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File: Apocalypse Raider.jpg (212 KB, 640x960)
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Lands owned: Saltmarch (Current capital and your town [6000 freemen, 400 slaves]), The Flats (Rathadu's town [800 freemen, 700 slaves]), Berkeran (Balak's town [1400 freemen, 200 slaves])
Current generals: The Berkeran Traveller (Balak), You, Rathadu, and the merc general (Murdas Brukus)

Army: 400 Rattle-Tail heavy Cav, 800 Crimson Chosen, 500 veteran elite raiders, 2000 elite waster raiders, 200 gladiators, 3000 waster raiders, and 300 gunner infantry. (7000 men)
Mercenary army: 200 elite merc cav, 700 veteran merc shock infantry, 500 merc elite shock infantry, 600 elite crossbowmen, and 1000 elite merc raiders. (3000 men)
+Huge population, and therefore military boost+
+Starting to see immigrants from poorer parts of the Kurrlon empire as your empire grows+

For the last few months of peace, you spent building grain exchanges, tilling good soil and re-fertilizing the arid. You and your men had started to get used to the settled and peaceful life of agriculture when you realized your predicament: you only really had men. There were hardly any women in any of the cities. Opening your gates to ruffians and wasters had deterred most civilians and women most of all. If you were to keep going like this, your population would stagnate:
>Write in
Roll 1d100

Through your talkings with Y'arak and Black-Hands Deal, you found that recently the town of Harlotsville had been under the king's glare. The growing underground and illegal prostitution in the place had disgusted the noble sensibilities of the king, and so he sent one of his legions forth and ordered them to kill all those who support the foul deeds. The citizens of the town were not happy, and the lord least of all. Maybe he could prove an effective ally?
>Write in
Don't need to roll

Free rein to choose what Urizen does. If there is no consensus, I'll just roll a die.
>>
Rolled 35 (1d100)

>>3389023
If I could I would suggest we offer to extend protection to Harlotsville in return for women? Life under the great Urizen is surely better than some shithole. Yeh.
>>
>>3389023
Archive of previous threads here: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Apocalypse+Raider+Quest
>>
Rolled 52 (1d100)

>>3389053
Yeah, we could take some women from Harlotsville and pray to the gods to purge the disease from their flesh
>>
Rolled 41 (1d100)

>>3389023
>>3389053
Support this, with the addition of raiding the other Kurrlon settlements for women and loot, Viking style. Be sure to prioritize vulnerable and isolated areas. The threat of our army has to have the bulk of their forces mustering and gathering up for a fight with us. That means everything not around that army is more vulnerable as fighting men are pulled away. We can set fire to their rear areas and heartland once their army moves into our territory.
>>
Rolled 96 (1d100)

>>3389053
>>3389063
>>3389143
35-20 (from elite units, oil monopoly and your fantastic charisma) = 15
Rolling for the small raiding parties and Harlotsville's kings response
>>
>>3391134
You had the most elite and fastest of the raiders attack small villages and settlements, taking and kidnapping as many women as possible. You enslaved these women and had them bear the children of their captures (messed up, I know). Next, you left Saltmarch with your Rattle-Tail bodyguard and came to the town of Harlotsville. You offered the lord of that town oil and gold so that you could buy his slave women and prostitutes for your men, which made the lord very happy. You would stay with contact with his town for the women he provided, and, eventually, the non-aggression pact that he gave.
Now that you had an increasing population and a stable economy, it was time for war. You knew that Kurrlon had begun levying out the surrounding loyal cities and was amassing its army as you spoke, and you now had to act.
>Launch a large raid on a town to make them sally out their men prematurely
>Ask for a parlay, so you can speak to your enemies leader
>Split the forces and raid two towns
>Write in
You can choose two actions (Apart from option 1 and 3 because they're mutually exclusive) and you can choose the towns to raid (Decide between raiding Buckport, Tridents Rest, Gurvon, Black-Hands Deal or the Kadine Pass)

Lands owned: Saltmarch (Current capital and your town [6500 freemen, 600 slaves]), The Flats (Rathadu's town [1000 freemen, 900 slaves]), Berkeran (Balak's town [2000 freemen, 400 slaves])
Current generals: The Berkeran Traveller (Balak), You, Rathadu, and the merc general (Murdas Brukus)

Garrison: 200 militia in The Flats, 400 militia in Berkeran and 600 professional soldiers in Saltmarch
Army: 400 Rattle-Tail heavy Cav, 800 Crimson Chosen, 500 veteran elite raiders, 2000 elite waster raiders, 200 gladiators, 3000 waster raiders, and 300 gunner infantry. (7000 men)
Mercenary army: 200 elite merc cav, 700 veteran merc shock infantry, 500 merc elite shock infantry, 600 elite crossbowmen, and 1000 elite merc raiders. (3000 men)
+Huge population boost to all towns and plus 200 slaves+
+Non-aggression pact with Harlotsville and Y'arak+
>>
>>3391219
>>You enslaved these women and had them bear the children of their captures (messed up, I know)
Hans...
>Launch a large raid on a town to make them sally out their men prematurely
Attack the Kadine Pass, to cut off Kurrlon from the cities to the North.
>>
>>3391239
We’re cannibal raiders. Nothing is fucked up to us. Raiding for food and women is just another work day for us.
>>
>>3391252
True
>>
>>3391252
See, there's a difference between being a cannibal for survival and eating a small portion of a defeated great warrior or chieftain for a part of their soul. Maori warriors had a long-lasting tradition of eating the flesh of their beaten enemy for their 'mana.' The thing that separates The Black-Tooth Biters from normal wasters is that they prefer to eat humans, and even their own babies and weak (one of the many reasons that caused homo-sapien relatives to go extinct). It's kinda like how steppe peoples use to collect scalps of their enemies as a sign of their abilities as warriors (although this is also done by the wasters).
We are cannibals, but we still maintain our principles!
>>
>>3391287
However, this is my point of view.
>>
>>3391287
>collect scalps
That shit always grossed me out. Why couldn't they pick a less nasty body part? Like a finger?
>>
>>3391390
We can cut off their children’s foreskins and sell them as cosmetics to wealthy women. Or just use the goyish infants and their foreskins as blood sacrifice in accordance with Talmudic law.
>>
>>3391411
Warrior jews?
>>
>>3391411
While I would be interested in warrior jews, we run the risk of making merchant jews.
>>
>>3391239
>>3391252
>>3391258
>>3391293
>>3391390
>>3391411
>>3391467
You decide that the best cause of action is by cutting the trade and movement of cargo by raiding and holding the Kadine Pass: A town built between the north and south of the kingdom, and a valuable choke point. You decided to attack at full strength, with both the mercenary army and the home-grown one. You'll divide the forces and have the mercenary general cut all the food and water going through the pass, and have him administer all other routes to the northern towns.
If you were to keep your good standing with those who traded with you, you had to find a way to make the attack seem defensive, and for you to be the underdog.
>Raid without showing it's you, and when Kurrlon retaliates, it will be without proper cause.
>Have the non-aggression pact with one of the towns be known to the enemy, then when they attack the town for betrayal, fight them in defense of your allies
>Have people spread your religion as a cult in Kurrlons towns, and when they show aggression towards your culture, fight for your gods
>Write in
>>
>>3391508
>Have the non-aggression pact with one of the towns be known to the enemy, then when they attack the town for betrayal, fight them in defense of your allies
>>
>>3391508
>Have the non-aggression pact with one of the towns be known to the enemy, then when they attack the town for betrayal, fight them in defense of your allies
Bismarck says hello
>>
Rolled 80 (1d100)

>>3391556
>>
>>3391558
Don't need to roll
>>
>>3391523
>>3391556
>Have the non-aggression pact with one of the towns were known to the enemy, then when they attack the town for betrayal, fight them in defense of your allies

You sent a message to Kurrlon saying that there was reason to believe Charlottesville is in cahoots with the new wastelander kingdom. The king was so enraged by the new information that he gathered up all the possible professional men and marched them with their best general at the head. The scouts and spies reported that there must have been ten thousand men (if you had let them completely mobilize their forces, they would have more than double that). Once you dealt with this army, you could take all the land that you wanted from the cruel oppressors. You let their men raid and pillage the countryside of Harlotsville before you intervened. You had made a fortified camp in the sorrounding canyons and mountains, and waited for the enemy army to march past your hidden location:
>Attack the army at night, when it's in camp
>Garrison your men at Harlotsville
>Meet them in the field
>Ambush while they're marching
>Siege The Kadine Pass behind the army, so that they are forced to attack, or suffer greatly from attrition
You can choose more than one option (splitting up the army) but you'll have to roll 1d100 for each option chosen

Army: 400 Rattle-Tail heavy Cav, 800 Crimson Chosen, 500 veteran elite raiders, 2000 elite waster raiders, 200 gladiators, 3000 waster raiders, and 300 gunner infantry. (7000 men)
Mercenary army: 200 elite merc cav, 700 veteran merc shock infantry, 500 merc elite shock infantry, 600 elite crossbowmen, and 1000 elite merc raiders. (3000 men)

Enemy Army: 500 horsemen, 1500 veteran elite Kurrlon soldiers (Third line), 3000 elite Kurrlon soldiers (Second line), 4000 Kurrlon soldiers (First line), 600 green Kurrlon soldiers (Javelineers), and 400 gunners
(No militia because the army was gathered up quickly)
>>
Rolled 55, 54, 73 = 182 (3d100)

>>3391679
>Ambush while they're marching
>Garrison your men at Harlotsville
>Siege The Kadine Pass behind the army, so that they are forced to attack, or suffer greatly from attrition
>>
>>3391739
The rolls are for Ambush, Garrison and Siege respectively.
>>
Rolled 24, 67 = 91 (2d100)

>>3391679
>Attack the army at night, when it's in camp
>Attack them while marching
Wear them down. Give them no rest and put the fear of the Wastes into the softskins
>>
>>3391467
As long as the merchants know their place. And the Kohanim. They are below the warrior elite. As it should be. Just because it didn’t work for the Jews or the world in OTL doesn’t mean it won’t work here.
>>
Rolled 87, 78 = 165 (2d100)

>>3391679
>Ambush while they're marching
>Attack the army at night, when it's in camp

Combine these. Just a small ambush meant to cause some damage and confusion, and at night while they are recovering we hit them hard.
>>
Rolled 49, 24 = 73 (2d100)

>>3391739
>>3391742
>>3391746
>>3393360
Best for an ambush while marching is 55 - 15 (You have the positional advantage, better offensive weapons, and better provisioned and rested [Each advantage is -5, unless it's a biggun, which means -10]) = 40
Best for Attack the army at night, when it's in camp is 24 - 20 (Night advantage, better offensive weapons, scary wasters, and better provisioned and rested) = 4

Now for the enemies rolls:
The first roll gets -20 (Better army, better military structure, and better equipment)
The second roll gets -25 (Well made and fortified camp, better army, better military structure, and better equipment)
>>
>>3394640
Oh oh, looks like two close losses (that were pretty dependent on the modifiers)
Will write soon
>>
DAMN THESE SWINGY ROLLS
>>
>>3394711
One possible solution is having a fixed DC, and then rolling a small die (d5? d10?) to subtract from that DC to represent the random element.
>>
>>3394643
>>3394711
>>3394754
You set up your best and boldest men at a small river crossing with large rocks and boulders to hide them. You put your raiders with the veterans at the head at the passes front, and the crimson chosen as well as the gladiators at the flank. You set up the merc forces as a second force for boosting the line. The cavalry was waiting with the flanking force. When the army came, it was not as a line with wagons at the back, but as several large squares of marching soldiers. You had never seen such coordination, and your plan may not go as thought. Once the armies cavalry got into position, you jumped up from the shallow ford and signaled the men to attack, with mixed results. The first few minutes were with large casualties on their side, but once they gained their footing, the battles odds completely flipped on their head: their squares of men brought out their oval shields and formed an interlocking shield wall against the raiders attacking their side, and they held small spears that deterred many of the new wasters. Their cavalry beat yours, and you were forced to retreat before it became a large defeat. Luckily your men navigated the rocky terrain with ease, and their men could not follow.
>>
>>3394764
This failure was not good, considering it scarred all your men, and showed weakness, so you decided to fight the approaching army at un-even footing: by attacking using the veil of the night. You had the mercenary units attack from one side of the camp under Rathadu's command, and you attack with the raiders on the main side. The enemy army had constructed their camp on a large plain hill, and had cut down trees to use for temporary walls for the fort. If you were to defeat this superior menace, you would have to think strategically, so you used the valuable oil to its extreme, and had small bands of well-trained scouts lacquer some of the walls with oil, and crossbowmen with flaming bolts ignite it, causing the fire to spread and ignite some of the tents as well. You sent your men in, and had them attack in formation, with the best fighters behind to replace the greener ones once they got winded. The ensuing battle was a success, but with many casualties on both sides. The enemy army fleed after their general commanded it, and you took count of the losses of both skirmishes:

Army: 400 Rattle-Tail heavy Cav, 740 Crimson Chosen, 480 veteran elite raiders, 1400 elite waster raiders, 80 gladiators, 1600 waster raiders, and 300 gunner infantry. (5000 men)

Mercenary army: 200 elite merc cav, 600 veteran merc shock infantry, 300 merc elite shock infantry, 500 elite crossbowmen, and 700 elite merc raiders. (2300 men)

Enemy Army: 350 horsemen, 1000 veteran elite Kurrlon soldiers (Third line), 2000 elite Kurrlon soldiers (Second line), 2500 Kurrlon soldiers (First line), 300 green Kurrlon soldiers (Javelineers), and 350 gunners. (6,500)

TL;DR First action is a defeat with minimal losses, and the second is a success with major losses (Pyrrhic victory)
You now had to think of another course of action:
> Ask Harlotsville for support
> Garrison in Harlotsville
> Retreat back to Saltmarch
> Ask for Y'arak for support
>Ambush while they're marching
>Siege The Kadine Pass behind the army
>Meet them in the field
Roll 1d100 (If more than one option is chosen, then roll more than 1d100)
>>
Rolled 72, 54 = 126 (2d100)

>>3394766
>Garrison in Harlotsville
>Siege The Kadine Pass behind the army
>>
Rolled 16, 98 = 114 (2d100)

>>3394766
>Ambush while they're marching
>Raid villages for women and loot, burn fields and food stores in their territory, attack their merchants.
>>
Rolled 52, 38 = 90 (2d100)

>>3394858
This seems like a better idea, yes.
Switching, and rolling for both of those in the order they were given
>>
>>3394889
>Switching
From >>3394773 (You).
>>
Rolled 17, 89 = 106 (2d100)

>>3394773
>>3394858
>>3394889
>>3394890
>Ambush while they're marching
>Raid villages for women and loot, burn fields and food stores in their territory, attack their merchants

16-15 (You have the positional advantage, better offensive weapons, and the element of surprise) = 1
38-20 (you are raiders by trade, quick units, offensive weapons) = 18

1st roll gets -20 (Better army, better military structure, and better equipment)
>>
>>3395049
1 vs -3 = success with heavy casualties (Pyrrhic victory)
18 vs 89 = Major success
>>
>>3395060
Nice.
Rally to the King men!
>>
>>3395049
Sheesh we definitely need to avoid any kind of prolonged engagement with their army. At least we won, despite it being a Pyrrhic victory. The fact we won at all means we can start raiding and harassing them with even more intensity. Destroy their ability to recover.
>>
>>3395060
>>3395112
>>3395187
You prepared an ambush of a different sort this time, with hardly any actual melee, considering they have the obvious upper hand in that. You set up logs and boulders covered in oil to roll down the rocky incline, and men with torches to light them on queue. Next, you set up your gunners (they had rusty farm rifles mostly) in secret locations around the hill, and had them cover themselves with foliage and earth to hide. You constructed spikes and trenches to repel the superior cavalry, and had yours hiding behind a recess in the hills side. The soldiers would wait behind the crossbowmen until you gave the signal to engage. You had Rathadu off raiding, so the mercenary general was put in charge of the hidden cavalry in his stead.
It was almost midday when the enemy army finally arrived, but they were marching in full formation this time and were ready for a fight. You signaled the gunners and crossbowmen to fire, and the battle was off to a good start. They had the superior gunmen, but yours were hidden from them and they were in clear view. The enemy general went for a charge against the crossbowmen but was repelled by the bolts on fire, trenches, and fortifications. After them losing enough men to invisible gunmen, they sent up their infantry to engage, and were met with flaming rocks and logs. Once they had gotten close enough, you ordered the final attack of oil, by having your men throw canisters of it at the enemy, then having a torch thrown in to light them all up. Once the enemy had gotten through the trenches and wooden stakes, you gave the signal and all your men, even the crossbowmen, engaged the enemy. The next hour or so was spent fighting in fire and dirt, with hardly a good formation on either side due to the terrain. The enemy cav found another way to attack the hill though, and had the men charge, but were pushed back just by the javelin throwing cavalry lying in wait. The battle dragged on, and the fighting was cruel to both sides, with you at the front line tacking as many heads as possible. Their general ordered a retreat, and the army fled the field to re-group. You had won, and all of your men were exhausted and covered in filth. You rounded up the enemies men and had them turned to slaves and distributed across your realm and your men who ran or died with a wound in their back instead of the front, either become your loyal servants or were thrown amongst the dead of the enemy. From these two fights you had gained the high-end equipment of the enemy, and had your men dress in it (they no longer gain the better equipment bonus).
>>
>>3395220

While the ambush was going on, you had sent the mercenaries under the command of Rathadu to raid the countryside for goods for the men. You knew that the enemy was gaining food from this, so you decided to take that away from them. Because the surrounding countryside belonged to Harlotsville, you were able to convince most of them to just give the goods away. The ones who were against you, an would rather die, were given just that (apart from the women though). Generally, it was a success, and the men returned to the camp and were hailed as heroes for the delicious food they brought.
You had to have some sort of definitive battle, and now that the enemy army was close to their destination, it looked like that was the only choice:
>Have Harlotsville and Y'arak sally out and make a stand against the army
>Face the army on the field
>Garrison your men in Harlotsville
>Attack the army while it's sieging the town
>Keep doing scorched earth tactics
>Write in
Roll 1d100 (If more than one option is chosen, then roll more than 1d100)

Army: 200 Rattle-Tail heavy Cav, 600 Crimson Chosen, 400 veteran elite raiders, 1000 elite waster raiders, 50 gladiators, 950 waster raiders, and 300 gunner infantry. (3,000 men)

Mercenary army: 200 elite merc cav, 600 veteran merc shock infantry, 300 merc elite shock infantry, 500 elite crossbowmen, and 700 elite merc raiders. (2300 men)

Enemy Army: 300 horsemen, 900 veteran elite Kurrlon soldiers (Third line), 1800 elite Kurrlon soldiers (Second line), 2000 Kurrlon soldiers (First line), 200 green Kurrlon soldiers (Javelineers), and 300 gunners. (5,500)
>>
Rolled 48, 3 = 51 (2d100)

>>3395223
>Have Harlotsville and Y'arak sally out and make a stand against the army
>Face the army on the field
We must attack head-on now.
After this we should have a talk about these swingy dice
>>
>>3395223
How many men can Harlotsville and Y'rak contribute? Or are those numbers already taken into account
>>
>>3395234
Supporting. We can pin them between the two of us like we did last time. Except this time we actually have the benefit of making that strategy before hand.
A Cannae to supplement the Chanselorsville we did last time.
>>
>>3395244
pls roll so Harlotsville and Y'arak can do better
>>
Rolled 41, 24 = 65 (2d100)

>>3395256
Oh yeah sorry
Send the Softskin snakes back to their precious lakes
>>
Rolled 30, 43 = 73 (2d100)

>>3395234
Support.
>>
>>3395234
This.
>>
Rolled 39, 35 = 74 (2d100)

I don't know how many rolls we get, so here you go.
>>
Rolled 58, 87 = 145 (2d100)

>>3395234
>>3395238
>>3395244
>>3395256
>>3395275
>>3395357
>>3395979
>>3396048
30 -20 (From aiding Harlotsville, buying their goods, your amazing charisma, and offering a more profitable deal than Kurrlon) = 10
3 -25 (Y'araks forces, Harlotsville's forces, You have the positional advantage, better offensive weapons, and high moral from the raids) = -22

2nd roll gets -15 (Better army, and better military structure)
>>
>>3397561
We finally have a turnabout.
>>
>>3397564
Maybe we can devour the Kings and Generals hearts. And if they have any big brain smart sages eat their brains.
>>
>>3397594
We could also consider keeping one or two, if they show promise and desperation.
>>
>>3397561
>>3397564
>>3397594
>>3397600
Have Harlotsville and Y'arak sally out and make a stand against the army
10 vs 58 = major success
Face the enemy on the field
-22 vs 72 = major success

You knew that now was the time to solidify your alliance with the two towns, and had messengers sent out, they said that you join Urizens side against the oppression of Kurrlon or have all ties severed with him. Harlotsville was first to answer, with an army of angry landowners to fight for you, boosting up your numbers. Commanding them was Harlotsville's lord himself. Y'arak was a day away, and therefore would take two or more to get to the battle, so you prepared without them. The allied army came with minimal trained units, and mostly just rabble and green militia, but it was more than enough for your plan. The place you chose to meet the opposing forces was an arid farm field, with a smooth hill to position your forces, and camp on. There would be no tricks and no ambushes for this battle.
After a few days of waiting for the enemy, they came, and they were ready for battle. You positioned your men so that the veterans and elite units were on the wings and the weaker units were on the flanks. The mercenaries and Harlotsville units would fill out any line that would be thining, and the horsemen would wait for an opportunity to flank. Your gunners were hidden in various places, and your crossbowmen were in front of the infantry, ready to run back into safety as soon as the enemy would get close. The enemy general was no fool, and he positioned his men to counter yours, with his line being much the same. After a few exchanges of bolts, arrows, and bullets, the enemy general ordered his infantry to charge, and his horsemen to flank. You ordered your mercenary horsemen and Rattle-Tail elite to counter-charge their cavalry while you spear-headed the infantry charge. Once the men were close enough to each other, your crossbowmen receded back into the line and let the infantry do their work.
>>
>>3397701
The battle seemed to be swinging in the favour of the enemy when you ordered your reserves to fill in the ranks, which swiftly enlivened the winded men on your side. By this time, the enemy cavalry was getting beaten by yours, and most of them had been broken. The battle raged on because the enemy gunners were fending off your cavalry from charging their flank. It was the final stroke when Y'araks highly elite units arrived, and charged at the enemies rear, breaking the men. You tallied up the casualties of the battle:

Army: 180 Rattle-Tail heavy Cav, 570 Elite Crimson Chosen, 350 veteran elite raiders, 1800 elite waster raiders, 50 elite gladiators, and 300 elite gunner infantry. (2,750 men)

Mercenary army: 150 veteran elite merc cav, 650 veteran merc shock infantry, 500 veteran elite crossbowmen, and 700 veteran elite merc raiders. (2000 men)

Harlotsville's armies: 2000 militia, and 3000 rabble (5,000 men)

Y'arak's armies: 500 Elite light cavalry, 1000 veteran elite soldiers, 2000 elite soldiers, 4000 soldiers, and 1000 bowmen (8,500 men)

The enemies surviving men were rounded up, and they were forced to kneel in front of you. Amongst them was the general, who looked most displeased at the notion of kneeling in front of you:
>Gain his power through sacrifice, and do the same with his subordinates
>Enslave them, and have them toil the fields for you
>Send them back to their king, but mutilate them first
>Let Harlotsville and Y'arak decide
You can choose more than one option
>>
>>3397702
>Gain his power through sacrifice, but allow Harlotsville and Y'arak to decide what to do with his subordinates
>>
>>3397701
>>3397708
This
>>
>>3397708
This.
>>
File: The Wasteland.jpg (3.33 MB, 2456x1213)
3.33 MB
3.33 MB JPG
>>3397708
>>3397726
>>3397778
You won this victory because of the gods, and you wanted all to know that, especially the enemy. You brought the general of the enemy army to a high cliff, and performed the ceremony of awakening, with your servants (who were previous men who ran from battle) holding torches and chanting 'Mashuk.' You held your hand up to the setting sun, then looked down to the now scarred general. In a flash, you put your hand straight through the man's chest, and pulled out his still beating heart, and held it back up to the sun. The general looked down at the hole in his chest, and back at you while you ate his beating heart:
>Gain the man's knowledge of politics
>Gain the man's knowledge of warfare
>Gain the man's knowledge of history

This ceremony was performed in front of the whole army (including Y'arak and Harlotsville's) and the defeated men. All of the wasters in the army bowed and started to chant Mashuk as well, and the mercenaries and allies followed suit. The next day, the allies pledged allegiance with you, and the mercenaries under your command wished to become a devoted army. You gave the allies free will to do with the captives what they want; they were enslaved, ransomed and freed.
You marched your army back to Saltmarch and built up their numbers again for another attack. Question was, where were you going to attack:
>Trident's Rest
>Kadine Pass
>Buckport
>Wait for them to attack
>Write in
Roll 1d100

Lands owned: Saltmarch (Current capital and your town [7000 freemen, 800 slaves]), The Flats (Rathadu's town [1200 freemen, 1000 slaves]), Berkeran (Balak's town [2300 freemen, 600 slaves])

Current generals: The Berkeran Traveller (Balak), You, Rathadu, The Lord of Harlotsville, The Lord of Y'arak, and Murdas Brukus
Garrison: 200 militia in The Flats, 400 militia in Berkeran and 600 professional soldiers in Saltmarch

Army: 400 Rattle-Tail heavy Cav, 700 Elite Crimson Chosen, 1700 veteran elite raiders, 1800 elite waster raiders, 1000 waster raiders, 500 veteran elite crossbowmen, and 300 elite gunner infantry. (6,400 men)

Harlotsville's armies: 2000 militia, and 3000 rabble (5,000 men)

Y'arak's armies: 500 Elite light cavalry, 1000 veteran elite soldiers, 2000 elite soldiers, 4000 soldiers, and 1000 bowmen (8,500 men)
>>
>>3397814
>Gain the man's knowledge of warfare
>Trident's Rest
That was a pretty good success.
Now, we should take Trident's Rest and see if we can insult Kurrlon's pride and reputation, which could force him to sally out again or lose face. And we could get a neat weapon out of it.
>>
>>3397814
>Gain the man's knowledge of warfare
>Trident's Rest
Warfare is the most immediately useful to us. Hopefully it gives us some general bonuses.
>>
>>3397855
>>3397891
You sent the allies armies back to defend their provinces and prepared your next attack: Trident's Rest. You mustered the army and prepared to march back through the red dunes. Due to your very large army, there were no real attacks from the local wildlife, or the wasters that ate them. As you broke camp on the third day of traveling, you received a message from Berkeran, "An army from Guryon was sited traveling to Berkeran and Balak request's aid." This was quite the proposition, considering Trident's Rest was known to have a veteran force ready to face you:
>Send a detachment to Berkeran
>Don't aid
>Get The Flats and Berkeran to hire a bunch of merc's from Black-Hands Deal
>March the whole army to meet Guryon's
>Write in
>>
>>3400727
>Send a detachment to Berkeran
>>
>>3400727
Hmm. How big is the Guryon army and how big of a detachment would we send? For me to be okay splitting our army it would have to be small enough to not impact our fight too much, but big enough to really help Balak. I'm not sure that's possible, so
>>March the whole army to meet Guryon's
We can raid Trident's Rest later, right?
>>
>>3400807
Guryon's army is probably half the size of yours, but most are militia.
The only problem with sending the whole army would be the fact that it delays any efforts you make, and your towns would be defenseless for more time(aka, it could possibly be a diversion).
>>
>>3403600
Alright. How big would the detachment be?
>>
>>3403607
It probably won't have to be too big, only a sixth of our forces. Berkeran has great fortifications, and that means they can hold out till we get there. If they try to siege the city we'll get them in a pincer attack; if it was a bluff losing a sixth of our army won't be too bad.
>>
>>3403660
My fear is that this is a diversion. Maybe the soft skins finally wised up after sending 2 armies to die
>>
>>3403660
If it's a sixth of the army I'll change my vote to sending a detachment.
>>
>>3404256
>>3403848
>>3403660
>>3403607
>>3400807
>>3400754
Using your newly gained knowledge of warfare, you realized the importance and tactics of defending and controlling strategic locations (as well as the construction of forts, siege warfare, phalanxes, etc). You sent one thousand waster raiders, with Murdas Brukus as their general, to boost Berkeran's garrison. You sent the messenger to The Flats to get them to send their garrison of militia, with a wagon of oil and food to Berkeran aswell. You told Murdas to focus on anti-siege tactics and to use the flammable oil in the most creative ways he can. You had done what you could, and it was now their problem.
You commanded your men to keep marching, through sand, storm, and mountain. And so your loyal army did, for days on end. Your men were now eternally loyal, not to kingdom, not to ideas of justice or freedom; but to you, their prophetic leader. You had made that treacherous journey across that great hot expanse in less than six days, where most people, even on a fast horse, make it on twelve or ten. Your men moved as if their gods were behind them. You had arrived before the nearby farmlands had time to hide in Trident's Rest, and your men looked mighty hungry and lustful:
>Go for a mass raid, but avoid the town for now
>Go for the town, before it can prepare a proper defense
>Stay in hiding, and try to make siege equipment
>Write in
Roll 1d100 (Can't choose more than one option, considering they would contradict)
>>
Rolled 49 (1d100)

>>3406232
>Go for the town, before it can prepare a proper defense
Use the momentum we have.
>>
Rolled 5 (1d100)

>>3406232
>Go for the town, before it can prepare a proper defense
Unrelenting force and all that.
>>
Rolled 83 (1d100)

>>3406239
>>3406270
5-20 (The element of surprise, Knowledge of siegecraft, superior forces and unwavering army)=-15

Enemy army gets -15 from fortified walls, all veteran army, and positional advantage
>>
>>3406489
You order your less fatigued men to storm the gates, as the weary ones go and raid. You launched the men towards the metal gates, but you were repelled by the guardsmen atop shooting at you. You had to break through their defense before they could sally out their veteran units, as to avoid unnecessary losses on your part.
You got your men to cut down a large tree on the town's outskirts, and had them fashion it into a large enough battering ram. Next, you had all the pots and vases of the surrounding countryside filled with flammable liquid, and a rag be half-stuffed in to be lit when they were thrown. You had your best men on the ram, and your most daring ones launching the makeshift Molotov cocktails. You had your gunners suppress the enemy fire, and the bombers launch their cocktails onto the walls, so as to kill the sitting ducks. Using this tactic, you were able to get the ram to the gate, and in an hour or two of swinging, knock the thing over.
Your men stormed in, and found only a few hundred men as defense, as they couldn't sally the veterans fast enough for your quick attack. The battle was soon over, and the losses minimal. You named Murdas Brukas the lord of the town, and had a garrison set up from its slaves and servant folk. You burnt the great library, and prepared to destroy the temple as well, but you were met by the priest of the place. He told you that in the center of the town, there was a trident that Kurrlon himself embedded in a great and holy tree, and that anyone who pulled the weapon out was to be the ruler of the world. You had the priest sacrificed, and his temple refurbished into one of Mashuk's.
You had all your men gather around the tree, and you had one of your men bring you an axe for chopping it. At the forefront of the crowd was the captured women and children, who were forced to watch you chop into their most sacred artifacts. Eventually, you were able to withdraw the Trident from the tree stump, and you held it towards the sky, saying "Behold Kurrlon, I have your religion in my hands, and I am not impressed. I am to be the ruler of this world, just as your prophecy announces!" You grabbed the Trident with two hands, and broke it on your knee, throwing the halves to the crying onlookers. You had made your message, and you sent off a few of the captured men to deliver it to the king (Y'arak and Harlotsville have no qualm with this, considering that it was not actually their gods you had insulted).
>March your army to another town (provide the town)
>March your army back to Saltmarch
>Wait here
>Write in
>>
>>3406548
>March your army back to Saltmarch
Let's expand the army and look into the old tomes for wisdom. Maybe we'll find something to give us an edge over Kurrlon.
>>
>>3406548
Damn.
>March your army back to Saltmarch
>>
>>3406568
>>3406876
After a few days of cleaning and eating, the men got ready to depart, and you were eager to lead them. You decided to take it slow on the trip back and to have a fortified camp made every night (using your new found knowledge). You found that your plans for Berkeran had gone well so far, with all preparations in place, and all traps set. Turns out Guryon's army was taking more time than it should and seemed to march at a rather slow pace through the hot desert. You had taken the books you thought were beneficial to your rule, and had them delivered to Saltmarch for reading. One book that interested you the most, and the one that you kept by your side, was a biography named 'The world not known.' In the book, there was a man and his traveling group, who wandered far out of the vicinity of Kurrlon and it's kingdom, and found strange runes, and even stranger people. One ruined city in the west had building's so large that you could stack Kurrlons biggest several times upon itself. There was also mention of hostile creatures living in these cities, with humanoid forms, but with burnt and scarred skin. To the far west was also a place of interest, as the land there was inhabited by people with strange customs and culture. This land had several kingdoms, but the book said that they were separated from us by the great red desert and that the kingdoms were too busy fighting each other to worry about Kurrlon. You had just finished the first few chapters of the book by the time you reached Saltmarch. You had the ever-expanding town prepare for a great army to come from Kurrlon, and the wrath of their leader with it.
>Try to go for Buckport before they launch an assault
>Stay in the town and rebuild your numbers, as well as fortify Saltmarch
>Write in
You can choose two or more options, no need to roll 1d100 (choosing more than one option just means a lesser effect for both)

After this is chosen, I'll switch to Balak's perspective and give the results of the battle with Guryon

Lands owned: Saltmarch (Current capital and your town [8000 freemen, 1000 slaves]), The Flats (Rathadu's town [1400 freemen, 1200 slaves]), Berkeran (Balak's town [2500 freemen, 800 slaves]), and Trident's Rest (Murdas Brukus's town [500 freemen, 300 slaves])

Current generals: Balak, You, Rathadu, The Lord of Harlotsville, The Lord of Y'arak, and Murdas Brukus
>>
Rolled 13 (1d100)

>>3408806
>Try to go for Buckport before they launch an assault
>>
>>3408806
>Stay in the town and rebuild your numbers, as well as fortify Saltmarch
>>3408808
This doesn't seem like a good idea to me.
>>
>>3408818
This is part of the larger plan.
We've already pissed off Kurrlon immensely, and striking now will force him to come out before he's ready -- not only to protect his pride, but also to protect his future by killing us before the prophecy can come true.
>>
Rolled 2 (1d2)

>>3408808
>>3408818
>>3408826
Rolling for consensus
>>
>>3408890

New thread is here: >>3409012



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