Campaigning, Scouting, Battles, and Pillages
Battles have a predominantly RP purpose as this not a strategy game, therefore in order to keep wars fluid and moving a simple battle system is in place which quickly determines the outcomes of battles providing the info required for fun RP of the battle. All battles take place in the Feast for Crows sub forum.
Scouting:
When scouting is requested, the mods do one D20 roll with the following possible results:
1-4/20 - Scouts captured by the enemy -The scouts are captured and may now be tortured for information.
5-10/20 - Scouts fail to return with any information
11-12/20 - Scouts return with 20% accurate range - Mods post back a wide range of possible army numbers (20% accuracy)
13-14/20 - Scouts return with 40% accurate range - Mods post back a narrower range of possible army numbers (40% accuracy)
15-16/20 - Scouts return with 60% accurate range - Mods post back a small range of possible army numbers (60% accuracy)
17-18/20 - Scouts return with 80% accurate range - Mods post back a ting range of possible army numbers (80% accuracy)
19-20/20 - Scouts return with exact enemy numbers
The above are the base rolls, mods can add bonuses to rolls (+) for good RP, taking into account specific scouting RP's etc.
When posting back results, mods do not post the actual roll they performed just the random range of numbers based on the accuracy of said roll outcome. When deciding the range, mods simply take the actual troop numbers x inaccuracy (opposite of accuracy) which will give them their interval, which they can apply into a range any way they like (as long as the actual army numbers fall within the range).
For example: The interval of 20% accuracy on 1000 troops is worked by 1000x0.8=800, thus the range is 800 wide. Now the mod can post back any range of 800 hundred that they like as long as 1000 is within that range. For example 800-1600 range, or 950-1750 or even 1000-1800.
- Setting Up Of A Battle
Simply post a new thread in the Battlegrounds sub forum with some lead up RP as to why your armies are there and who they are fighting against. Include a count of your troop numbers and update as others if any join in on the engagement. Remember that Medieval Armies often suffered if they gathered in too large numbers for any period of time. Once yourself and your opponent is ready, request a battle roll from the mods. Such requests can be in the battle thread.
- Moderator Assigned Battle Modifiers
In certain cases the moderators may feel that a slight modification is required to the rolls in order to reflect certain battlefield situations, these can be anything but typically include factors like fortifications, surprise etc. These modifications are applied to an army roll to enhance the outcome providing a bonus for one army and a negative for the opposing side. In setting up of your battle thread you can request these types of modifications, but they are solely up to moderators discretion and should not be viewed as a given. Also, Moderators are able to give out additional bonuses based upon RP and other factors as they feel fit.
- Battle Roll System
A battle occurs when two opposing generals, with any other characters, choose to engage by creating a thread in the Battlegrounds sub-forum. It shall take the following steps:
1) Both generals will choose to divide their army as follows, a centre, a left flank and a right flank. The General may assign one or more player characters to each section. It is assumed, but not necissarily enforced, that they command their troops in that section. The centre must have at least a third of the men, the other sections can be as large or small as wished.
2) When battle is fought, rolls will be made for the corresponding sections of the field, bearing in mind that one army's Right Flank is the opposing army's Left Flank.
a) A 20-sided die will be rolled for each army's Centre, Right and Left separately. Each number is multiplied by the number of friendly troops in that section and the results are compared. The lower total is the loser of that section and will suffer 50% casualties. The winner will suffer casualties equal to
(Loser's total/Winner's total) * 0.5.
b) Each Character in a section will add a bonus to their respective section's rolls:
Bannerman & Greater Landed Knights- +1
Major House Lord, Army Leaders & Rebel Leaders - +2
Kings & Kings Guard - +3
3) If an army wins two or more sections of the field, they are considered the winners of the battle. The losers of the battle must retreat to a friendly fortification or settlement, even if it is in a different region.
Example:
Lord A brings 5000 troops against Bannerman B who has 3000 and a second Bannerman. Each General allocates troops to the flanks and centre.
Lord A places 1,500 on the right, 1,500 on the left, and keeps 2,000 for the centre. Lord A leads the centre.
Bannerman B places 1,000 of his men in both flanks and the centre. His fellow Bannerman takes command on the right hand flank. While he leads from the left.
Thus the rolls are done (The higlighted colour is the random roll, that could change as its done on a D20)
Lord A
Left - 10 x 1,500 = 15,000
Centre - (14 +2 as he is a Lord = 16) x 2,000 = 32,000
Right - 3 x 1,500 = 15,000
Bannerman B
Left - (15 +2 as he leads the army = 17) x 1,000= 17,000
Centre - 6 x 1,000 = 6,000
Right - (19 + 1 as a Bannerman leads the flank = 20) x 1,000 = 20,000
Remembering that the right flank of one army faces the left of the other you get the following result.
Lord A - Bannerman B
15,000 vs 20,000
32,000 vs 6,000
15,000 vs 17,000
Thus you can clearly see that whilst Lord A won the centre, both his flanks were turned. Bannnerman B therefore won the day.
Rearguard Rules
Army has a sufficient Rearguard.
A sufficient rearguard will generally contain about 10-25% of the standing army.
Bonuses made for both Options
Capturing troops after a pitched battle
When a victory occurs along the entire front of a battle then there should be a Roll made by the mods afterwords through a Dx20 die. As long as the Victor has chosen so,
RearGuard
1
2-5
6-9
10-13
14-17
18-20
Army does not have a rearguard
1-3
4-6
7-10
11-15
16-19
20
However here is where the problem with no rearguard. Your troops are unable to reorganize, and instead flee south with any reasonable goal. your army cannot participate in any Rp made in the Next3-4 days (half year/campaign season)
- Casualties
Battles of the time almost never ended in total destruction of the losing side. Therefore we have the following system for casualties. To calculate the percentage of the winning side’s casualties we take the lowest battle score divided by the highest battle score giving the winners casualty percentage. To calculate the losers casualties percentage we do the opposite, taking the highest battle score divided by the lowest battle score.
Usually a 50% max limit is placed on the casulties either side can take. However at a moderators discretion this may be removed. Seiges are a common example.
Example:
Continuing from the battle example above, Bannerman B won the day therefore their casualties are as follows:
Left (Lord A's):
Winner Bannerman B: (15,000/20,000)x0.5=0.375 or 37.5%. Therefore 1,000 men x 0.375=375 men were lost.
Loser Lord A: (20,000/15,000)x0.5=0.66 or 66%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,500 men x 0.5=750 men losts.
Centre:
Winner Lord A: (6,000/32,000)x0.5=0.094 or 9.4%. Therefore 2,000 men x 0.094=188 men were losts.
Loser Bannerman B: (32,000/6,000)x0.5=2.66 or 266%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,000 men x 0.5=500 men losts.
Right (Lord A's):
Winner Bannerman B: (15,000/17,000)x0.5=0.44 or 44%. Therefore 1,000 men x 0.44=440 men were losts.
Loser Lord A: (17,000/15,000)x0.5=0.56 or 56%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,500 men x 0.5=750 men were lost.
Overall:
Bannerman B won the day by winning two sections, he lost a total of 1315 men and has 1685 remaining.
Lord A was forced from the field by losing two sections, he lost a total of 1688 men and has 3312 remaining.
Wounded:1- you always, no matter what have the men supplied by your counties (which is 50 per county you own, regardless of size. Own 6 counties, that is then 300 men)
2- after a battle, or whatever that causes your men to get hurt, a roll is done. This roll determines the rate of casualties to mortalities. They will be limited to 25% either side. (so off the final casualty result a min of 25% will be injured and live to fight another day, and a maximum of 75% can survive - thus some will always live, and always die, regardless of the roll result) A moderator will assign +5, or -5 to the roll result depending on the battle results (ie, if the enemy battle score is double yours, you death roll gets higher mortalities than would otherwise be)
3- the above point may be wavered in cases where the mods deem it suitable (ie sieges, even if some do survive, there is no way they will be able to regroup somewhere with you, they'd have all been captured by the attackers)
4- casualties are always injured for a week from the point the dice was rolled. So if the dice for that battle is rolled at 7pm on a Monday, at 7pm the week later they will be available to use again.
5- those that die, obviously have to be replaced.
- Characters after Battle
The aftermath of battles were a confused state, therefore your character will be given a D20 roll by a mod to determine your individual outcome.
Killed In Action – 1-2/20 (if a 1 is rolled your character is killed and a 2 is mortally wounded)
Wounded - 3-7/20 (there will be a further roll to see what type of wound)
Captured - 8-12/20 (you are captured by the other side and must be ransomed or escape)
Free - 13-20/20 (you get through the battle without being captured or wounded)
- Wounded
If it is rolled and you are wounded during a battle there shall be another roll under this category to see where the wound is. This roll will only give you a general area, after that it is up to you to RP it.
Head wound - 1-5/20 (you have taken some sort of wound to the face or head)
Arm wound - 6-10/20 (you have taken some sort of wound to the arms or hands)
Leg wound - 11-15/20 (you have taken some sort of wound to the legs or feet)
Torso wound - 16-20/20 (you have taken some sot of wound to the back, stomach, chest area.)
Battlefield Assasinations
In the event that the leader of an army is killed on the battlefield before the two hosts join battle and the battle is rolled, a negative roll modifier will be placed upon the target army. This represents the armies most competent and effective leader having being slain and the negative affect this would have on the armies morale.
King is assasinated -5 to the armies battle roll
Lord is assasinated -3 to the armies battle roll
Bannerman is assasinated -2 to the armies battle roll
Knights is assasinated -1 to the armies battle roll
The roll is applied to the section (right/left flank and centre) that the assasinated character was leading.
- Pillage and Loot
One of the main motivations for a Noble Lord participating in Westeros - this was the grease which kept the cogs of war running. Bannermen and Lords just simply wouldn't embark on campaign unless there was a garuntee of loot and plunder, and if the King failed to provide such revenue it would result in him becoming incredibly unpopular indeed. In Westeros we have a very simple method for representing the sack and pillage of foreign settlements or indeed other nobles settlements during times of warfare. Castles and Cities are delegated by the moderation team as one of four different types of settlement.
Village: A small village or town with no walls. No Pillage.
Minor settlement: A small town surrounded by a pallisade including a small garrison (usually with a maximum of 2+ fortifications). Capturing this settlement yields D20 x 1000 Stags, to be distributed by the King or Campaign leader at the end of campaign.
Minor City: A Large town surrounded by a stone wall, keep and moat, including a large Garrsion (usually with a minimun of 4+ fortifications) Capturing this settlement yields D20 x 5000 Stags, to be distributed by the King or Campaign leader at the end of campaign.
Capital City: A very large and extensively fortified city, with an equally large Garrison (8+ fortifications) Capturing this settlement yields D20 x 10000 Stags, to be distributed by the King or Campaign leader at the end of campaign.
Baggage Train: All medieval armies on campaign carried baggage trains. This is where the loot from the campaign is stored. When an army loses a battle whilst on campaign, a D20 is rolled on the following table;
1-2: Loot seized - The entire baggage train and all loot is captured by the enemy
3-10: Loot raided - The enemy has pilfered the loot. 50% of the loot goes to the enemy
11-20: Baggage train escaped. Thank the Gods they didn't get our loot.
*Obviously armies invading Westeros will also roll for their loot and be accompanied by a baggage train. If the Westerosi manage to defeat a foreign invader in battle they will also get a chance to seize the loot of the campaign
Ruination: A sacked fortress of city will lose all of its defensive values to represent the absolute levelling of the city. These defensive fortifications will have to be 're-constructed' at a price of half the original value of the fortifications. In the Castle Upgrade thread in the Iron Bank of Braavos, the fortress/city will be classified as 'Ruined' until reconstruction is completed/and paid for.
*Important Note: Besieged defenders of cities and castles may be subject to disease and starvation rolls. These rolls will be based on the RP situation and will attempt to reflect the situation realistically. Additionally, large armies (traditionally over 70k) and armies on ships will also trigger disease/starvation/desertion rolls.* |