:32 PM
:ooc: So let me figure out the results:

I need to roll SUPPORT tests now  (TN 15 each) for the imperilled units:

Enemy units attacked by archers:
OI - Roll(2d6)+5: 2,4,+5 Total:11
OA - Roll(2d6)+5: 6,6,+5 Total:17
WMI1 - Roll(2d6)+5: 4,5,+5 Total:14
WMI2 - Roll(2d6)+5: 6,4,+5 Total:15

South Flank Arena:
OI - Roll(2d6)+5: 4,6,+5 Total:15
OI - Roll(2d6)+5: 2,3,+5 Total:10

Free People (+4 for the inspiration)
FPI - Roll(2d6)+5: 5,4,+5 Total:18
FPI - Roll(2d6)+5: 1,6,+5 Total:16
FPI - Roll(2d6)+5: 2,1,+5 Total:12

Okay - losses at the end of the round appear to be 2 OI and 1 WMI, along with 1 FPI (untrained).

Go ahead and roll your attacks if you want to skirmish, but I am not sure I like this combat system. We'll see - the results of the first real melee are reflected on the map. If I keep them, I will give narrative for the round. I want to think about how quickly units die.
Title: Re: Beleaguered defense - round 2
Post by: Telcontar on Jul 01, 2014, 12:43 AM
Doug, shouldnt the rolls be at -4 to land instead of +4?
Title: Re: Beleaguered defense - round 2
Post by: Stefan on Jul 01, 2014, 06:16 AM

Round 1
# of attackers in first melee 1d3
Rolled 1d3 : 3, total 3


PC kills
Rolled 3d6 : 3, 1, 3, total 7


# of attackers in second melee 1d3
Rolled 1d3+0 : 1, total 1


PC kills
Rolled 3d6 : 4, 3, 2, total 9
Title: Re: Beleaguered defense - round 2
Post by: Stefan on Jul 01, 2014, 06:25 AM
First Melee attacker hits
Rolled 6d6 : 2, 3, 5, 6, 6, 6, total 28


Second Melee attacker hits
Rolled 2d6 : 6, 2, total 8
Title: Re: Beleaguered defense - round 2
Post by: Stefan on Jul 01, 2014, 06:28 AM
Damage, first Melee hits

:dmg:
Rolled 2d6+3 : 2, 2 + 3, total 7


Damage, second melee hits

:dmg:
Rolled 2d6+3 : 2, 1 + 3, total 6
Title: Re: Beleaguered defense - round 2
Post by: Stefan on Jul 01, 2014, 06:31 AM
Once the Orcs begin to charge up the beach Nain charges into their midst, swinging his axe and hewing them like saplings while laughing at their simpering attempts to penetrate his mighty dwarven mail.

Armor absorb 7; Nain takes no damage.
6 Orc kills.
Title: Re: Beleaguered defense - round 2
Post by: Telcontar on Jul 01, 2014, 04:18 PM
Celdrahil still atop the barricade bent his bow in quick rapid motions firing into the mass of men upon the rafts.

Rolled 3d6 : 6, 1, 2, total 9

Rolled 3d6 : 6, 5, 2, total 13
Title: Re: Beleaguered defense - round 2
Post by: sdrotar on Jul 03, 2014, 12:16 PM
:ooc: I'm not complaining here (heaven knows I couldn't GM a stiff breeze), but it looks to me that the things that make our characters special and unique in combat -- their differing combat skills, weapons/shields, Order Abilities like Evasion, Favoured Weapon and Swift Strike, and Edges like Warwise -- don't come into play at all here, which may have undesired and unfortunate effects for the PCs. Perhaps I don't quite understand it; please let me know if I got this all correct...

Round 1

Number of Dirnhael's Enemies in melee (1d3):
:00: Roll(1d3)+0: 2,+0 Total:2

Enemy hits on Dirnhael (2d6 each; hit on 1 and 2):
:00: Enemy 1: Roll(2d6)+0:2,3,+0 Total:5 -- 1 hit
:00: Enemy 2: Roll(2d6)+0:4,2,+0 Total:6 -- 1 hit

Enemy damage to Dirnhael (2d6+3 each; subtract 5 for Dirnhael's chainmail Armor absorption (no +3 Parry Bonus for Shield?)= 2d6-2):
:00: Enemy 1: Roll(2d6)-2:6,3,-2 Total:7
:00: Enemy 2: Roll(2d6)-2:4,3,-2 Total:5

:arrow: Dirnhael suffers 12 points of damage; Healthy 0/9, Dazed 6/9

Enemy kills by Dirnhael (3d6; kill on 1-5; Dazed/Hardy edge):
:00: Roll(3d6)+0:5,3,6,+0 Total:14 -- 2 kills

:arrow: Dirnhael kills 2 Enemies

Dirnhael's Weariness Test (TN10; 2d6, Hardy edge +4 = 2d6+4):
:00: Roll(2d6)+4:4,5,+4 Total:13

:arrow: Dirnhael remains Winded due to Damage

Title: Re: Beleaguered defense - round 2
Post by: GandalfOfBorg on Jul 04, 2014, 06:05 AM
OOC: unless hostiles move into my area, my forces stay put until directed otherwise.
Title: Re: Beleaguered defense - round 2
Post by: tomcat on Jul 06, 2014, 09:49 PM
:ooc: I'll update this round in the morning and start a new one. As for this combat system, yes we will use it - it may seem quick but I have already allowed this little skirmish to drag out our game for too long.

Tom - no, the +4  is correct; the enemy has Movement 8 and a -4 penalty for a dice modifier of +4

Shawn - actually, Dirnhael is fine. He did not suffer any hits based on your rolls, as neither of the dice came up with a 1 or a 2. As for your character's traits, that stuff will play into this combat as we move past the mass combat. I will have a couple of bad guys landing that you will be able to face off against and normal combat will be used for the PC's.

As for the mass combat, remember this is an abstract system for the mechanics. I will elaborate the results via our narratives. It is also simultaneous.
Title: Re: Beleaguered defense - round 2
Post by: sdrotar on Jul 07, 2014, 02:25 PM
Quote from: tomcat on Jul 06, 2014, 09:49 PM
:ooc: I'll update this round in the morning and start a new one. As for this combat system, yes we will use it - it may seem quick but I have already allowed this little skirmish to drag out our game for too long.

Tom - no, the +4  is correct; the enemy has Movement 8 and a -4 penalty for a dice modifier of +4

Shawn - actually, Dirnhael is fine. He did not suffer any hits based on your rolls, as neither of the dice came up with a 1 or a 2. As for your character's traits, that stuff will play into this combat as we move past the mass combat. I will have a couple of bad guys landing that you will be able to face off against and normal combat will be used for the PC's.

As for the mass combat, remember this is an abstract system for the mechanics. I will elaborate the results via our narratives. It is also simultaneous.

:ooc: I looked at it again and thought the negative-2 was a dice-roll 2.
Reading is fundamental, kids.  (-D
Title: Re: Beleaguered defense - round 2
Post by: tomcat on Jul 07, 2014, 04:57 PM
:ooc: I forgot to add the inspiration bonuses to the Free People's when they did their Support checks, so they only lost 1 unit.  #:S




The quiet of the evening was taken by the sound and clamour of men vying for their lives against the Shadow. To the south of the bastion, Orcs charged in while bows thrummed and arrows hissed. Nain stood at the van and his axe cut deeply into the oncoming horde. Celdrahil stood atop the makeshift defense as arrows fell around him burying themselves into wood and flesh. The Dúnadan's own bow delivered death to the shapes along the riverbank. Dirnhael and his gleaming sword Vorandúr, along with Edrahil and Fengel, stood just behind the Dwarf's wheeling axe and they, too, dealt death to the invaders who tried to make the landing here.

The chaos of the melee was difficult and the darkness made it that much harder. Men of the North had to judge quickly at a turn whether a shape be friend or foe, and many fell due to an unsure hand, yet Dirnhael was proud to see his two ranks hold their formation against the Orcs as they drove them into the mud. Only Guilin, within the barricade feared as his untrained boys and elders fell to the arrows that rained down on them.

On the river, the leader of the Gibbet King's forces grunted as he saw his soldiers being hemmed on the bank or slain by shaft and steel further up the shore. He yelled to his poleman to press harder and commanded his trumpeters blow their call for war.