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  1. #1

    Default A Journey South

    Alexander stands at the head of a 4,000 man army on the outskirts of the city of Batroun. The army begins to march southwards towards Beirut sending 50 Knights and 100 Men-at-arms to scout the defenses and evaluate if it is possible to take the city with the forces available. Other small pockets of troops are detached and are sent to scout around the army for enemy forces, any scouts spotted are to be captured.

    Forces

    800 Footmen
    800 Spearmen
    600 Bowmen
    800 Men-at-arms
    1,000 Knights
    Last edited by Kyrator; November 22, 2015 at 01:26 PM.

  2. #2
    The Mad Skylord's Avatar Tribunus
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    Default Re: A Journey South

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    The scouts don't return. The Latins must assume them killed or captured.

    ((Rolled a 4))

  3. #3

    Default Re: A Journey South

    Alexander continues marching on Beirut intent on besieging it, he would find out what awaits him there in person. However due to the disappearance of the scouts the army travels wary of ambush.

  4. #4
    The Mad Skylord's Avatar Tribunus
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    Default Re: A Journey South

    Moderation:

    Rolls
    Ambush Roll:
    1-10 = Ambush
    11-20 = No Ambush

    Roll Modifiers
    +2 - Army Alert
    +5 - Unsuitable Terrain

    Rolled a 13 + 7 = 20

    Messenger Escape Roll:
    1-10 - Messenger Escapes before Crusaders can respond
    11-20 - Crusaders have a chance to capture the messengers

    Modifiers
    -3 - Muslims encountered Crusader Scouts

    Roll: 10-3 = 7

    Defenders:
    1'105 men
    221 footmen
    221 spearmen
    166 archers
    221 horse archers
    276 mamlukes

    Defenses:
    1-3 - Wooden Palisade
    4-6 - Wooden Wall

    Roll: 1 - Wooden Palisade


    The army reaches Beirut without event but, as they close in on the town, 5 horsemen gallop out of the gates of the town and disappear over the horizon - towards the Emir in Baalbek. The Crusaders will be unable to capture them.

    The town is surrounded by a simple wooden palisade, but it is defended by over 1'100 zealous Muslims. Muslims who know help will soon be arriving. It will be difficult to organize a surrender.

  5. #5

    Default Re: A Journey South

    Alexander orders 20 horsemen to follow in the direction of the Saracen scouts and track their progress. They are to hurry back and warn Alexander when enemy reinforcements are on the way and of their number. Meanwhile Alexander surrounds the town and begins the siege. As Alexander sets up camp he tells his men to make the camp far larger than needed for the army then send a message to the leader of the garrison of Beirut;

    "Surrender and you shall be allowed to leave unmolested. I am but a vanguard bearing a fraction of the men that the main force can bring to battle. I hope you can see reason and accept my offer, otherwise I shall see you on the battlefield"

    His army then proceeds to settle down and constructs siege equipment sending some scouts out to watch for the arrival of a larger Saracen force.

  6. #6
    The Mad Skylord's Avatar Tribunus
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    Default Re: A Journey South

    Moderation:
    Rolls

    Surrender:
    1-10 - No Surrender
    11-20 - Surrender

    Modifiers
    -5 - Reinforcements
    -1 - Christian Invaders

    -6

    Roll: Rolled a 6. No Surrender.

    Reinforcements:
    3'480 men
    522 Footmen
    522 Spearmen
    522 Archers
    870 Horse Archers
    1'044 Mamlukes

    Arrival of Reinforcements:
    1-10 - before siege equipment is completed
    11-20 - after siege equipment is completed

    Modifiers
    -3 - Messengers escaped before construction began

    Roll: 11 - 3 = 8

    Saracens arrives before construction can be completed.

    Notification of arrival:
    Normal Scout Rules
    Rolled a 14

    Troop numbers: Between 2'100 and 3'500 men.

    Note: Alexander has time to prepare or retreat, due to scouts.


    The Commander of the Garrison reads the message to his fellow defenders mockingly, then he spits over the wall and he and his men scream abuse at the Crusaders in Arabic. Their response to being offered surrender is clear.

    As Alexander builds his siege equipment, a band of scouts gallop into camp. They shout and yell for Alexander, and hurriedly give their report. Anywhere from 2'100 to 3'500 men are marching to Beirut, and they will be here before construction can be finished. In fact, they are almost here now. The Lord must be swift in his decision.
    Last edited by The Mad Skylord; November 22, 2015 at 01:11 PM.

  7. #7

    Default Re: A Journey South

    Alexander packs up and moves his army back northward but leaves some scouts behind at Beirut then he cuts east and attempts to set up an ambush on the path back to Baalbek.
    Last edited by Kyrator; November 22, 2015 at 01:30 PM.

  8. #8
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    Default Re: A Journey South

    Moderation:
    Rolls

    Scouts:
    1-10 - they don't escape
    11-20 - they escape

    Modifiers
    +2 know the enemy is coming
    +2 poised to escape

    Roll: 8 + 2 + 2 = 12
    Scouts Escape

    Muslim Army:
    1-10 - Return to Baalbek
    11 - 20 March on to Batroun in pursuit

    Roll: 10
    The army marches back to Baalbek (that was close Ky)

    Ambush:
    1-5 - No Ambush
    6-10 - Partial Ambush
    11-18 - Ambush
    19-20 - Perfect Ambush

    Modifiers
    +5 - Suitable Terrain
    -3 - 4'000 men
    -3 Don't know the terrain
    +1 - Know the enemy is definitely on the way

    Roll: 12
    Ambush - The Crusaders manage to ambush the Muslims as they march back to Baalbek. While the ambush is successful, it is not quite perfect, and the Muslims manage to recover enough to form rough battle lines.

    ((Basically, you get a big boost to all your attacks, but the Muslims have recovered enough to give resistance. They get negative modifiers, and you get positive modifiers. Post your orders and your exact number and I'll roll the battle.))


    The Crusader scouts escape back to Alexander. Once they see that Beirut is safe, the army decides to march straight back to Baalbek.

    They march for a short time, and then they stop for nightfall in the mountains. Just as they are setting up camp, Christian war cries fill the air and Crusaders charge down into the Muslim camp...

  9. #9

    Default Re: A Journey South

    Forces

    800 Footmen
    800 Spearmen
    600 Bowmen
    800 Men-at-arms
    1,000 Knights

    Alexander orders his knights to pin down the Saracen Mameluks and to cut them down, meanwhile his Men-at-arms and half the footmen are to run rampant throughout the Saracen camp to wreak havoc and disorder within the enemy ranks as our archers rain down fire arrows upon the tents until they spot any sign of horse archers at which point they are to focus them. Our Spearmen are to move in and help our knights against the Mameluks while the other half of our footmen guard our flanks and try to shield our bowmen from retaliation.
    Last edited by Kyrator; November 22, 2015 at 02:35 PM.

  10. #10
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    Default Re: A Journey South

    Moderation:
    Combat Initiation


    Pin the Mamlukes:
    1-5 - Mamlukes evade completely
    6-10 - minority of Mamlukes are pinned
    11-15 - majority of Mamlukes are pinned
    16-20 - Mamlukes pinned completely

    Modifiers
    +5 Ambush
    +2 Downhill charge

    Roll: 9 + 7 = 16
    Mamlukes pinned completely


    Wreaking Havoc:
    1-5 - Minimal Havoc
    6-12 - Moderate Havoc
    13-18 - Massive Havoc
    18-20 - Total Panic

    Modifiers
    +5 - Ambush
    +2 - Downhill Charge

    Roll: 15 + 7 = 20 + 2
    Total Panic

    Archery:
    1-5 - Minimal damage
    6-10 - Moderate damage
    11-15 - High damage
    16-20 - Brutal damage

    Roll: 19

    Archery Targeting:
    1-5 - High Friendly Fire
    6-10 - Moderate Friendly Fire/low enemy fire
    11-15 - Low Friendly Fire/moderate enemy fire
    16-20 - High Enemy Fire

    Modifiers
    -5 Total Havoc and Panic

    Roll: 6 - 5 = 1
    High Friendly Fire

    Pinning Horse Archers:
    1-10 - not pinned
    11-20 - pinned

    Modifiers
    -5 - Total Havoc and Panic

    Roll: 13 - 5 = 8
    Archers Fail to pin Horse Archers

    Combat

    Mamluke Combat:
    1-10 - Mamlukes winning
    11-20 - Knights winning

    Modifiers
    -2 - Friendly fire
    +5 Ambush
    +2 Downhill charge
    +1 Pinned
    +1 Spearmen reinforcing

    Roll: 2 - 2 + 5 + 2 + 1 + 1 = 9
    Mamlukes winning

    Saracen Rally:
    1-8 - Saracens Rally
    9-20 - Saracens fail to rally

    Modifiers
    +5 Havoc and Panic
    -3 Mamlukes winning combat
    -1 Horse archers not pinned
    -1 Friendly fire

    Roll: 4 + 5 - 3 - 1 - 1 = 4
    Saracens rally

    Forming up:
    1-6 - Rallied Saracens form up perfectly
    7-15 - Rallied Saracens form up well
    16-18 - Rallied Saracens form up roughly
    19-20 - Rallied Saracens fail to form up

    Modifiers
    -4 - Rallied
    +5 Havoc

    Roll: 16 - 4 + 5 = 17
    Rallied Saracens form up roughly

    Footmen/Men at Arms vs Saracen Infantry/bowmen
    1-5 - Crusaders Routed
    6-15 - Prolonged combat
    16-20 - Saracens routed

    Modifiers
    -5 - Troops running rampant
    +2 - Rough formation

    Roll: 10 - 5 + 2 = 7
    Prolonged Combat - Saracen's Favour

    Horse Archers vs Reserve Footmen
    1-3 - Perfect Accuracy/Huge damage
    4-10 - Good Accuracy/High Damage
    11-15 - Decent Accuracy/Moderate Damage
    16-20 - Bad Accuracy/Low Damage

    Modifiers
    -4 - all Crusader troops pinned

    Roll: 13 - 4 = 9
    Good Accuracy/High Damage

    Routing Stage

    Mamlukes vs Knights/Spearmen
    1-10 - Knights/Spearmen break
    11-20 - Mamlukes Break

    Modifiers
    -3 - Mamlukes winning
    -1 - Friendly fire
    +4 - Spearmen in combat with horsemen

    Roll: 4 -3 - 1 + 4 = 4
    Crusaders Break

    Saracens Infantry/Bowmen vs Men at Arms/Footmen
    1-10 - Crusaders Break
    11-20 - Saracens Break

    Modifiers
    -3 - Mamlukes defeated Knights
    -2- Saracens winning combat

    Roll: 13 - 3 - 2 = 8
    Crusaders Break

    Horse Archers vs Footmen/Bowmen
    1-10 - Crusaders Break
    11-20 - Saracens Retreat to wait for help - allowing crusaders to retreat in good order

    Modifiers
    -3 - Knights defeated
    -3 - Foot/Light Horse defeated
    -1 - Heavy arrow fire

    Roll: 10 - 3 - 3 - 1 = 3
    Crusaders break

    Overall:
    Pyrrhic Saracen Victory

    Casualties

    Riding down routers:
    1-8 - High Casualties(15%)
    9-17 - Moderate Casualties(10%)
    18-20 - Low Casualties(5%)

    Roll: 17
    Moderate Casualties - 10% extra casualties

    Crusaders

    Footmen/Men at arms
    6d10 rolls
    10, 10, 9, 5, 4, 3
    43 + 10 = 53%
    Maximum Casualties = 50%

    Knights/Spearmen
    1, 3, 9, 3, 9, 2
    27 + 10 = 37%

    Footmen/Bowmen
    1, 3, 2, 2, 7, 4
    19 + 10 = 29%

    Saracens
    Same figures, minus 10%



    The Crusaders ran down the hillside howling. They quickly established supremacy. Knights and Pike pinned the Saracen Mamlukes in desperate hand to hand combat, and footmen and men at arms ran amok in the Saracen camp. And the the first arrows were loosed... They caused huge damage to the Crusaders, but they were not shot by Saracens. In the complete havoc of battle, the Crusader archers were shooting their own men!

    The initial shock wore off fast. It was the turn of the Crusaders to be shocked. They didn't know who was shooting them! The tide turned, and the Saracen Mamlukes managed to make the heavy tide of Crusaders falter. This, in turn, allowed the Saracen foot to rally, and rally it did! Quickly forming a rough formation, the Saracen troops charged into the scattered Crusaders running around the camp. The brutal melee continued...

    The horse archers had free rein of the battlefield. There were no troops fast enough to catch them, and without any opposition - save the odd arrow - they tore apart the contingent of footmen and bowmen left in the rear.

    After much prolonged fighting, the Crusaders finally broke. They fled for their lives and they were vulnerable to slaughter, but the Saracens chased them only so far. It had been a hard day for them, too, and they had to retreat to Baalbek to lick their wounds...

    Troops Remaining
    Crusaders
    655 Footmen
    400 Men at Arms
    455 Archers
    477 Spearmen
    777 Knights
    2'853 men
    Lost 1'147 men

    Saracens
    313 Footmen
    313 Spearmen
    313 Archers
    705 Horse Archers
    762 Mamlukes
    2'406 men
    1'074 men lost


    Lord Alexander

    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)

    Roll: Rolled a 16. Alexander escaped battle unharmed.


    Crusaders flee back to Batroun. They will remain there for a total of 12 hours from the time this post was last edited.
    Last edited by The Mad Skylord; November 22, 2015 at 05:09 PM.

  11. #11

    Default Re: A Journey South

    Durrleted
    Last edited by Kyrator; November 22, 2015 at 03:20 PM.

  12. #12
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    Default Re: A Journey South

    Void
    Last edited by The Mad Skylord; November 22, 2015 at 04:03 PM.

  13. #13
    The Mad Skylord's Avatar Tribunus
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    Default Re: A Journey South

    Your troops can move now, Ky.

  14. #14
    Stildawn's Avatar The Legislator of 'Lol'
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    Default Re: A Journey South

    A messenger arrives for Lord Alexander

    To Lord Alexander I am stuck in the field at present unable to come to your aid. For this I am sorry.

    Pull back to Jubail, there is a relief force of three thousand waiting for you, defend southern Tripoli until I am able to return.

    Lord Santana




  15. #15

    Default Re: A Journey South

    Alexander rallies his men and leaves the battlefield bitter and defeated, he rides north and makes camp for the night. After receiving the letter he returns home, a failure in his own eyes.

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