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Thread: The Positions of the Kingdom's Armies

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  1. #1
    Poach's Avatar Civitate
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    Default The Positions of the Kingdom's Armies

    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



    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
    Dirty Chai's Avatar Dux Limitis
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    Default Re: The Positions of the Kingdom's Armies

    void
    Last edited by Dirty Chai; December 17, 2015 at 07:24 PM.

  3. #3
    Dirty Chai's Avatar Dux Limitis
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    Default Re: The Positions of the Kingdom's Armies

    House Orkwood calls its naval militias, 12 hours
    Total: 31 ships, 2,480 points
    - 31 Ironborn Longships (2,480 points)
    Yearly Upkeep: 4,960
    Last edited by Dirty Chai; December 20, 2015 at 04:23 AM.

  4. #4
    The Mad Skylord's Avatar Tribunus
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    Default Re: The Positions of the Kingdom's Armies

    Harlaw summons its armies and fleets.
    12 hours

    Armies
    2'500 points of land militia.
    5'000 dragons

    Navies
    5'100 points of naval militia
    10'200 dragons

  5. #5
    Poach's Avatar Civitate
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    Default Re: The Positions of the Kingdom's Armies

    House Merlyn calls their forces up and sails north.

    8,000 Dragons for 4,000 points split between Land and Naval Militia.

    12 hours to raise and 25 sea tiles for 30 hours. 42 hours from now is 12 noon (GMT) on Sunday.

  6. #6

    Default Re: The Positions of the Kingdom's Armies

    5 Ironborn Longships and 1 dromond are loaded with 600 Ironborn Hearth Warriors in Pyke harbor

  7. #7
    Narf's Avatar Reach for the Stars.
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    Default Re: The Positions of the Kingdom's Armies

    2 Ironborn Longships and 10 dromond are loaded with 300 Ironborn Hearth Warriors And sail from Stonetree Castle to Pyke harbor

  8. #8
    Narf's Avatar Reach for the Stars.
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    Default Re: The Positions of the Kingdom's Armies

    30 Heavy Galleys are loaded with 600 Ironborn Hearth Warriors And sail from Stonetree Castle to Harlaw Castle

  9. #9
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: The Positions of the Kingdom's Armies

    5 Ironborn Longships and 10 Dromonds, loaded with 600 Ironborn Hearth Warriors and 300 Crossbowmen, sail from Great Wyk to Pyke.
    Gaming Director for the Gaming Staff
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  10. #10

    Default Re: The Positions of the Kingdom's Armies

    The reaving forces at Pyke move from Pyke to Barrowtown - 20 hours

    They include 6 Ironborn Longships, 6 Dromonds, 600 hearth warriors and 300 longbowmen from Greyjoy's forces.
    Last edited by Pontifex Maximus; December 19, 2015 at 04:17 PM.

  11. #11
    The Mad Skylord's Avatar Tribunus
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    Default Re: The Positions of the Kingdom's Armies

    Tired of waiting, the huge Harlaw Armada sets sail for Greyshield.

    20 hours 20 mins

  12. #12

    Default Re: The Positions of the Kingdom's Armies

    Hoare raises his naval militia.

    21 longships, 4 dromonds.

    Left: artwork by the great Duncan Fegredo.

    A link to my Deviantart's account.

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