inherit
RP Rep
emeraldeddie2@gmail.com
45
0
303
emeraldeddie
There is always a bigger fish...
1,099
January 2017
emeraldeddie
{/if}
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Post by emeraldeddie on May 25, 2017 3:12:47 GMT
*His twin brother Ure who is never mentioned casts Eru into the Void* OOC: Indeed. *It turns into a chaotic melee, with both sides taking heavy losses* *Meanwhile, the ladders are laid against the walls, and 500 Guzar Swordsman climb them, while the Elite Archers smash anyone who attempts to push the ladders down.* OOC: It would. Thanks. *The Death Star comes and blows up Ure.*
OOC: Indeed.
*Once in melee, the Bree troops press the attack, making sure to stay to the troops that they are attacking. This prevents the enemy from effectively using their pikes, giving the Bree troops the upper hand.*
*My archers (still in the fortress) see the ladders, and form up. Each archer prepares to fire at one ladder. As soon as an enemy appears at the top of the ladder, he is fired at by several archers, who then drop back and reload, while the next archers in that group step up, and the process continues.*
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inherit
105
0
Mar 12, 2020 18:37:14 GMT
285
mythmaster1
King of Moria, Lord of Gundabad, Dragonslayer, Goblin Ranger, I go by many names
2,073
Jan 11, 2017 15:15:59 GMT
January 2017
mythmaster1
{/if}
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Post by mythmaster1 on May 25, 2017 12:29:21 GMT
yeah. which is why the onager's crews were the first thing I targeted. *ditto.* Wait, Wait, Wait. I am pretty sure this is the basic map. SSSSSSSSSSSSSSS AAAAAAAAAAAAAAA TTTTTTT HHH HHH DDDDDD DDDDDD CCCCCC CCCCCC RRR GGGGGGGGGGGGGGGGG RRR GGGGGGGGGGGGGGGGG RRR GGGGGGGGGGGGGGGGG RRR GGGGGGGGGGGGGGGGG S=You Siege A=Your Archers H=Hobgoblin Cavalry D= Your Dwarves (which had recently unengaged my goblins) R= Ruffians G= Goblins C= Both of our ranged cavalry T= Trappers/melee cavalry/Dunedain. I'm pretty sure this is the basic line-up right now. *Some time has passed.* *The last of the Hobgoblins are destroyed. Surviving Dwarves and ruffians move to attack your upriver flank.* *The last of the trappers are destroyed. Dunedain move to start picking off your troops on the front line, melee cavalry move towards other cavalry.* *My ranged cavalry lead your cavalry back towards our armies again, now getting quite close to each other. My melee cavalry arrives and, running diagonally towards your cavalry, uses their lances to pick off the outer units of yours without losing speed and minimally exposing themselves.* *Bombardments continue. (Also, in case I didn't mention it earlier, archers and other units are reassigned as necessary to keep artillery running, especially onagers. There is always at least one trained crewman to aim the weapon properly.)* Not quite. Here's a better picture (not to scale): BBBB BBB
BBBB BBBB (way off in the distance by now) C C C AAASSSSSARRH WWW D AAASSSSSADHHC WWW C DD AAAAAAAAADDH WWW D RRFFFFFFFFFFF RRR GGGGGGGGGG C C C R GG GGGGGGGG GG GGGGGGGG GG GGGGGGGG GG GGGG GGGG ~~~~~M~~~~~~ ~~~~M~~~~ ##MMMM~~M~M~~~M~~~~~ ~~~~~~~~~M~~~~~MM~~~~MMMM###MMMM~~~~~M~~~~~~~~ ~~~~~~~~~~~~~~~~~~~M~~~M~~MMMM#M#MMMM~~ ~~~~~~~~~~~~~~ ~~~~MMMM# ~~~~~ <--- River flows this way <--- ~ - River # - Ford M - Archers/magnonels on rafts G - Your main army F - My (thin) front line (Dwarves and ruffians) R - Ruffians S - My siege weapons A - My archers D - My Dwarves H - Your Hobgoblins B - Our ranged cavalry W - Woods with trappers C - My melee cavalry D - My Dunedain Turquoise - Our ranged cavalry (away from others, now returning) Dark green - Dunedain/trappers/cavalry (trappers out of range in trees, cavalry keeping watch, Dunedain sniping) Blue - River/troops on river/troops being attacked by troops on river (ranged bombardment) Gold - My archers andsiege weapons firing on your main army/being fired on by your main army/your troops firing and being fired on (continuing until rest of battle is solved) Light green - My ruffians/your flank previously engaged with ruffians (my troops recently pulled back) Purple - Our front lines Red - Your Hobgoblins/troops engaged with them/troops firing on them (ruffians and archers held them back while Dwarves reinforced from front line, pushed in between Hobgoblins and ranged units) OK. Looks pretty much right, although more detailed. *My main army all move into an attack with the weaker flank, only defending themselves from engagement elsewhere.* *My Skirmishers follow your ranged cavalry until close to your siege weapons, which they then charge.*
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inherit
113
0
Feb 25, 2018 18:21:37 GMT
270
KitKat
1,187
Jan 12, 2017 19:47:31 GMT
January 2017
kitkat
{/if}
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Post by KitKat on May 25, 2017 17:31:33 GMT
*Some time has passed.* *The last of the Hobgoblins are destroyed. Surviving Dwarves and ruffians move to attack your upriver flank.* *The last of the trappers are destroyed. Dunedain move to start picking off your troops on the front line, melee cavalry move towards other cavalry.* *My ranged cavalry lead your cavalry back towards our armies again, now getting quite close to each other. My melee cavalry arrives and, running diagonally towards your cavalry, uses their lances to pick off the outer units of yours without losing speed and minimally exposing themselves.* *Bombardments continue. (Also, in case I didn't mention it earlier, archers and other units are reassigned as necessary to keep artillery running, especially onagers. There is always at least one trained crewman to aim the weapon properly.)* Not quite. Here's a better picture (not to scale): BBBB BBB
BBBB BBBB (way off in the distance by now) C C C AAASSSSSARRH WWW D AAASSSSSADHHC WWW C DD AAAAAAAAADDH WWW D RRFFFFFFFFFFF RRR GGGGGGGGGG C C C R GG GGGGGGGG GG GGGGGGGG GG GGGGGGGG GG GGGG GGGG ~~~~~M~~~~~~ ~~~~M~~~~ ##MMMM~~M~M~~~M~~~~~ ~~~~~~~~~M~~~~~MM~~~~MMMM###MMMM~~~~~M~~~~~~~~ ~~~~~~~~~~~~~~~~~~~M~~~M~~MMMM#M#MMMM~~ ~~~~~~~~~~~~~~ ~~~~MMMM# ~~~~~ <--- River flows this way <--- ~ - River # - Ford M - Archers/magnonels on rafts G - Your main army F - My (thin) front line (Dwarves and ruffians) R - Ruffians S - My siege weapons A - My archers D - My Dwarves H - Your Hobgoblins B - Our ranged cavalry W - Woods with trappers C - My melee cavalry D - My Dunedain Turquoise - Our ranged cavalry (away from others, now returning) Dark green - Dunedain/trappers/cavalry (trappers out of range in trees, cavalry keeping watch, Dunedain sniping) Blue - River/troops on river/troops being attacked by troops on river (ranged bombardment) Gold - My archers andsiege weapons firing on your main army/being fired on by your main army/your troops firing and being fired on (continuing until rest of battle is solved) Light green - My ruffians/your flank previously engaged with ruffians (my troops recently pulled back) Purple - Our front lines Red - Your Hobgoblins/troops engaged with them/troops firing on them (ruffians and archers held them back while Dwarves reinforced from front line, pushed in between Hobgoblins and ranged units) OK. Looks pretty much right, although more detailed. *My main army all move into an attack with the weaker flank, only defending themselves from engagement elsewhere.* *My Skirmishers follow your ranged cavalry until close to your siege weapons, which they then charge.* *Having finished off the Hobgoblins, the extra Dwarves and ruffians move to defend against the attack. Dunedain and scorpions pick off troops on your front line, giving my melee troops a significant advantage (as several of yours are randomly dropping and having to be replaced).* *My melee cavalry intercepts the skirmishers, outrunning any attempts of theirs to evade or go around them. Soon after engaging, my melee cavalry surrounds three of your four flanks, and the fourth flank is covered by my ranged cavalry (at a short distance, firing arrows).*
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inherit
105
0
Mar 12, 2020 18:37:14 GMT
285
mythmaster1
King of Moria, Lord of Gundabad, Dragonslayer, Goblin Ranger, I go by many names
2,073
Jan 11, 2017 15:15:59 GMT
January 2017
mythmaster1
{/if}
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Post by mythmaster1 on May 25, 2017 18:08:22 GMT
OK. Looks pretty much right, although more detailed. *My main army all move into an attack with the weaker flank, only defending themselves from engagement elsewhere.* *My Skirmishers follow your ranged cavalry until close to your siege weapons, which they then charge.* *Having finished off the Hobgoblins, the extra Dwarves and ruffians move to defend against the attack. Dunedain and scorpions pick off troops on your front line, giving my melee troops a significant advantage (as several of yours are randomly dropping and having to be replaced).* *My melee cavalry intercepts the skirmishers, outrunning any attempts of theirs to evade or go around them. Soon after engaging, my melee cavalry surrounds three of your four flanks, and the fourth flank is covered by my ranged cavalry (at a short distance, firing arrows).* *The Atlatl Pin-Pointers work in the same way as your Dunedain and Scorpions.* Umm. . . How do they do that? Your ranged cavalry are moving to let the melee cavalry engage my Skirmishers, which means that unless they are faster (I doubt that) then my troops would reach the scorpions.
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inherit
RP Rep
emeraldeddie2@gmail.com
45
0
303
emeraldeddie
There is always a bigger fish...
1,099
January 2017
emeraldeddie
{/if}
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Post by emeraldeddie on May 25, 2017 18:31:46 GMT
Sure thing.
*The riders attempt to steer the mammoths clear of the fire, though a couple mammoths are downed. Nevertheless, they continue charging in this manner, till they reach the Dunlending lines.*
*My other troops follow behind the mammoths. Once in arrow range, all archers peel off to the flanks, and open fire on the Dunlendings.* Indeed. *The Guzar Archers and siege engines do their best to down the rest of the mammoths, taking a few steps back between each volley.*
*A couple more mammoths are downed, but the beasts (being faster than your troops) finally reach your army. Immediately, they begin to swing their tusks around madly, knocking away any Dunlendings who stand in their way.*
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inherit
113
0
Feb 25, 2018 18:21:37 GMT
270
KitKat
1,187
Jan 12, 2017 19:47:31 GMT
January 2017
kitkat
{/if}
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Post by KitKat on May 26, 2017 1:55:04 GMT
*Having finished off the Hobgoblins, the extra Dwarves and ruffians move to defend against the attack. Dunedain and scorpions pick off troops on your front line, giving my melee troops a significant advantage (as several of yours are randomly dropping and having to be replaced).* *My melee cavalry intercepts the skirmishers, outrunning any attempts of theirs to evade or go around them. Soon after engaging, my melee cavalry surrounds three of your four flanks, and the fourth flank is covered by my ranged cavalry (at a short distance, firing arrows).* *The Atlatl Pin-Pointers work in the same way as your Dunedain and Scorpions.* Umm. . . How do they do that? Your ranged cavalry are moving to let the melee cavalry engage my Skirmishers, which means that unless they are faster (I doubt that) then my troops would reach the scorpions. *My troops continue fighting, relying more on their bombardments to do the damage than melee combat.* Both of my cavalry units are substantially faster than yours (due to having lighter armor). My melee cavalry was relatively close to my army (albeit on the opposite side), while both of our ranged cavalries were a good ways off. Since my melee cavalry start moving towards your skirmishers at about the same time that my ranged cavalry started leading you skirmishers back towards my army, the melee cavalry would have time to put itself between my scorpions and your skirmishers, forcing your skirmishers to engage them first. The ranged cavalry would get out of the way when my melee cavalry are fairly close and your skirmishers move to attack the scorpions. So do you have much more in mind, or shall we assume continued bombarding up until the end of the battle (and melee engagement for our cavalries), and so calculate losses?
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inherit
105
0
Mar 12, 2020 18:37:14 GMT
285
mythmaster1
King of Moria, Lord of Gundabad, Dragonslayer, Goblin Ranger, I go by many names
2,073
Jan 11, 2017 15:15:59 GMT
January 2017
mythmaster1
{/if}
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Post by mythmaster1 on May 26, 2017 14:47:26 GMT
*The Atlatl Pin-Pointers work in the same way as your Dunedain and Scorpions.* Umm. . . How do they do that? Your ranged cavalry are moving to let the melee cavalry engage my Skirmishers, which means that unless they are faster (I doubt that) then my troops would reach the scorpions. *My troops continue fighting, relying more on their bombardments to do the damage than melee combat.* Both of my cavalry units are substantially faster than yours (due to having lighter armor). My melee cavalry was relatively close to my army (albeit on the opposite side), while both of our ranged cavalries were a good ways off. Since my melee cavalry start moving towards your skirmishers at about the same time that my ranged cavalry started leading you skirmishers back towards my army, the melee cavalry would have time to put itself between my scorpions and your skirmishers, forcing your skirmishers to engage them first. The ranged cavalry would get out of the way when my melee cavalry are fairly close and your skirmishers move to attack the scorpions. So do you have much more in mind, or shall we assume continued bombarding up until the end of the battle (and melee engagement for our cavalries), and so calculate losses? You did see the point that I said that they got close to the melee cavalry first, right? Because that basically, my orcs pretend to give in, following your ranged cavalry, until just a short while before the melee cavalry would be engaged. However, if that's actually the case, then in that case. *My skirmishers begin using bows to atack your melee cavalry.* Not really anything else, no.
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inherit
113
0
Feb 25, 2018 18:21:37 GMT
270
KitKat
1,187
Jan 12, 2017 19:47:31 GMT
January 2017
kitkat
{/if}
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Post by KitKat on May 26, 2017 19:13:27 GMT
*My troops continue fighting, relying more on their bombardments to do the damage than melee combat.* Both of my cavalry units are substantially faster than yours (due to having lighter armor). My melee cavalry was relatively close to my army (albeit on the opposite side), while both of our ranged cavalries were a good ways off. Since my melee cavalry start moving towards your skirmishers at about the same time that my ranged cavalry started leading you skirmishers back towards my army, the melee cavalry would have time to put itself between my scorpions and your skirmishers, forcing your skirmishers to engage them first. The ranged cavalry would get out of the way when my melee cavalry are fairly close and your skirmishers move to attack the scorpions. So do you have much more in mind, or shall we assume continued bombarding up until the end of the battle (and melee engagement for our cavalries), and so calculate losses? You did see the point that I said that they got close to the melee cavalry first, right? Because that basically, my orcs pretend to give in, following your ranged cavalry, until just a short while before the melee cavalry would be engaged. However, if that's actually the case, then in that case. *My skirmishers begin using bows to atack your melee cavalry.* Not really anything else, no. From what I could tell from your moves, your skirmishers fired my ranged cavalry until they got close to my main army, at which point they broke off and charged at my siege weapons. However, by that point my melee cavalry would already have been between your skirmishers and my army, so with their extra speed they would force your skirmishers into melee combat with them. *Although at first my cavalry takes heavy losses from the skirmishers, as soon as they're properly engaged they gain the upper-hand with actual melee weapons.* Alright, then let's figure out losses. {My troops} 550 Eriador poachers, 1 each, 550 total 500 Bree ruffians, 1 each, 500 total 250 Bree watchmen, 2 each, 500 total 150 Dwarf guards, 4 each, 600 total 25 Dunedain snipers, 6 each, 150 total 25 Dunedain rangers, 8 each, 200 total 200 Eriador huntsmen, 3 each, 600 total 300 Eriador nomads, 3 each, 900 total 30 Scorprions, 3 each, 90 total 20 Mangonels, 8 each, 160 total 50 Onagers, 10 each, 500 total 2,100 units, 4,750 MWE
25 Mangonels (with Brandybuck operators), 8 each, 200 total 400 Brandybuck rivermen, 2 each, 800 total 425 units, 1,000 MWE {Your troops} 100 DAST’s (2 Siege Crew, 2 Archer Crew, 1 Pike Crew) (1,000) 250 Goblin Shields (125) 750 Dual Pikes (375) 250 Atlatl Pin-pointers (500) 625 Goblin Trappers (1,000) 300 Hobgoblin Warriors (1,500) 100 HArmored Skirmishers (500) So, starting with the easy stuff, we have your trappers against my Dunedain and cavalry. Obviously the trappers are completely destroyed, but I would take moderate losses to both of my troops. They were only barely engaged with the Dunedain, so maybe twenty casualties (ten of each)? As for cavalry we could say that fifty were taken out by traps (since we were moving and only some of the traps would be lethal). Other losses would be minimal for them, and can be folded into that fifty. Next, with both of our cavalries, your would have relatively higher casualties than me because of fewer troops and since yours were the ones chasing mine down (while mine were evading at the edge of range). Maybe fifty casualties for you, and thirty for me. Then when my (250) melee cavalry got involved, they lose forty pre-engagement, and another ten in melee (while finishing off your skirmishers). Hobgoblins would be pretty lethal at their first engagement. Some would've been taken down by my passing cavalry, but we'll ignore that for now. When they engaged my army, not all would actually be directly engaged (actually, most wouldn't be), but those that are would be quite powerful. However, we'll say that for that short time before my Dwarves came in, they took out one ruffian per Hobgoblin (even though only about a hundred Hobgoblins are doing the work), plus fifty poachers (so 350 casualties). When my Dwarves got involved, melee casualties would be pretty low on either side. Maybe half of my Dwarves lost, while the scorpions and watchmen took out your Hobgoblins? To make things simple, let's just say I lost twenty-five Dwarves and seventy-five ruffians to the front line. And now for the bombardments. So here, I had about nine hundred archers, forty-five mangonels, and fifty onagers against your. . . two hundred and fifty pin-pointers and one hundred DASTs? Well, I'd guess that it'd take about four-ish volleys to take out the DASTs (half of my shots destroying on average, mangonels and stuff making up the difference), so you could fire (assuming that you get two shots for each of mine, starting with one) about four hundred shots. If half of those hit, then that's two hundred lost operators of mine. Since those operators were replaced by archers, that'd result in two hundred fewer archers at their usual work (I'll take care of reassigning operators later). As for the pin-pointers, well, things wouldn't go well. Maybe one casualty each? {Results} 50 Eriador poachers, 500 lost, 500 MWE 125 Bree ruffians, 375 lost, 375 MWE 250 Bree watchmen, 2 each, 500 total 50 Dwarf guards, 100 lost, 400 MWE 15 Dunedain snipers, 10 lost, 60 MWE 15 Dunedain rangers, 10 lost, 80 MWE 170 Eriador huntsmen, 30 lost, 90 MWE 250 Eriador nomads, 50 lost, 150 MWE 30 Scorpions, none lost 20 Mangonels, none lost 50 Onagers, none lost, operators replaced with archers 1,025, 1,075 lost, 2,155 MWE
(no troops lost from river)
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inherit
105
0
Mar 12, 2020 18:37:14 GMT
285
mythmaster1
King of Moria, Lord of Gundabad, Dragonslayer, Goblin Ranger, I go by many names
2,073
Jan 11, 2017 15:15:59 GMT
January 2017
mythmaster1
{/if}
|
Post by mythmaster1 on May 29, 2017 21:12:36 GMT
You did see the point that I said that they got close to the melee cavalry first, right? Because that basically, my orcs pretend to give in, following your ranged cavalry, until just a short while before the melee cavalry would be engaged. However, if that's actually the case, then in that case. *My skirmishers begin using bows to atack your melee cavalry.* Not really anything else, no. From what I could tell from your moves, your skirmishers fired my ranged cavalry until they got close to my main army, at which point they broke off and charged at my siege weapons. However, by that point my melee cavalry would already have been between your skirmishers and my army, so with their extra speed they would force your skirmishers into melee combat with them. *Although at first my cavalry takes heavy losses from the skirmishers, as soon as they're properly engaged they gain the upper-hand with actual melee weapons.* Alright, then let's figure out losses. {My troops} 550 Eriador poachers, 1 each, 550 total 500 Bree ruffians, 1 each, 500 total 250 Bree watchmen, 2 each, 500 total 150 Dwarf guards, 4 each, 600 total 25 Dunedain snipers, 6 each, 150 total 25 Dunedain rangers, 8 each, 200 total 200 Eriador huntsmen, 3 each, 600 total 300 Eriador nomads, 3 each, 900 total 30 Scorprions, 3 each, 90 total 20 Mangonels, 8 each, 160 total 50 Onagers, 10 each, 500 total 2,100 units, 4,750 MWE
25 Mangonels (with Brandybuck operators), 8 each, 200 total 400 Brandybuck rivermen, 2 each, 800 total 425 units, 1,000 MWE {Your troops} 100 DAST’s (2 Siege Crew, 2 Archer Crew, 1 Pike Crew) (1,000) 250 Goblin Shields (125) 750 Dual Pikes (375) 250 Atlatl Pin-pointers (500) 625 Goblin Trappers (1,000) 300 Hobgoblin Warriors (1,500) 100 HArmored Skirmishers (500) So, starting with the easy stuff, we have your trappers against my Dunedain and cavalry. Obviously the trappers are completely destroyed, but I would take moderate losses to both of my troops. They were only barely engaged with the Dunedain, so maybe twenty casualties (ten of each)? As for cavalry we could say that fifty were taken out by traps (since we were moving and only some of the traps would be lethal). Other losses would be minimal for them, and can be folded into that fifty. Next, with both of our cavalries, your would have relatively higher casualties than me because of fewer troops and since yours were the ones chasing mine down (while mine were evading at the edge of range). Maybe fifty casualties for you, and thirty for me. Then when my (250) melee cavalry got involved, they lose forty pre-engagement, and another ten in melee (while finishing off your skirmishers). Hobgoblins would be pretty lethal at their first engagement. Some would've been taken down by my passing cavalry, but we'll ignore that for now. When they engaged my army, not all would actually be directly engaged (actually, most wouldn't be), but those that are would be quite powerful. However, we'll say that for that short time before my Dwarves came in, they took out one ruffian per Hobgoblin (even though only about a hundred Hobgoblins are doing the work), plus fifty poachers (so 350 casualties). When my Dwarves got involved, melee casualties would be pretty low on either side. Maybe half of my Dwarves lost, while the scorpions and watchmen took out your Hobgoblins? To make things simple, let's just say I lost twenty-five Dwarves and seventy-five ruffians to the front line. And now for the bombardments. So here, I had about nine hundred archers, forty-five mangonels, and fifty onagers against your. . . two hundred and fifty pin-pointers and one hundred DASTs? Well, I'd guess that it'd take about four-ish volleys to take out the DASTs (half of my shots destroying on average, mangonels and stuff making up the difference), so you could fire (assuming that you get two shots for each of mine, starting with one) about four hundred shots. If half of those hit, then that's two hundred lost operators of mine. Since those operators were replaced by archers, that'd result in two hundred fewer archers at their usual work (I'll take care of reassigning operators later). As for the pin-pointers, well, things wouldn't go well. Maybe one casualty each? {Results} 50 Eriador poachers, 500 lost, 500 MWE 125 Bree ruffians, 375 lost, 375 MWE 250 Bree watchmen, 2 each, 500 total 50 Dwarf guards, 100 lost, 400 MWE 15 Dunedain snipers, 10 lost, 60 MWE 15 Dunedain rangers, 10 lost, 80 MWE 170 Eriador huntsmen, 30 lost, 90 MWE 250 Eriador nomads, 50 lost, 150 MWE 30 Scorpions, none lost 20 Mangonels, none lost 50 Onagers, none lost, operators replaced with archers 1,025, 1,075 lost, 2,155 MWE
(no troops lost from river) sounds good.
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inherit
113
0
Feb 25, 2018 18:21:37 GMT
270
KitKat
1,187
Jan 12, 2017 19:47:31 GMT
January 2017
kitkat
{/if}
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Post by KitKat on May 30, 2017 3:25:08 GMT
From what I could tell from your moves, your skirmishers fired my ranged cavalry until they got close to my main army, at which point they broke off and charged at my siege weapons. However, by that point my melee cavalry would already have been between your skirmishers and my army, so with their extra speed they would force your skirmishers into melee combat with them. *Although at first my cavalry takes heavy losses from the skirmishers, as soon as they're properly engaged they gain the upper-hand with actual melee weapons.* Alright, then let's figure out losses. {My troops} 550 Eriador poachers, 1 each, 550 total 500 Bree ruffians, 1 each, 500 total 250 Bree watchmen, 2 each, 500 total 150 Dwarf guards, 4 each, 600 total 25 Dunedain snipers, 6 each, 150 total 25 Dunedain rangers, 8 each, 200 total 200 Eriador huntsmen, 3 each, 600 total 300 Eriador nomads, 3 each, 900 total 30 Scorprions, 3 each, 90 total 20 Mangonels, 8 each, 160 total 50 Onagers, 10 each, 500 total 2,100 units, 4,750 MWE
25 Mangonels (with Brandybuck operators), 8 each, 200 total 400 Brandybuck rivermen, 2 each, 800 total 425 units, 1,000 MWE {Your troops} 100 DAST’s (2 Siege Crew, 2 Archer Crew, 1 Pike Crew) (1,000) 250 Goblin Shields (125) 750 Dual Pikes (375) 250 Atlatl Pin-pointers (500) 625 Goblin Trappers (1,000) 300 Hobgoblin Warriors (1,500) 100 HArmored Skirmishers (500) So, starting with the easy stuff, we have your trappers against my Dunedain and cavalry. Obviously the trappers are completely destroyed, but I would take moderate losses to both of my troops. They were only barely engaged with the Dunedain, so maybe twenty casualties (ten of each)? As for cavalry we could say that fifty were taken out by traps (since we were moving and only some of the traps would be lethal). Other losses would be minimal for them, and can be folded into that fifty. Next, with both of our cavalries, your would have relatively higher casualties than me because of fewer troops and since yours were the ones chasing mine down (while mine were evading at the edge of range). Maybe fifty casualties for you, and thirty for me. Then when my (250) melee cavalry got involved, they lose forty pre-engagement, and another ten in melee (while finishing off your skirmishers). Hobgoblins would be pretty lethal at their first engagement. Some would've been taken down by my passing cavalry, but we'll ignore that for now. When they engaged my army, not all would actually be directly engaged (actually, most wouldn't be), but those that are would be quite powerful. However, we'll say that for that short time before my Dwarves came in, they took out one ruffian per Hobgoblin (even though only about a hundred Hobgoblins are doing the work), plus fifty poachers (so 350 casualties). When my Dwarves got involved, melee casualties would be pretty low on either side. Maybe half of my Dwarves lost, while the scorpions and watchmen took out your Hobgoblins? To make things simple, let's just say I lost twenty-five Dwarves and seventy-five ruffians to the front line. And now for the bombardments. So here, I had about nine hundred archers, forty-five mangonels, and fifty onagers against your. . . two hundred and fifty pin-pointers and one hundred DASTs? Well, I'd guess that it'd take about four-ish volleys to take out the DASTs (half of my shots destroying on average, mangonels and stuff making up the difference), so you could fire (assuming that you get two shots for each of mine, starting with one) about four hundred shots. If half of those hit, then that's two hundred lost operators of mine. Since those operators were replaced by archers, that'd result in two hundred fewer archers at their usual work (I'll take care of reassigning operators later). As for the pin-pointers, well, things wouldn't go well. Maybe one casualty each? {Results} 50 Eriador poachers, 500 lost, 500 MWE 125 Bree ruffians, 375 lost, 375 MWE 250 Bree watchmen, 2 each, 500 total 50 Dwarf guards, 100 lost, 400 MWE 15 Dunedain snipers, 10 lost, 60 MWE 15 Dunedain rangers, 10 lost, 80 MWE 170 Eriador huntsmen, 30 lost, 90 MWE 250 Eriador nomads, 50 lost, 150 MWE 30 Scorpions, none lost 20 Mangonels, none lost 50 Onagers, none lost, operators replaced with archers 1,025, 1,075 lost, 2,155 MWE
(no troops lost from river) sounds good. Alrighty. *My surviving troops depart, heading back north.*
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Shamrock
Musketeer
His Lordship
Posts: 10,256
LEGO Message Boards Username: Shamrock7203
Favorite LEGO theme: Castle Fantasy Era
Previously on the LMBs?: Yes
inherit
His Lordship
26
0
Apr 24, 2024 17:38:09 GMT
11,271
Shamrock
10,256
January 2017
shamrock7203
Shamrock7203
Castle Fantasy Era
Yes
{/if}
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Post by Shamrock on Jul 22, 2017 22:34:07 GMT
*His twin brother Ure who is never mentioned casts Eru into the Void* OOC: Indeed. *It turns into a chaotic melee, with both sides taking heavy losses* *Meanwhile, the ladders are laid against the walls, and 500 Guzar Swordsman climb them, while the Elite Archers smash anyone who attempts to push the ladders down.* OOC: It would. Thanks. *The Death Star comes and blows up Ure.*
OOC: Indeed.
*Once in melee, the Bree troops press the attack, making sure to stay to the troops that they are attacking. This prevents the enemy from effectively using their pikes, giving the Bree troops the upper hand.*
*My archers (still in the fortress) see the ladders, and form up. Each archer prepares to fire at one ladder. As soon as an enemy appears at the top of the ladder, he is fired at by several archers, who then drop back and reload, while the next archers in that group step up, and the process continues.**Ure absorbs the blast and slices the Death Star in two with his fingernail* OOC: Indeed. *The front ranks are once again devastated. The rest of the Dunlendings withdraw slightly, solidify their phalanx, and advance again, keeping the Bree Guardsmen at pike range, and smashing many.* *The first few swordsmen to reach the top are knocked back. As arrows rarely smash, however, some of the wounded men manage to haul themselves over the wall and attack the archers, allowing more to ascend. The heavy armour of the Guzar swordsmen helps significantly with this.*
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Shamrock
Musketeer
His Lordship
Posts: 10,256
LEGO Message Boards Username: Shamrock7203
Favorite LEGO theme: Castle Fantasy Era
Previously on the LMBs?: Yes
inherit
His Lordship
26
0
Apr 24, 2024 17:38:09 GMT
11,271
Shamrock
10,256
January 2017
shamrock7203
Shamrock7203
Castle Fantasy Era
Yes
{/if}
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Post by Shamrock on Jul 22, 2017 22:43:01 GMT
Indeed. *The Guzar Archers and siege engines do their best to down the rest of the mammoths, taking a few steps back between each volley.*
*A couple more mammoths are downed, but the beasts (being faster than your troops) finally reach your army. Immediately, they begin to swing their tusks around madly, knocking away any Dunlendings who stand in their way.**The two trebuchets, which cannot be moved anywhere fast, are easily felled and their crews scattered. As they can no longer fire on the wall without hitting the Guzar Swordsmen, the Elite Archers hurry into the gate, which is somewhat clear due to the Bree Guardsmen being pushed back. The Battering and siege rams are pulled in behind them. The Mangonel and onagers are pulled back (not all the way yet, as they take time to move) though one onager is damaged and incapable of firing. The Guzar Swordsmen hasten their climbing of the ladders. The Guzar Archers, on the other hand, are thouroughly routed; their ranks are broken and scattered, many being smashed by the mammoths.*
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inherit
RP Rep
emeraldeddie2@gmail.com
45
0
303
emeraldeddie
There is always a bigger fish...
1,099
January 2017
emeraldeddie
{/if}
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Post by emeraldeddie on Aug 16, 2017 14:40:39 GMT
*The Death Star comes and blows up Ure.*
OOC: Indeed.
*Once in melee, the Bree troops press the attack, making sure to stay to the troops that they are attacking. This prevents the enemy from effectively using their pikes, giving the Bree troops the upper hand.*
*My archers (still in the fortress) see the ladders, and form up. Each archer prepares to fire at one ladder. As soon as an enemy appears at the top of the ladder, he is fired at by several archers, who then drop back and reload, while the next archers in that group step up, and the process continues.* *Ure absorbs the blast and slices the Death Star in two with his fingernail* OOC: Indeed. *The front ranks are once again devastated. The rest of the Dunlendings withdraw slightly, solidify their phalanx, and advance again, keeping the Bree Guardsmen at pike range, and smashing many.* *The first few swordsmen to reach the top are knocked back. As arrows rarely smash, however, some of the wounded men manage to haul themselves over the wall and attack the archers, allowing more to ascend. The heavy armour of the Guzar swordsmen helps significantly with this.*
*The archers, once the swordsmen have made it over, give a shout. The front rows of archers then pull out daggers, and engage the swordsmen in melee.*
*The Guardsmen continue to fight the front ranks, until they are defeated. Upon hearing the shout, all Guardsmen pull back. A few stay at the entrance to the half-built fortress, regroup, and await the advance of the pikemen. The majority of the Guardsmen head into the fortress and charge into the flanks of the swordsmen, catching them off-guard.*
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inherit
RP Rep
emeraldeddie2@gmail.com
45
0
303
emeraldeddie
There is always a bigger fish...
1,099
January 2017
emeraldeddie
{/if}
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Post by emeraldeddie on Aug 16, 2017 14:50:10 GMT
*A couple more mammoths are downed, but the beasts (being faster than your troops) finally reach your army. Immediately, they begin to swing their tusks around madly, knocking away any Dunlendings who stand in their way.* *The two trebuchets, which cannot be moved anywhere fast, are easily felled and their crews scattered. As they can no longer fire on the wall without hitting the Guzar Swordsmen, the Elite Archers hurry into the gate, which is somewhat clear due to the Bree Guardsmen being pushed back. The Battering and siege rams are pulled in behind them. The Mangonel and onagers are pulled back (not all the way yet, as they take time to move) though one onager is damaged and incapable of firing. The Guzar Swordsmen hasten their climbing of the ladders. The Guzar Archers, on the other hand, are thouroughly routed; their ranks are broken and scattered, many being smashed by the mammoths.* OOC: The Elite archers going into the fortress would be partially nulled, due to my last post. I think some of them would have gotten through, but then the rest would have run into my Bree Guardsmen as they pulled back.
*The Mammoths continue to chase after the remaining siege engines and Guzar archers, smashing any they run into.*
*The rest of my troops do not follow the mammoths, but instead head towards the castle quickly, in a loose formation.*
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inherit
RP Rep
emeraldeddie2@gmail.com
45
0
303
emeraldeddie
There is always a bigger fish...
1,099
January 2017
emeraldeddie
{/if}
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Post by emeraldeddie on Aug 17, 2017 4:59:19 GMT
{Troop list of Bree, for reference} In the castle:
- 200 Bree Guardsmen - 150 Eryn Vorn Huntsmen (2 MWE)
Total: 500 MWE
Outside of the castle:
- 750 Hobbit archers (600 MWE) - 1,100 Bree Guardsmen - 600 Bree Halberdiers (900 MWE) - 600 Eriador Hill-men (1,800 MWE) - 100 Dunedain Rangers (600 MWE) - 40 Lossoth Mammoth Riders (1,000 MWE)
Total: 6,000 MWE
I also have 500 MWE at the Glanduin Ford. I can't find a definite troop list, but I think they're composed of 6 Mammoths (240 MWE), 25 Dunedain Rangers (150 MWE), and 55 Lossoth Sled Riders (110 MWE). At any rate, those are the troops I used, and it was definitely 6 Mammoths.
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