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June 16, 2016, 02:35 AM
#1
Vicarius Provinciae
"Alternative" Warfare System
So I've been trying to come up with a system for guerrilla warfare in the Neck and in Dorne this is my general idea right now.
Guerilla Warfare:
Guerilla units wont "ambush" the enemy as much as they skirmish with them. A small force of units can choose to assault an enemy army marching through their home territory in certain regions. This will constitute a number of rolls.
The first roll will determine how many men/points the enemy loses, this will be rolled as a d20 archer volley for the purposes of damage done to the invading force. And will represent casualties over their time within that hex rather than one large assault.
The second roll will determine how effective the assaulted were at striking back at the guerrillas. It will constitute a d10 volley roll to determine how many of the archers within that army were able to strike at the enemy.
Within any hex in the Neck any Crannogmen infantry will be able to take part in guerrilla warfare.
Within Dorne any Dornish cavalry will be able to take part in guerrilla warfare.
It can only be done once per hex, and a guerrilla army can choose to continue shadowing the enemy and get a roll in the next hex or disengage.
This needs plenty of work, I'm mainly posting it to try to get ideas. In short the Neck and Dorne need to be harder to assault in my opinion. It's not just about the severe attrition from their terrain (which is accounted for, though not for every region that should have attrition) but also the queer resistance their natives provide.
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June 16, 2016, 09:31 AM
#2
Re: "Alternative" Warfare System
I like it for Dorne but not the neck
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June 16, 2016, 10:02 AM
#3
Re: "Alternative" Warfare System
I don't think that making the Neck more difficult to pass through would be good balance-wise.
First of all, it would benefit Stark a lot with natural borders, compared with other LPs who have as well natural borders working in their favor, but not as effective,
secondly it would invite players to go Marsh King at some point (since I assume the holder of the Neck wouldn't suffer from it), because the region would invite to do so
and as a third point, it doesn't buff the North too much - it rather will result in people using their naval assets to start invasions on the North, whenever they need. Everyone knows the coasts being the weakpoint of the Starks, thus it wouldn't change much. Only a fool would march up the Kingsroad directly, just to run into Moat Cailin,
so holding it, is one of Stark's advantages, because he can expect this route crippling his enemy enough to finish him off afterwards, even if he makes it through the Neck and Moat Cailin (there's a regional bonus for Greywater Watch being hard to find + one which actually gives attrition to hostile armies towards the Crannogmen).
It's already strong in my eyes and you underestimate Moat Cailin probably as much, as I underestimated Riverrun.
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June 16, 2016, 12:19 PM
#4
Vicarius Provinciae
Re: "Alternative" Warfare System
Moat Cailin can only hold 3,000 points of troops it is no Riverrun. In lore it can bottle up an entire army, in game it is easily swarmed. Which makes little sense because people can only advance on it in lines of maybe six.
Avoiding Moat Cailin entirely only gives a minimum of 1% loses and a maximum of 10% and there's no negative for breaking your line of supply. While in lore the Neck is impassable it is very much a road block at best in game mechanics.
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June 16, 2016, 12:27 PM
#5
Re: "Alternative" Warfare System
Thing was not the numbers in Riverrun, but the siege modifier in favor of the defenders.
Riverrun had like 8+ or something along the lines.
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June 16, 2016, 04:27 PM
#6
Re: "Alternative" Warfare System
How is the first d20 interpreted?
It's my understanding that the second roll, the d10, is that each 1/10 is a 10% of the guerilla archers being able to attack in that hex. Shouldn't it go first then?
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June 16, 2016, 04:41 PM
#7
Vicarius Provinciae
Re: "Alternative" Warfare System
No it determines the damage the invading army's archers were able to inflict on the guerrillas.
Riverrun gives a +12 with no modifiers, LD. And yes the forces in the keep do matter. As that bonus directly modifies the ability of those troops. If the Tully's hadn't had well over 7500 men in points in the keep you would have taken it. Say if they had 3000 men in points. And beside the point that the neck is hardly a deterrent. Most of the provinces don't even get attrition in the rules, only Moat Cailin and Gretwater Watch. If every region got attrition rolls equal to Greywatch Watch (a d20 I believe) things would make more sense.
It's not even like your baggage train (with all its food, supplies, and water) could even be marched through the swamp. In that respect its just as impassable as a mountain range.
Last edited by Pericles of Athens; June 16, 2016 at 04:44 PM.
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June 16, 2016, 04:45 PM
#8
Re: "Alternative" Warfare System
Ok, looking back, I don't know how I misread that.
So are you just proposing basically normal skirmish rolls for the guerrillas and then halved skirmish rolls for the defending archers?
I think it would be much more apt to have the defender's countercasualties be done via possible capture of guerrillas by having plentiful screening light cavalry.
Maybe like a 2/20 base chance for catching some of the guerrillas/horse archers, with a +1 for every 50% more light cavalry the defender has against the attacking guerrillas; so 150 light cavalry defending against 100 horse archers would give +1. 200 against 100 would give +2, etc.
Last edited by Dirty Chai; June 16, 2016 at 04:48 PM.
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June 18, 2016, 06:40 PM
#9
Re: "Alternative" Warfare System
Well this proposal is nice, but Dorne stays useless because this game one-dimensionally values regions/houses by their bulk military strength (the point system), and Dorne has been given a small military and lots of light units for an "alternative warfare" system that doesn't exist.
When you know that a Dornish army defending the Prince's Pass or Boneway will actually get shattered all the same just because the enemy has more numbers and the terrain doesnt matter much, you know the game's messed up. Or when you make it so smaller or cavalry armies can get around faster, but that's useless because raiding is useless and battles are all about more troops/heavy infantry.
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