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Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
Welcome to the red forces thread. Blue force read no further!

Generals. You have been tasked with commanding our glorious forces. Victory is assured, the enemy cannot stand before you!

You have had time to marshal the armies, Of course, with the war being young, I have not had time to write down your order of battle. Let us refresh ourselves.

Army construction.

You all need a commander to represent yourself on the field. Commanders can be rated from 4 to 10, and this is the score you have to roll under to do anything.
Each point of commander skill costs ten points.

Infantry.


The backbone of your forces, they are scored as follows.
Size 4 points per level (is 4 for tiny, 8 for small ect..)
Morale - 4 points per level
Hand to hand - 1 point per level
shooting
1 point per level if range 12" (smoothbore carbines)
2 points per level if range 18" (smoothbore muskets/rifled carbines)
3 points per level if range 24" (Rifled muskets/breech loading carbines)
4 points per level if range 30" (Breech loading Rifles)
5 points per level if range 36"(Bolt Action rifles)


Cavalry

The fancy horsemen are costed as follows
Size 4 points per level (is 4 for tiny, 8 for small ect..)
Morale - 4 points per level
Hand to hand - 2 points per level
shooting
1 point per level if range 12"
2 points per level if range 18"
3 points per level if range 24"
4 points per level if range 30"
5 points per level if range 36"
Heavy cav 4 points.

Artillery

Size 2 points per level
Morale - 2 points per level
Hand to hand - 1 points per level
shooting
4 point per level if range 12"
8 points per level if range 24"
12 points per level if range 36"
16 points per level if range 48"
20 points per level if range 60"

This should be fairly simple. Aim for 3-6 units per battalion.
For reference, here are the basic unit profiles given in the book.



You have a total of 1500 points for your force. If you want to do anything a bit more special, let me know and I can see if there are any specials that would fit.

Good luck generals.

Ps. Though you have been given the red colour, feel free to flesh your imagi-nation out a bit, and let me know what you want to tell your foul opponents.

Copying rules clarifications across the threads!

I'll allow tiny infantry to act as scouts.

Artillery
The first value is for short range (6"), the second mid (up to half) and the third long (half to full).

Horse artillery moves faster when limbered (18" rather than 12" for foot art.), and can limber/unlimber for free at the start and/or end of a turn. - but they are limited to 1 stamina and 24"/48" range. (for smoothbore or rifled)

It's not clear in the books how to cost this (as points are apparently for filthy casuals, as are boards less than 4"x12") - but looking at their example all guns fire at 3/2/1 and you are just paying for the range.

So if you want horse artillery, it should be stamina 1, 24 or 48" range and just call it horse.


Generals!

Cimbri - High command
AtomikKrab - Pref cav
Jesenjin
Slaan
sullat - arty
Triskelli
Notahippie
VendoViper

Grey Hunter fucked around with this message at 15:27 on Jun 30, 2020

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AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

How incompetent should I be? I BOUGHT my way to this position folks and I expect to be RESPECTED!


Grey you might want to give a little more detail on the forces so we understand construction better.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Better Red than Dead!

Jesenjin
Nov 12, 2011
Also are 4 points default for every commander, regardless of how much we spend on him? Or do they cost by default 40 points?

Likewise, can we get an example of what would be considered an okay force for the points given, as I would imagine that any nation would have based on previous wars... And let me stress this, the force may not be greatest or best or most optimal... I just say that it would be grant that we got some kind of "army blueprint" that we could play with.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
Commanders cost 10 points per level, and have to be at least level 4. 8 is considered average - so budget about 80 points each on commanders.

You are each to lead a brigade of 3-6 units - reposting from the OP

quote:

Units can be of the following sizes -

Large - Stamina 4 - May be broken down into 2 small or 3 Tiny units
Standard - Stamina 3 - into 3 tiny units
Small - Stamina 2 - may be broken down into 2 tiny units
Tiny - Stamina 1

Units can be broken down/reformed using one command - units will only be able to reform to their original unit. The main idea of this is to allow cavalry to scout more effectively, but it can be used to cover more ground if needed.

Unit types are as follows -

Infantry - the bulk of your forces.
Cavalry - these could be heavy cav for breaking enemy formations, or lighter cav designed for scouting.
Artillery - the big guns, slow to move, but if put on a hill can fire over other units - they are also very good at causing disruption and morale checks on the enemy.

Every unit has the following stats -
Unit - Units name - go wild.
Type - as above
Armament - what weapon they carry. Smoothbore muskets have a short range, but are cheap!
Hand-to-Hand - how good they are at melee. Average is 6 - higher is better.
Shooting - how good a shot they are. Average is 3 - higher is better.
Morale - Minimum dice score needed to pass a morale check 5+ is average.
Stamina - as above, how many hits they can take before taking morale checks.
Special - a variety of special rules that make units more unique. We may not bother with them for simplicity's sake!

What else is confusing? just so I can explain it better.

Jesenjin
Nov 12, 2011
Also Grey, it would be really nice if you could post who is on this thread in OP, as we cannot go into peanut gallery anymore. This way we could easily divide point between us so we could know how many points each of us has on disposal.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
Done!

Jesenjin
Nov 12, 2011
So if we have 1500 points all together, then each of us have grand total of.... 187.5 points (provided everyone takes field command and we share all point equal).

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

what makes an infantry unit cost its cost for example, a breakdown in detail


Mostly because my math doesn't add up to the points cost doing by hand

Nm I think I got it


Cav:

12 points = size 3
12 points = morale 4
16 points = melee 8
4 points = heavy cav

44 total

Infantry is wrong though
12 for size
12 for morale
6 for melee 6
3 for gun 12" 3

Total is 33 not 36, maybe infantry has gun range 2?

AtomikKrab fucked around with this message at 15:58 on Jun 30, 2020

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
The inf says smoothbore. That's 18" range and 2 points per, which adds up.

It wouldn't surprise me if their examples were wrong, they are very distaining on points.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

I propose to lead a single huge regiment of horsemen using our best weapons and men.


That is to say

16 points for size
20 for morale 2+
20 for melee 10
50 points for bolt action rifles 10
4 points for heavy cav

THEY WILL BE GODS ON THE BATTLEFIELD


ignore me being a skill 4 general for 40 points!



In more realistic terms I feel one elite unit of melee cav and two ranged scout units with more competent leadership will be a better overall mix.

Jesenjin
Nov 12, 2011

Grey Hunter posted:

The inf says smoothbore.

AtomikKrab counted Smoothbore carabines which are only 1 per level, instead of muskets...
Manual is very well written to easily distinguish these two weapon types.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

A more realistic cavalry unit


1x:
Huge = 16
3+ morale =16
Heavy = 4
Melee 10 =20

56 points for an elite force

2x

Huge =16
5+ morale =8
Melee 6 =12
12" carbines at 6 shooting = 6

for 42 points each for horse based scouts

Total of 140 points + general.

Likely will with experienced leadership be more points than the 187 average but then again, horsemen are the glorious representation of our nobles contribution to the battle.

sullat
Jan 9, 2012
YOU CAN'T CUT BACK ON ARTILLERY! YOU WILL REGRET THIS!

seriously though, should be fun. I'll take a closer look at the rules & stuff after work and submit a proposal to His or Her glorious majesty's funding department.

VendoViper
Feb 8, 2011

Can't touch this.
Because the infantry is the backbone of the army I feel safe taking a unit of infantry, but we should get some force composition direction from our leader to keep in mind as well. So that being said I am happy to come back to this to help adapt it to the Army's needs.

Purple Viper Brigade (Infantry)

Commander 8 80pts.

3 x Center Line Infantry Company 96pts. (companies: Blade Laser Blazer)
Standard Size 12pts.
Armed with Smooth-bore Muskets (18")
Shooting skill of 3 6pts. (2x3)
Morale of 5+ 8pts. (I think I calculated this correctly, a check of 5+ is two steps at 4 points per step?)
Hand to Hand of 6 6pts.

For a cost of 32pts. per company.

Commander + 3 Center companies 176pts.

If there are spare points I wouldn't mind a company of rifles to act as dedicated skirmishers

1 x Light Infantry Company 30pts. (company: Phaser)
Small Size 8pts.
Armed with Rifled Muskets (24")
Shooting skill of 4 12pts. (4*3)
Morale of 5+ 8pts. (again assuming I scored this one properly)
Hand to Hand of 2 2pts.

For a cost of 30pts. per company.

If the points are there for my light company 206pts.

VendoViper fucked around with this message at 21:17 on Jun 30, 2020

sullat
Jan 9, 2012
Yeah, in order for the numbers in the book to work, Morale 4+ is three levels of morale, so 6 points total. So base morale is 1+, whereas the other stats you pay full price for the value. So for artillery, I would suggest something like this:

Commander: 8 (80 points)
3 batteries (35 each)
16 pts range
HtH: 1
Size: 4 (8 pts)
Morale: 6 (10 pts)

Total: 185

Unit: 2nd Redlands Light Artillery
Type: Artillery
Armament: 48"
Hand-to-Hand: 1
Shooting: 3-2-1
Morale: 6+
Stamina: 4
Special: Very

Notahippie
Feb 4, 2003

Kids, it's not cool to have Shane MacGowan teeth
Oh poo poo, y'all I just noticed that I'm on the commander's list here. I thought I got to the sign-up thread too late for a command so I've been cheerfully reading all the different threads. You'll have to strike me from the list. Sorry!

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
Are you guys ok being one man down? give you more points to play with per brigade.

#for the record - heavy cav get +1D3 on a charge.

VendoViper
Feb 8, 2011

Can't touch this.
Not a problem for me. Happy to command more companies.

sullat
Jan 9, 2012
Well, that would be 214 points per battalion. If AtomicKrab takes 8 in command, that would be 220 points for the cav. I'm happy with my 185 points in arty, giving us 219 points per infantry battalion. I see VendoViper wants 1 company of skirmishers and then 3 of line infantry in his battalion, that seems like a good layout. I think the goal of the line infantry companies should be to get a volley of muskets off, and then charge home with the bayonet, so High Morale and high HtH would be ideal.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Who needs guns and muskets when we could have swords, bayonets and Élan?

sullat
Jan 9, 2012

Slaan posted:

Who needs guns and muskets when we could have swords, bayonets and Élan?

Exactly. Thinking it over, hand to hand points are absurdly cheap. Might get a bunch of points in it for my artillery unit. We can affix bayonets to cannons, right?

VendoViper
Feb 8, 2011

Can't touch this.
I assumed 6 was the maximum for hand to hand? If it isn't yes I would like my center companies to be made up of the burliest curs we can find. So with the extra points available it sounds like having a light company with rifles shouldn't be a problem.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Grenades, big hats and cutlasses for the center :black101:

sullat
Jan 9, 2012
6 was the number in the infantry's example. The cavalry had 8, I think. Grey might know if there's a maximum, but sky's the limit until then. Chainsaw bayonets for everyone!

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
The book suggests 9 as a max HTH for an elite unit, but gives no hard limit.
BTW, I'm giving every infantry unit the form square special ability - its free anyway, and it saves book keeping.

For a level playing feild, here is the speicals plus cost/effect.



Lets say 24 hrs to hash out your units, so this doens't drag on for ever.

Grey Hunter fucked around with this message at 07:47 on Jul 3, 2020

sullat
Jan 9, 2012

Grey Hunter posted:

Lets say 24 hrs to hash out your units, so this doens't drag on for ever.

Alright, sounds like Decision Time. Going out of town for the holiday weekend, so I might be out of reach until Sunday, so here's what I'd propose:

Cavalry: AtomikKrab's cavalry: 220 points. 1 x elite brigade 2 x scouts.
Artillery: Sullat's artillery: 220 points. 4 batteries
Infantry: VendoViper's proposal has 3 line companies and 1 light company per battalion: 206 points. Need 5 infantry battalions.

Total: 1470 points. That gives us 30 extra points to find a home for. 2 extra points of Hand to Hand for each of the line companies would be my recommendation, but hey, I'm not in command. Or we might want to throw a few extra points into morale for our heavy cav so they don't break and run the first time they get a scuffed knee. If any of the other infantry commanders want to customize their battalion that's cool too... but we are running out of time.

1 Cavalry battalion:

quote:

1x:
Huge = 16
3+ morale =16
Heavy = 4
Melee 10 =20

56 points for an elite force

2x

Huge =16
5+ morale =8
Melee 6 =12
12" carbines at 6 shooting = 6

for 42 points each for horse based scouts

Total of 140 points + general.

1 Artillery battalion:

quote:

Commander: 8 (80 points)
4 batteries (35 each)
16 pts range
HtH: 1
Size: 4 (8 pts)
Morale: 6 (10 pts)

Total: 220

Unit: 2nd Redlands Light Artillery
Type: Artillery
Armament: 48"
Hand-to-Hand: 1
Shooting: 3-2-1
Morale: 6+
Stamina: 4
Special: Very

5 infantry battalions:

quote:

Commander 8 80pts.

3 x Center Line Infantry Company 96pts. (companies: Blade Laser Blazer)
Standard Size 12pts.
Armed with Smooth-bore Muskets (18")
Shooting skill of 3 6pts. (2x3)
Morale of 5+ 8pts. (I think I calculated this correctly, a check of 5+ is two steps at 4 points per step?)
Hand to Hand of 6 6pts.

For a cost of 32pts. per company.

Commander + 3 Center companies 176pts.

If there are spare points I wouldn't mind a company of rifles to act as dedicated skirmishers

1 x Light Infantry Company 30pts. (company: Phaser)
Small Size 8pts.
Armed with Rifled Muskets (24")
Shooting skill of 4 12pts. (4*3)
Morale of 5+ 8pts. (again assuming I scored this one properly)
Hand to Hand of 2 2pts.

For a cost of 30pts. per company.

If the points are there for my light company 206pts.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

I could use more morale for my scout cav. 8 points to get them to 4+

Though I will note our morale is kinda weak across the board on the infantry.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
I agree, more morale for the cavalry is a good idea. As much as joking about élan is fun, we can take points out of hth to get better infantry morale or guns or those light skirmishers.

It does depend on the map though

sullat
Jan 9, 2012
I put my morale at 6 because it's cheap for arty and we don't want them to abandon their guns during an artillery duel. Remember at first St. Croissant where an entire German division routed on the first day? We don't want that to happen here.

VendoViper
Feb 8, 2011

Can't touch this.
So I think there is a slight error in your total, AtomiKkrab (with 4+ morale on the regular cav) is 156 points, Artillery at 220 and 5x of my Infantry Battalion design is 1030 points. That has us at 1406 points, which is 18.8 points per infantry battalion to buff them up.

Bumping the moral of each center company to 4+ is an idea, that would be 12 of the 18.8 points per battalion.
Giving the light companies the special rule of Crack Shot letting them re-roll any failed shots would bring us to 15 of the 18.8 points per battalion.
Then bumping each center companies HtH up to 7 is another 3 points, getting us to 18pts.

Proposed Infantry Battalion

Commander 8 80pts.

3x Center Company

Size: Standard 12pts.
Armed with Smooth-bore Muskets (18")
Shooting skill of 3 6pts. (2x3)
Morale of 4+ 12pts.
Hand to Hand of 7 7pts.

For a cost of 37pts. per company.

1 x Light Infantry Company 30pts.
Small Size 8pts.
Armed with Rifled Muskets (24")
Shooting skill of 4 12pts. (4*3)
Morale of 5+ 8pts.
Hand to Hand of 2 2pts.
Special: Crack Shot (re-roll failed shots) 3pts.
For a cost of 33pts. per company.

Battalion Cost: 224pts.

With 5 of these battalions, AtomikKrab's horse and sullat's guns we are at 1496 points. I recommend that either the heavy horse or one of the guns take a special rule or slight HtH bump to eat up the last 4 points.

[e]Obviously all of our infantry are able to form square.

VendoViper fucked around with this message at 18:03 on Jul 3, 2020

Jesenjin
Nov 12, 2011
I am all for default battalion.
Got too little time to fine tune my units (although I would have loved to get a small skrmish or dragoon unit with maximum weapons just to harras enemies from afar)

VendoViper
Feb 8, 2011

Can't touch this.

Jesenjin posted:

I am all for default battalion.
Got too little time to fine tune my units (although I would have loved to get a small skrmish or dragoon unit with maximum weapons just to harras enemies from afar)

If you are interested and command approves, I could take a crack at designing you a more mobile element of dragoons to fit inside the points of one of the infantry brigades, however I would caution against taking out too much of our army's beef.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
Commander please list your final OOB.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Our high command hasn't even posted in this thread.

Jesenjin
Nov 12, 2011

VendoViper posted:

If you are interested and command approves, I could take a crack at designing you a more mobile element of dragoons to fit inside the points of one of the infantry brigades, however I would caution against taking out too much of our army's beef.

If you are up for it, sure. But maybe make it a little bit weaker pointwise, and distribute the leftoverpoint to other infantry units.

VendoViper
Feb 8, 2011

Can't touch this.
Artillery:

Commander: 8 (80 points)
4 batteries (35 each)
16 pts range
HtH: 1
Size: 4 (8 pts)
Morale: 6 (10 pts)

Total: 220

Unit: 2nd Redlands Light Artillery
Type: Artillery
Armament: 48"
Hand-to-Hand: 1
Shooting: 3-2-1
Morale: 6+
Stamina: 4
Special: Very

Cavalry
Commander 8 = 80

1x:
Huge = 16
3+ morale =16
Heavy = 4
Melee 10 =20

56 points for an elite force

2x:
Huge =16
5+ morale =8
Melee 6 =12
12" carbines at 6 shooting = 6

for 42 points each for horse based scouts

Total of 220 points + general.

Dragoons
Commander = 7
3x:
Size: Standard = 12
Morale: 5+ = 8
HtH 3 = 3
Shooting (24") 3+ = 12
Special: Marauder = 5

Total 190

Infantry
4x Battalions

Battalion:
Commander 8 80pts.

3x Center Company

Size: Standard 12pts.
Armed with Smooth-bore Muskets (18")
Shooting skill of 3 6pts. (2x3)
Morale of 4+ 12pts.
Hand to Hand of 7 7pts.

For a cost of 37pts. per company.

1 x Light Infantry Company 30pts.
Small Size 8pts.
Armed with Rifled Muskets (24")
Shooting skill of 4 12pts. (4*3)
Morale of 5+ 8pts.
Hand to Hand of 2 2pts.
Special: Crack Shot (re-roll failed shots) 3pts.
For a cost of 33pts. per company.

Battalion Cost: 224pts.


Grand Total: 1526
Artillery: 220
Cav: 220
Dragoons: 190
Infantry: 896

Not sure where to cut the fat, but my guess is we drop a light company from one of the battalions.

sullat
Jan 9, 2012
Yeah, have one of the infantry battalions act as a reserve and drop the scouts/rifles from them, they won't need it.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

AtomikKrab posted:

Our high command hasn't even posted in this thread.

Okay, I messaged them and have had no reply.

Like Napeoleon, your commander seems to have been struck down on the eve of battle!

I one of you wants to take command, you will be able to do double duty and keep a brigade. (you get two commanders)

For now, I'll accept your force as above with the removal of one scout unit in the last brigade.

here is the map. you may march on at any point and at any time on the red edge. the start time will be 6 am. (this allows you to send the scouts ahead of the main body if you so choose.)[/b]



You may now plan your battle!

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sullat
Jan 9, 2012
Alright, first of all, let's take roll call. We've got 7 battalions that need commanders. Post your preferences, the sacred rite of dibs is followed in His/Her Majesty's forces.

1 Infantry: VendoViper
2 Infantry:
3 Infantry:
1 Reserves
1 Dragoon
1 Cavalry
1 Artillery: Sullat

Second: Plans. We know the villainous Blues, no doubt led by the terrible General Bluecher are out there somewhere. I suggest we move the bulk of our forces up to the defensive line of the hills like so, and then send out scouts to locate the bulk of the enemy so he can be pinned and then crushed. I don't mind getting a later start, let the men (and more importantly, the officers) get a good breakfast under their belts. Send the scouts out first and then the rest of the army follows.

Left Column: 2 infantry battalions. Center column: 1 infantry, 1 reserve, 1 arty battalions. Right column: Cavalry & Dragoons.

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