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Warlord Quest

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You are Athelwulf of Stergowt, son of Gathwulf, chief of Stergowt. With your father away at war you have been tasked to defend your people from all challengers. You shall do so by the sword. Though you are young, though you are inexperienced, noble blood is in your veins. You follow the immutable law of your people: conquer, or be conquered. Arise! Warlord of Stergowt!

You are currently in the midst of an ambush against Bowngaf of Urgowt, leader of a neighboring clan. He seeks to destroy your people and take their land for his own. You must not allow this to happen.

You have 2 orders remaining. What are your orders warlord?

Previous Thread: >>244380
Rules (the rules have been simplified to accommodate more participation):

You have 1+Leadership orders per turn (currently 3). To play, simply give an order to 1 or more troops. Highest voted orders win. Try to give orders to units within 3 hexes of the warlord for best results.

The numbers below each unit are:
1. Loyalty - Determines whether the unit will rout if its morale is broken
2. Energy - Determines whether the unit can still act even if exhausted
3. Force - The strength of the unit, if it reaches zero, the unit is destroyed (look for black strikes on the units)

All are out of 6 (max 8)

Combat is done in exchanges. If you win an exchange you can:
1. Reduce enemies numbers OR
2. Lower enemy morale OR
3. Push enemy back (Melee combat only)

You win the battle by fulfilling any special conditions or more, generally, routing or destroying all enemy troops
>>
P.S Feel free to draw on the map to discuss strategy

You 5 turns before Bowngaf arrives and reinforces his troops. You have 3 orders remaining, what are orders warlord?
>>
Your current stats:

>Stats
Leadership: 2
Logistics: 1
Wealth: 1
Martial Prowess: 0
Charisma: 1

You have the following troops:

(L/E/F = Loyalty/Energy/Force, all are out of 6, higher is better)
>Infantry
# Spearmen
- Stats (L/E/F) - 3/2/1
- Movement: 1
- Cost: 2
- Special: Gets double force against cavalry
# Heavy Infantry
- Stats (L/E/F) - 4/3/4
- Movement: 1
- Cost: 3
- Exp: 1

>Cavalry
# Athelwulf
- Stats (L/E/F) - 4/4/5
- Movement: 2
- Special: Charging attack adds +2 to force
- Units within 3 hexes gain +Cha to morale
- Exp: 1
# Barbarian Horde
- Stats (L/E/F) - 5/4/4
- Movement: 2
- Cost: 4
- Special: No penalty for moving in forests or rivers
- Exp: 1

>Support
# Skirmishers
- Stats (L/E/F) - 2/4/2(+1)
- Movement: 1
- Cost: 1
- Special: Can attack one hex away
- Upgraded Equipment (1)
- Exp: 1
>>
>>274685
Our archers should attack the enemy spearmen.

(I don't see any stats here for archers, but it seems logically that the long range of an archer would be effective for overcoming the mid-ranged defence of the spearmen.)
>>
>>275193
I should mention that you're playing the blue troops
>>
>>275323
I see. You should've mentioned that earlier; I even went back over the previous thread and couldn't find any obvious indications of what colour army we were playing.

Let's move our spearmen 1 hex south, out of range of the enemy archers.
>>
>>274685
The Heavy infinity charge into the Light Cav. But they should continue to push though to the Heavy archers.
Barbarian hoard charge north into the flank of the enemy heavy Infinity.
>>
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>>276696
You have 1 order remaining.

Confirm orders?
>>
>>278325
Our spear men should get into a defensive wall waiting for the enemy heavy infantry.
But yes looks good.
>>
>>278431
Or just brace for impact from the archers or the heavy infantry.
>>
>>278325
Warlord charge into the heavy infantry?
>>
>>283459
Warlord should charge into the heavy infantry yes, but the heavy infantry that is moving to engage the spearmen. once they engage the spearmen, flank and charge
>>
>>284816
didnt realize how dead quest was when i posted lol
>>
>>284862
Lel it was pretty cool when I got to play it, don't know where OP went.
>>
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>>284862
>>285115
Sorry gents, I was a bit busy today. Let's continue.

The battle rages. Spotting the enemy heavy infantry charging your spearmen, you lead a charge directly into their flank with your personal guard.

>Exchange: Heavy Inf. vs. Athelwulf
You: 18+5(Force)+1(Morale)-1(Forest)+2(Charge)+1(Flanking)
Them: 15+3(Force)-1(Forest)

Your cavalry crash into the side of the enemy, interrupting their charge, their morale is wavering now you:
>Lower their morale (50% to rout)
>Lower their force
>Push them back

Your barbarian horde also charges the other heavy infantry unit.

>Exchange: Hv Inf. vs Bar. Horde
You: 4+4(Force)+1(Morale)+1(Local Sup.)+1(Charge)
Them: 6+3(Force)-1(Forest)

They are ground to bloody dust beneath the hooves of your horde. The infantry troops hearts are wavering.
>Lower their morale (50% of routing)
>Lower their forces
>Push them back

You sound the drums for your heavy infantry to charge the cavalry, but they cannot heed you call in the cover of the woods. Your skirmishers move off the hill and are moving into position.

Meanwhile the enemy, despite being leaderless have gathered their wits. They are attacking the nearest troop in a desperate violent backlash. The heavy archers and both infantry units are too exhausted to make a move and are holding, but the cavalry are only warmed up. The light cavalry engage your heavy infantry, the barbarian horde enage your horde.

>Exchange: Lt Cav. vs Hv Inf
You: 4 +4(Force) -1(Forest)
Them: 2+2(Force)

>Exchange: Bar. Horde vs Bar Horde
You: 6+4(Force)+1(Morale)-1(Winded)
Them:12+3(Force)+1(Local Sup)

Your infantry are able to repel the light cavalry, for now. But your horde is pushed back further into the forest by the enemy horde.

You're running out of time Warlord! Strike hard and fast or Bowngaf will reinforce his troops and all will be lost. (6/10 turns)
>>
>>285199
>Spearmen attack heavy archers
>Athelwulf + Cavalry lower morale
>Heavy infantry lower morale
>>
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>>285222
The enemy light cavalry and southern flank of heavy infantry have broken and are routing! The northern flank of heavy infantry still holds, their loyalty is strong!

But be warned, Warlord, routed troops left alive may gather under Bowngaf's banner after the battle. Your victory must therefore be a total one!

What are your orders Warlord (3 remaining)?
>>
>>285267
Heavy infantry meet the routing cav. to further deplete their numbers
Barbarian horde do the same with the routing heavy infantry
Spearmen attack Heavy archers
>>
>>285293
Eh, I think our archers should move up in to shooting range of the enemy barbarian hoard
>>
>>285912
they will continue to move in the direction they currently are we can give them more orders next term
>>
>>285971
turn, sorry
>>
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>>285293
Confirm orders?
>>
>>286481
do it
>>
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Pursue the routing foes! Leave none alive!

Alas, your heavy infantry are too far away to heed your drums. They hold.

You barbarian horde crush the enemy like lightning upon a blaspheming tree. The routers are unable to strike back and are slaughtered like lambs. (-1 Force). Your cavalry are exhausted by the chase (50% to disobey orders from fatigue, hold to recover)

Your spearmen engage enemy archers.
>Exchange: Hv. Archers vs Spearmen
You: 5+1(Force)+1(Morale)-1(Forest)
Them: 19-1(Winded)

Alas your spearmen are weak and undisciplined! They are pushed back further into the forest by the archers.

The enemy heavy infantry engage you and your guard.
>Exchange: Hv. Inf vs Athelwulf
You: 13+5(Force)+1(Morale)-1(Winded)-1(Forest)
Them: 4+4(Force)-1(Winded)-1(Forest)

You prevail!
>Lowering their morale(50% chance of routing)
>Lowering their forces
>Pushing them back

Their Barbarian horde engages yours again!

>Exchange: Bar. Horde vs Bar Horde
You: 10+4(Force)+1(Morale)-2(Exhausted)
Them:10+3(Force)-1(Winded)

You horde wins the exchange!
>Lowering their morale (37.5% chance of routing)
>Lower their force
>Pushing them back

Your skirmishers are finally in position. Things are looking better. But your time is running out (7/10 turns till Bowngaf arrives)!
>>
>>286628
Small error on the image, the routing hv. inf should have another black strike.
>>
>>286628
Have our was Lord rally the shit out of our spear men, telling them to full frontal assault against the archers!
Our war Lord should charge right in to the heavy archers
Our drummers should play as hard as they can to try to tell our heavy troops to rush to their Lord!
>Lower numbers of all enemy units except rout the enemy heavy troops.
>Side action:archers rain arrows on any feeling units.
>>
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>>286673
The enemy heavy infantry are wavering but their hearts are strong like roots of trees and they will not be uprooted! They hold ground.

Confirm orders (note you have given >3 orders so the last order will be ignored -- regarding the skirmishers).
>>
>>286692
Confirm
>>
>>286699
Alas! Your heavy infantry are simply too far away. They hold.

Despite your exhaustion you lead a combined assault with your spearmen against the enemy heavy archers.
>Exchange: Hv. Archers vs. Athelwulf
You: 20+5(Force)+1(Morale)-2(Exhausted)-1(Forest)
Them: 14-2(Exhausted)-1(Forest)

>Exchange: Hv. Archer vs. Spearmen
You: 16+1(Force)+1(Morale)-1(Forest)-1(Winded)
Them: 16-2(Exhausted)-1(Forest)

A decisive victory!
>Lower morale (100% chance of routing)
>Lower forces (-2 Force)
>Push them back

The enemy heavy infantry are truly admirable, despite their exhaustion they nonetheless engage you in a desperate offence!
>Exchange: Hv. Inf. vs Athelwulf
You: 15+5(Force)+1(Morale)-2(Exhausted)-1(Forest)
Them: 15+3(Force)-2(Exhausted)-1(Forest)

But even courage is not a match for iron! Their attack breaks like water before stone.
>Lower morale (50% chance to rout)
>Lower force
>Push them back

Their horde is too exhausted to do anything, they hold and catch their breath, as does your horde. The routing units continue southward to flee.

Bowngaf is almost here! (8/10 turns left)

What are your orders warlord? (3 orders remaining)
>>
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>>286751
Have the horde attack the other horde, the skirmishers attack the light cav. and spears attack archers.
>>
>>286751
>Lower the moral to cause routing.
Send out spear men to cut down the fightend bunnies.
>Lower moral of the heavy troops.
Our war Lord should charge into the feeling heavy infinity, set a example with this slaughter.
Our skirmishes should rain death on any troops that pass them.
>>
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>>286793
>>286763

The northern flank of heavy infantry is stubborn as weeds. Exhausted and outnumbered, still they refuse to budge; admirable!

The heavy archers are not so loyal. Your combined assault has shattered any semblance of a fighting spirit. They turn tail and rout.

Confirm orders?
>>
>>286809
Yeah looks good.
>Try calling in the heavy infantry in the east.
>>
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>>286819
Your spearmen are too exhausted to fight! You urge your guards, fatigued though, they are, to fight on and give chase to the routers. They follow you!

Your skirmishers rain death with their spears. Half the enemy light cavalry is taken out. The other half manages to escape. The northern flank of the enemy heavy infantry is too exhausted to do anything. They hold.

The barbarian horde engages your horde.
>Exchange: Bar. Horde vs. Bar Horde
You: 12 +4(Force)+1(Morale)-1(Winded)
Them: 4+2(Force)-1(Winded)

But their forces are disorganized and can do nothing against your well ordered horde.
>Lower morale
>Lower force
>Push them back

You've got them on the run Warlord! But Bowngaf is near with his reinforcements (9/10 turns remaining). Be swift! What are you orders?
>>
>>287103
Spearmen attack hvy archer, horde attack horde, skirmisher attack infantry,
>>
>>287103
War Lord do a final charge against the heavy infantry, make a example out of these men.
Barbarian hoard charge against the enemy hoard.
Spears, despite how tried you may you fight on agasint this scum of the earth! Or die trying!
>Skirmisher keep doing what you're doing against the enemy.
>>
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>>287702
>>287563
Confirm orders?
>>
>>290450
The spears should attack the archers.
>But other then that yeah it looks good.
>>
>>291047
That's too many orders. (4/3)
>>
>>291314
Eh, then just go with the original 3.
>>
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Skirmishers rain death upon the routing foes, none are left alive.

You strike against the heavy infantry to the north but your troops are too exhausted to move. Instead the heavy infantry ride to you.
>Exchange: Hv. Inf vs Athelwulf
You: 3+5(Force) +1(Morale)-2(Exhausted)
Them: 17+3(Force)-1(Winded)-1(Forest)

Alas! Your men are cut down from their horses by the marauding infantry (-1 Force).

Your spearmen engage the routing archers, killing many, but not all, of them.

Your horde engages the enemy horde:
>Exchange: Horde vs Horde
You: 12+4(Force)+1(Morale)-1(Winded)
Them: 9 +3(Force)-1(Winded)

They are victorious! The enemy breaks and runs!

Your time is up warlord! You can see Bowngaf approaching with his reinforcements. You must retreat! You order your exhausted men to retreat into the forest, thankfully they are all within range of your drums and comply. They are all able to retreat successfully, however you weren't able to kill all the enemy troops. The question remains whether the foes you routed returned to join Bowngaf in battle...

>AAR
Your Casualties: 200,
Enemy Casualties: 800

A crushing victory! You gain 1 stat point.


Days later you receive reports from your scouts that Bowngaf is marching onward to your village! His horde abandoned him, but what's left of his archers and light cavalry regrouped and rejoined his forces.

You have ridden hard and fast ahead of Bowngaf's men. You have 1 week before he arrives at the walls of your village. What will you do?
>>
>>293297
What our current town stats? Like population, recruitment rate and how long we can last a siege?

Do we have enough time to train soldier to replace the 200 dead? Or recruit more of we can?
Start building a trench 50 feet out from the wall and 10 feet deep with a wooden wall going up 5 feet on the edge of the trench.
>Put the 1 point in command.
>>
>>293528
Your stats:

# Leadership - Determines how many orders can be given per turn
# Logistics - Measures the aptitude for coordinating attacks
# Wealth - Determines starting wealth and how many troops can be maintained
# Martial Prowess - A passive bonus to the unit's Force
# Charisma - The bonus to morale units close to the warlord get

>Stats
Leadership: 2
Logistics: 1
Wealth: 1
Martial Prowess: 0
Charisma: 1

The town can last 10 turns of a siege. If you have them harvest the grain in the week you have left, they'll be able to last 20 turns. You don't have enough time to replace the dead soldiers but you can hire new troops. You currently have 1 gold in your coffers allowing you to hire the following troops:

== Infantry ==
# Peasant Conscripts
- Stats (L/E/F) - 1/1/1
- Movement: 1
- Cost: 0
# Town Militia
- Stats (L/E/F) - 2/1/1
- Movement: 1
- Cost: 1

== Support ==
# Skirmishers
- Stats (L/E/F) - 2/4/2
- Movement: 1
- Cost: 1
- Special: Can attack one hex away

Your scouts report that Bowngaf will strike from the south, bypassing, the natural barriers of the rivers.

What will you do?
>>
>>294339
>Stats
Leadership: 2
Logistics: 2
Wealth: 1
Martial Prowess: 0
Charisma: 1

Made a slight error.
>>
>>294343
Leadership +1
And get some more skirmishes, ranged units are always good.

Start putting obstacles in the river and in the road, maybe do some hit and run tactics?
>>
>>294368
I agree, but we need peasant conscripts to soak up charges
>>
>>299999
Quints, Confirm my convictions we should totally get some peasants conscripts
>>
>>294368
Increased leadership means you can give more orders per turn! (4 per turn)

>>299999
Checked
>>300018
Peasant conscripts are free to hire, however you cannot maintain any more troops at your current wealth (max troops = 4+wealth, or 5 in your case). You'll need to disband a troop to hire another. However, currently, all your troops have gained experience. Disbanding them now would lose that exp. Every 3 exp points you may increase one of the unit's stats, or, if applicable, promote them to a different unit.

Here are the units you currently have:

>Stats
Leadership: 3
Logistics: 2
Wealth: 1
Martial Prowess: 0
Charisma: 1

Money: 1
You have the following troops:

(L/E/F = Loyalty/Energy/Force, all are out of 6, higher is better)
>Infantry
# Spearmen
- Stats (L/E/F) - 3/2/2(-1)
- Movement: 1
- Cost: 2
- Special: Gets double force against cavalry
# Heavy Infantry
- Stats (L/E/F) - 4/3/4
- Movement: 1
- Cost: 3
- Exp: 1

>Cavalry
# Athelwulf
- Stats (L/E/F) - 4/4/5(-1)
- Movement: 2
- Special: Charging attack adds +2 to force
- Units within 3 hexes gain +Cha to morale
- Exp: 1
# Barbarian Horde
- Stats (L/E/F) - 5/4/4
- Movement: 2
- Cost: 4
- Special: No penalty for moving in forests or rivers
- Exp: 1

>Support
# Skirmishers
- Stats (L/E/F) - 2/4/2(+1)
- Movement: 1
- Cost: 1
- Special: Can attack one hex away
- Upgraded Equipment (1)
- Exp: 1

You have 1 week to make any defensive preparations. A prolonged siege will be to your disadvantage as you were unable to take out the enemy heavy archers in the ambush. They can shoot over your walls and set them on fire. However! You *were* able to rout his Barbarian Horde, the only unit in Bowngaf's army (according to your scouts', and your own reconnaissance before and during the ambush) which can move freely through the forest. Your horde, on the other hand, is wholly in tact. This is a decisive advantage. The forests to the south will slow down Bowngaf's troops making them ripe for flank charges. Furthermore you also took out half his heavy infantry, what remains of his infantry line is little more than some light infantry and a few conscripts. Bowngaf is obviously depending on his archers and his remaining cavalry units. The hills to the south could be used as a perfect command post (remember that you double the range of your drums on a hill, from 3 hexes to 6 hexes) as well.

These are all things you must consider in the defense of your village. Be warned that failure will be total and absolute. Bowngaf has been stung by your ambush, and he will not take prisoners...

You have 1 week before the battle. What will you do?
>>
>>300450
You may also use your money to upgrade a troops equipment, giving them a +1 to force
>>
>>300450
Sorry, that's the old unit list, here's the updated one:

>Infantry
# Spearmen
- Stats (L/E/F) - 3/2/2(-1)
- Movement: 1
- Cost: 2
- Special: Gets double force against cavalry
- Exp: 1
# Heavy Infantry
- Stats (L/E/F) - 4/3/4
- Movement: 1
- Cost: 3
- Exp: 2

>Cavalry
# Athelwulf
- Stats (L/E/F) - 4/4/5(-1)
- Movement: 2
- Special: Charging attack adds +2 to force
- Units within 3 hexes gain +Cha to morale
- Exp: 2
# Barbarian Horde
- Stats (L/E/F) - 5/4/4
- Movement: 2
- Cost: 4
- Special: No penalty for moving in forests or rivers
- Exp: 2

>Support
# Skirmishers
- Stats (L/E/F) - 2/4/2(+1)
- Movement: 1
- Cost: 1
- Special: Can attack one hex away
- Upgraded Equipment (1)
- Exp: 2
>>
>>300454
What's our unit numbers like? Who has the lowest total troop count?

Can we have the map of our the battle feild? Start making defenses like spikes and trenchs out in front of the gates of the town and fortify the hill in the south.
>>
>>300705
Map is here:>>293297

Unit numbers are irrelevant for the purposes of the game. Instead, you have a 'force' stat for each unit which is a combination of the unit's combat ability, equipment and numbers.

In that sense, your strongest unit is a three-way tie between your heavy infantry, barbarian horde and Athelwulf's personal guard. The latter is technically more powerful than the others, however his guards suffered casualties in the ambush.
>>
>>300780
And where are these invaders coming from?
>also what are some actions I can do? I don't think I understand the game.
>>
Perhaps we should put the Bow's cavalry on the top priority list as it will eliminate the enemy's ability to maneuver around our flanks with ease and which will lessen the pressure on our flanks and hopefully allow our own cav to move onto their archers uncontested. Also if possible make some moveable shelter for the troops we need to protect our spear unit from archer fire as we will need them during the fight against cav
>>
>>300834
Currently you aren't in a battle, so the most you can do is try to use the peasants in the village to fortify some areas on the map.

The invaders are coming from the south of the map. Don't worry too much about the rules of the game, just tell me what you'd like to do and I'll tell you if its possible/how to do it.
>>
>>301410
Could we set up some defenses around the hill in the south? Like some trenches and pikes.
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