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Thread: Positions of the Armies

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  1. #1

    Default Positions of the 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

    Default Re: Positions of the Armies

    Clan Woods raises it's militia, sending the fifty outriders to Barrowton while the rest muster in the Wolfswood.
    12 hours.

  3. #3

    Default Re: Positions of the Armies

    House Dustin raises its men.

  4. #4

    Default Re: Positions of the Armies

    Dustin infantry host moves to the Fever River, on the border between the North and the Neck, to wait until diplomacy has been resolved between the two kingdoms.

    The cavalry are to wait at Barrowton for the other houses to send their horsemen (hint)

  5. #5
    Pinkerton's Avatar Praeses
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    Default Re: Positions of the Armies

    House Ryswell raises it's naval and land militia

  6. #6
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Positions of the Armies

    House Glover calls its naval and land militias as well as the militias of its sworn bannermen. The former will sail for the Stony Shore to join the rest of the Northern fleet under Lord Ryswell, the latter will gather at Deepwood Motte before marching to Winterfell with the newly-recruited professional longbowmen to join the royal host. An exception will be made for 50 of the Glover light horsemen, who will ride to join the larger cavalry wing at Barrowton.

    Mobilization: 12 hours
    Ships: 14.4 hours from Deepwood Motte to Stony Shore
    Main host: 16.8 hours from Deepwood Motte, through Wolfswood & past Tumbledown Tower to Winterfell
    Cavalry: 9.6 hours from Deepwood Motte, through Wolfswood & past Torrhen's Square to Barrowton

  7. #7

    Default Re: Positions of the Armies

    The militia of clan Woods(minus the 50 light horsemen) marches from the Wolfswood to Deepwood Motte. 3 forest hexes, 9 hours travel time. Start time : 4:00 am 8/25 GMT +0 Arrival time : 1:00 pm 8/25 GMT +0

  8. #8
    Poach's Avatar Civitate
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    Default Re: Positions of the Armies

    The Wolf's Den raise their militia and it will include the troops I buy following the npc RP. I've waited quite some time for word on being allowed to do that.

    Sent from my SM-A310F using Tapatalk

  9. #9
    Jokern's Avatar Mowbray of Nottingham
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    Default Re: Positions of the Armies

    Clan Flint raises its militia (12 hours).

    50 Light Cavalry is sent from Flint Keep to Barrowton
    12 hours raising, 4 mountain tiles, 4 forest tiles, 4 normal tiles, 200% movement speed for Light Cavalry

    (12 + 4x3.4 + 4x3 + 4x2.4)x0.5 = (12+13.6+12+9.6)x0.5 = 47.2x0.5 = 23.6 hours = 23 hours 30 minutes

    Arrived 08:45 AM (GMT) 26/8

  10. #10

    Default Positions of the Armies

    Barrowtown navy is raised, and is directed to stony shore


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    Last edited by Gandalfus; August 26, 2016 at 04:43 AM.

  11. #11

    Default Re: Positions of the Armies

    The army of clan Magnar marches from Kingshouse to Deepdown.
    Two Mountain hexes - 6 hours, 48 minutes travel time
    Start time : 7:35 pm 8/25 GMT +0
    Arrival time : 2:23 am 8/26 GMT +0

    Force :
    King Harlon Magnar (+2 Wealth, +1 Duels, +2 Naval Battles, +2 Land Battles, +2 Survival, +2 Pillager)
    Jeor Magnar (+2 Duels, +2 Land Battles, +1 Naval Battles, +1 Pillager, +1 Survival)
    50 Skagosi Berserkir (Elite Heavy Infantry retinue)
    600 Skagosi Hirdmen (AoR Elite Infantry)
    900 Skagosi Warriors (Merc. Heavy Infantry
    900 Merc. Archers
    Last edited by Xion; August 25, 2016 at 01:37 PM.

  12. #12

    Default Re: Positions of the Armies

    Royal Host to Sea Dragon Point: 27.6 hours

  13. #13

    Default Positions of the Armies

    After assembling as many cavalry that can be mustered in such a short time, the Northern cavalry force moves North towards Sea Dragon Point.

    13.3 hours (cavalry movement bonus)

    They are followed by Dustins host, as soon as the troops are made ready

    (27 hours)

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    Last edited by Gandalfus; August 26, 2016 at 10:08 AM.

  14. #14
    Poach's Avatar Civitate
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    Default Re: Positions of the Armies

    Greystark troops to Sea Dragon Point. Will work out eta when not on mobile.

    Sent from my SM-A310F using Tapatalk

  15. #15

    Default Re: Positions of the Armies

    Dreadfort's militia, and that of its vassals (every men not fighting alongside Karstark) are raised and march to Sea Dragon Point.

    ooc: will add marching time later. Around 30 hours.

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  16. #16
    Pinkerton's Avatar Praeses
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    Default Re: Positions of the Armies

    100 riders leave the Rills to join the Dustin army. 5 hours

    The rest of the Ryswell forces march to Winterfell, to join the Royal Host. 24 hours

  17. #17
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Positions of the Armies

    The Wulls raise their militia

    12 hours, ETA: 9:41 AM EST (2:41 PM GMT)
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  18. #18
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Positions of the Armies

    A hundred light cavalry are sent to join the Dustin army while the rest moves for Winterfell.

    Dustin ETA:
    12 titles = 56 hours
    5 forest tiles = 15 hours
    6 mountain tiles = 17 hours
    1 normal tile = 2.4 hours


    200% movement due to light cavalry
    ETA: 28 hours = 2:00 PM EST (7:00 PM GMT)

    ^Hope I got this right

    ===============

    Winterfell ETA:

    7 tiles = 22.6 hours
    3 forest tiles = 9 hours
    3 mountain tiles = 10.2 hours
    1 normal tile = 3.4 hours


    ETA: 8:50 AM EST (1:50 PM GMT)
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  19. #19
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    Default Re: Positions of the Armies

    House Norrey begins the mobilization process of it's militia.
    Last edited by Blastoise Groudon; August 29, 2016 at 10:37 AM.

  20. #20
    Jokern's Avatar Mowbray of Nottingham
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    Default Re: Positions of the Armies

    Clan Flint moves from Flint Keep to Sea Dragon Point to join the Royal Host.

    2 mountain tiles, 6 forest tiles, 4 normal tiles = 34 hours 30 minutes

    Arrives 07:00 1/9-16 GMT

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