Page 1 of 3 123 LastLast
Results 1 to 20 of 51

Thread: The Positions of the Kingdom's Armies Thread (Duncan)

  1. #1

    Default The Positions of the Kingdom's Armies Thread (Duncan)

    Use this thread to detail the forces of Armies within the Realm, as well as to post movements. Please be specific with movements. If you lack detail, the shortest distance by simply drawing a straight line will be assumed. Post any additions to your forces other than your original levy. Total army sizes should be kept track of within home threads

    Hex Map - Use to calculate MARCHING TIME

    Important Note: Some locations on this Hex map are in conflict with the locations used in the Route Planning maps below. Where there is a conflict, the Route Planning maps take precedence.



    original map: http://awoiaf.westeros.org/images/e/...f_westeros.jpg


    Region Map - Use this to PLAN YOUR ROUTE and to see IMPASSABLE TERRAIN


    Westerlands

    Spoiler Alert, click show to read: 




    The Vale

    Spoiler Alert, click show to read: 




    Stormlands

    Spoiler Alert, click show to read: 




    Crownlands

    Spoiler Alert, click show to read: 





    Iron Isles

    Spoiler Alert, click show to read: 




    Dorne

    Spoiler Alert, click show to read: 




    Riverlands

    Spoiler for Northern Riverlands



    Spoiler for Central and Southern Riverlands




    The North


    Spoiler for Northern North and Night's Watch




    Spoiler for Central North




    Spoiler for Southern North




    The Reach

    Spoiler for Northern Reach




    Spoiler for Southern Reach







    Movement Bonuses and Penalties:

    - Armies comprised of any mix of Light Infantry, Polearms, Archers and Cavalry can move at 125% speed on the Hex map.
    - Armies comprised only of Light or Heavy Cavalry move at 150% speed.
    - Armies comprised only of Light Cavalry move at 200% speed.
    - Therefore, the presence of Heavy Infantry and Elite Cavalry will limit an army to base 100% movement speed.
    - A dragonrider and his dragon when travelling by themselves move at 400% of the normal travel speed (meaning 4 times as fast for a 0.6 hour travel speed)
    -- They do not benefit from speed boosts on roads but nor are they affected by reduced travel times on swamps or forests. Desert and mountain modifiers still affect dragons.

    - After a battle or raid, an army must remain stationary for 6 RL hours.

    How to move your armies:

    1. Use the region maps to find out where you need to march. Pay attention to impassable regions: you can only get into Dorne via the two passageways through the mountains, you can only cross the Trident at the Twins and Lord Harroway's Town, and so on.

    2. Use the Hex Map to calculate how long it will take you to move from point A to point B. Use the following modifiers:
    - Ships travel by sea, taking 1.2 hours to cross a sea tile.
    - Travelling across a normal tile with nothing in it takes 2.4 hours. (eg, 10 hexes per 24 hours if moving across only these tiles)
    - 1.8 hours per tile with a road in it (the road overrules all other terrain) (13 hexes per 24 hours if moving along only roads)
    - 3.4 hours per tile with mountains in it (7 hexes per day if moving through only mountains)
    - 3 hours per tile with forest, swamp or desert in it (8 hexes per day if moving through only forest/swamp/desert)
    - Additional movement inhibitors may be added based on certain conditions such as marching through The North during winter (movement penalty and attrition, for example)
    - The sum total of the time taken to move through every hex is your marching time.

    3. Post in this thread detailing:
    - A rough outline of your route plan (eg moving from Casterly Rock to the Bloody Gate) REMEMBER IMPASSABLE REGIONS: If the Arryns don't like you, are they going to just let you walk through the Bloody Gate? If the Twins are loyal to your enemies, you're not going to be allowed to just march across the bridge, and you can't just cross it where ever you want.
    - The troops you are moving
    - The time it will take in total
    - The rough arrival time

    Remember, once you raise your levies, it will take them a total of 12 hours to muster before they can be moved, and they will appear at the home of the highest ranking Lord to order the mobilisation. For example, if the whole Westerlands calls their levies, they would appear at the Lannister province, Casterly Rock.

  2. #2
    General Brewster's Avatar The Flying Dutchman
    Join Date
    Jul 2011
    Location
    Kingdom of The Netherlands
    Posts
    13,996
    Blog Entries
    10

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    The Tarly armed forces, 3.000 men move 17 Hexes from Horn Hill towards KL on the KingsRoad(if that weird line is the KR).
    They are as escort of Lord Tarly. (It's been RP'ed as such in Storms End and the Rep Keep.) 30.6 some hours. ( Began the journey this morning just forgot about this so ya'll can decide what to do)

  3. #3
    General Brewster's Avatar The Flying Dutchman
    Join Date
    Jul 2011
    Location
    Kingdom of The Netherlands
    Posts
    13,996
    Blog Entries
    10

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    All but 200 men about-face back to Horn Hill.

  4. #4
    General Brewster's Avatar The Flying Dutchman
    Join Date
    Jul 2011
    Location
    Kingdom of The Netherlands
    Posts
    13,996
    Blog Entries
    10

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    All Tarly forces move towards HighGarden. No clue where the everyone is around now so I'd say 24 hours is a nice guess.

  5. #5

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    Storm's End militia is raised in reaction of what was spoken at Riverrun.



  6. #6
    Pericles of Athens's Avatar Vicarius Provinciae
    Join Date
    Aug 2010
    Location
    The United States of America
    Posts
    12,267

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    The Militia Heavy Infantry & Archers are raised from the Eyrie and the Gates of the Moon. - 12 Hours
    Last edited by Pericles of Athens; December 13, 2017 at 01:45 AM.


  7. #7
    Poach's Avatar Civitate
    Join Date
    May 2008
    Location
    Scotland
    Posts
    26,766

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    Lord Tyrell sends word that his militia is to muster.

  8. #8
    Trot's Avatar Vicarius Provinciae
    Join Date
    Jun 2012
    Posts
    11,632

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    Lord Belmore raises his personal militia and marches to the Eyrie 16 hours

  9. #9

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    Jaehaerys musters his own personal militia.
    Last edited by Gandalfus; December 09, 2017 at 06:03 PM.

  10. #10

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    Militia troops of House Baratheon are ordered to march towards the province of Blackhaven, while one of their camps is ordered to be constructed near the border of Summerhall, so Jaehaerys can count the campfires.
    Crossing the border between royal territory and the Stormlands is for them forbidden.
    They are then ordered to return to Storm's End eventually, once they made their presence known at Summerhall and within the province of Blackhaven in order to scare the Dornish raiders.

    Letters are send towards the Marcher Lords to inform them of the host and their intentions.



  11. #11

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    Uthor Hightower rides to Highgarden with a hundred lancers.

  12. #12

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    Lady Hunter summons the militia of Longbow Hall. 12 hours to raise, 12 hours to the Eyrie.
    Last edited by Xion; December 10, 2017 at 02:41 PM.

  13. #13
    Pericles of Athens's Avatar Vicarius Provinciae
    Join Date
    Aug 2010
    Location
    The United States of America
    Posts
    12,267

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    From the Gates of the Moon to the edges of Darkmoor, along the King’s Road. Belmore’s Light Cavalry screening the advance. - 3.6 Hours
    Last edited by Pericles of Athens; December 10, 2017 at 02:11 PM.


  14. #14

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    Jaehaerys moves his militia to King’s Landing and orders the militia of King’s Landing raised, as well as the forces of the high lordship.

    12 hrs

    When Jaehaerys’ professionals are raised they are also to muster at the capital.
    Last edited by Gandalfus; December 10, 2017 at 06:27 PM.

  15. #15
    Poach's Avatar Civitate
    Join Date
    May 2008
    Location
    Scotland
    Posts
    26,766

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    The following forces muster from the minor Lords sworn direct to the city of King's Landing:

    144 Heavy Infantry
    384 Polearms
    288 Archers
    48 Heavy Cavalry
    144 Light Cavalry

    Totalling 1,008 soldiers.

    I don't know what militia King's Landing has as it's player controlled. Depends on buildings and edicts. Remember that militia, while mobilised, cost 2 Dragons per point per year (RL week) to keep in the field. You don't pay for AI militia, but Trot/King Duncan will have to pay for King's Landing's militia.
    Last edited by Poach; December 11, 2017 at 04:30 AM.

  16. #16

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    Thanks, Poach. I’ll make a thread with the royal troops in shortly and update the treasury.

  17. #17
    Poach's Avatar Civitate
    Join Date
    May 2008
    Location
    Scotland
    Posts
    26,766

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    House Tyrell summons the militia of its bannermen

    This is a war against the Crown. The ravens will arrive 1 hour from this post (operating on timestamp from when Brewster opened the HG siege thread), and militia will raise 12 hours from there. As such, 0130 GMT 12 Dec will see the army mustered.
    Last edited by Poach; December 11, 2017 at 06:31 AM.

  18. #18

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    Jaehaerys moves the royal forces towards Riverrun via the Kingsroad.

    19.8 hours.

  19. #19

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    Lord Baratheon moves to Storm's End with his retiniue.
    Militia force of Storm's End is send to Bronzegate

    3 road hexes = 5.4 hours marching time



  20. #20

    Default Re: The Positions of the Kingdom's Armies Thread (Duncan)

    Roll to intercept Baratheon on the road?

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •