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Thread: The positions of the Great Hosts of the Kingdom

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  1. #1
    Adamat's Avatar Invertebrate
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    Default The positions of the Great Hosts of the Kingdom

    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



    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 Central and Southern Riverlands


    The North


    Spoiler for Northern Riverlands and Southern North


    Spoiler for Central North


    Spoiler for Northern North and Night's Watch


    The Reach

    Spoiler for Southern Reach


    Spoiler for Northern Reach




    Movement Bonuses:

    - Armies that are only Light Infantry (and/or variants such as Raider infantry) move at 125% speed on the Hex map.
    - Armies that are only Cavalry (mixed Light, Heavy, Elite) move at 150% speed on the Hex map.
    - Armies that are only Light Cavalry move at 200% speed on the Hex map.

    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.
    #JusticeForCookie #JusticeForCal #JusticeForAkar #JusticeForAthelchan

  2. #2
    Jokern's Avatar Mowbray of Nottingham
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    Default Re: The positions of the Great Hosts of the Kingdom

    Harlaw Reaving Fleet sails out from Ten Towers to the Crag.

    Host:
    4 Ironborn Warships
    300 Ironborn Raider Infantry (AoR)
    100 Ironborn Raider Infantry (AoR)
    240 Ironborn Reavers (ship crew)

    Traveling time: 6 hours
    Estimated arrival (CET): 03.00 10/2

  3. #3
    Jokern's Avatar Mowbray of Nottingham
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    Default Re: The positions of the Great Hosts of the Kingdom

    Harlaw Reaving Fleet sails out from the Crag to Oldstones

    Host:
    4 Ironborn Warships
    300 Ironborn Raider Infantry (AoR)
    100 Ironborn Raider Infantry (AoR)
    240 Ironborn Reavers (ship crew)

    Traveling time: 11 hours
    Estimated arrival (CET): 10.00 14/2

  4. #4
    Victorius's Avatar Semisalis
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    Default Re: The positions of the Great Hosts of the Kingdom

    The levies of house Reyne are summoned to Castamere. They will be ready after 12 hours, at 07:26 CET 12/02.


    Host of Castamere:
    1,625 Light Inf
    780 Heavy Inf
    455 Polearms
    455 Archers
    360 Light Cavalry
    180 Heavy Cavalry
    300 Household Knights (elite cavalry)
    400 Westerlander Knights (elite cavalry)
    1500 Guardians of Casterly Rock (elite infantry)
    Last edited by Victorius; February 12, 2014 at 08:49 AM.

  5. #5
    Victorius's Avatar Semisalis
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    Default Re: The positions of the Great Hosts of the Kingdom

    The Host of Castamere moves to the crag, it should take 9,6 hours they will arrive at 01:13 CET 13/02

    Host of Castamere:
    1,625 Light Inf
    780 Heavy Inf
    455 Polearms
    455 Archers
    360 Light Cavalry
    180 Heavy Cavalry
    300 Household Knights (elite cavalry)
    400 Westerlander Knights (elite cavalry)
    1500 Guardians of Casterly Rock (elite infantry)

  6. #6
    Victorius's Avatar Semisalis
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    Default Re: The positions of the Great Hosts of the Kingdom

    The Host of Castamere moves back home to Castamere, it should take 9,6 hours they will arrive at 09:51 CET 14/02

    Host of Castamere:
    1,625 Light Inf
    780 Heavy Inf
    455 Polearms
    455 Archers
    360 Light Cavalry
    180 Heavy Cavalry
    300 Household Knights (elite cavalry)
    400 Westerlander Knights (elite cavalry)
    1500 Guardians of Casterly Rock (elite infantry)

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