Pre-industrial Fantasy STGOD OOC/Rules Thread:

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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Crazedwraith »

Zwinmar wrote:More interested in trading there Crazy. Though if you wish minor skirmishes can happen on occassion though as a whole I don't see where the conflict would be. Though do need a city on that side of the map as a trading hub.
Oh I'm more than happy to trade. Trade is definitely on the UMK's mind. No point digging the stuff out if you can't then get rid of it. I Was just trying to figure if any Warbands would be roving at the start of game.

I'm thinking are your guys likely to want to sell cannons and wolves. Because I definitely see progressive Dukes wanting to buy for their warbands. As the Kingdom doesn't produce it's own powder or firearms but the elite might still see the point.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Simon_Jester »

Mm. Gunpowder is useful for mining, and while the goblins are obviously good at it, they'd be even better with explosives, I imagine.
The Romulan Republic wrote:That last bit is more or less right.

As of the last version of the rules I posted (to be updated by the end of the week), this is where it stands:

"As a baseline, one point equals one ordinary human militiaman with a musket."

In other words, one ordinary soldier, nothing fancy or elite or supernatural, but with reasonably up to date weaponry.
At the moment, my ratings are:

Light infantry (all-musket force, factoring in high esprit d'corps and the preternatural battlefield luck of the Ohioan soldier):
1.25 points per man

Heavy infantry (pike-and-shot tercios, with still higher esprit d'corps and a higher dose of that luck making them quite impressively hard to kill with either magic or long range random bombardment)
1.5 points per man

Light cavalry (cossacks, basically, who do not enjoy exceptional battlefield luck)
1.5 points per man

Heavy cavalry (armored lancers, high esprit d'corps and battlefield luck)
2 points per man.

Any piece of artillery is in double digit point value to me.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Crazedwraith »

I guess it's hard to justify really but I like it stylistically. The UMK is really good with mechanics and clockwork and eschews more modern things. And i really want my repeating crossbows, lol. I'm think gunpowder done right, great for mining. Uncontrolled explosions underground, very bad and very unpopular with your underground town constituents.

Gunpowder mining is something the crazy young innovators might do. Not the established chieftains.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Raw Shark »

I was picturing blasting rock as a big part of the Goblins' "thing," after you mentioned defensive tunnel collapsation. It could just be large quantities of black powder, if they're better at making and/or utilizing it than the neighbors.

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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Simon_Jester »

Maybe there are goblins closer to you that do it?
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Jub »

I'm probably going to add to this and tweak it right up to the start of the game, but I figured I put this up now so people can read it and give feedback.
Excerpts from a traveler's guide to the western nations. wrote:
Borders and Regions

The Syilx (IPA: sjilx) people claim the lands of the interior of British Columbia from Lower post, just south of the Yukon border, following the Rocky Mountain Range down to Red Mountain. Here the border turns westward following rivers to the Pacific with the southern border anchored at the mouth of the Columbia River. The border then turns north again giving Syilx a narrow slice of land bordering the Pacific Ocean. Then it turns east at the mouth of the Chehalis River continuing eastward to Mount Rainier. Here the border runs north through Mount Baker-Snoqualmie National Forrest, following a series of valleys and rivers, until it hits Hope. From here the border follows the Fraser north to Junction Sheep Range Provincial park, to the southwest of Williams Lake. From here it continues north along another series of rivers until finishing the loop a Lower Post. Altogether the Syilx lands cover an area of 616,000 sq km.

The Sylix lands are further divided into 18 regions. These regions are chiefly classified as being agricultural, mercantile, cultural, or mixed depending on their economy, religious significance, and general perception among the leaders of the Syilx. The lone exception to this rule is the Okanagan region which is classified as the capital region owing to its inclusion of Kelowna, the capital of the Syilx nation.

Society and Government

As a people the Syilx are, somewhat paradoxically, close-knit while still allowing each of the thousands of tribes a fair deal of autonomy. Rulings from Kelowna are seldom outright ignored by even the most powerful tribe, but the implementation and interpretation of any given ruling can vary wildly from tribe to tribe. This causes occasional friction between tribes, and some feuds can last for decades with each clan raiding the other until one side submits, or an outside force steps in to resolve the issue. Thankfully most feuds are settled via negotiation, sport-like duels between champions or small groups of warriors, or by one tribe uprooting and moving away from the source of irritation. This leads to a state of affairs where some conflict is inevitable, but full-fledged civil uprisings are blissfully rare.

The current leader of the Sylix is Mur Claʕtiw̓s T'ik̓ʷt (Smooth Valley Lake). He has ruled the Syilx for seven years having been elected to the position by the leaders of the 17 non-capital regions. The election was held after former leader ʕaymt Qəmqamt (Angry Calm) stepped down due to worsening health. The leaders of each region are elected by a vote of the elders of the seven most powerful tribes in that region.

Syilx society is divided into castes. The top caste are they great priests, non-religious men showing great leadership skills, and the first wives of these men; the next caste would consist of the lesser priests and highly skilled craftsmen; below them would be average craftsmen, priests in training, hunters, and warriors; below them are farmers and gatherers, and the lowest caste consists of slaves either captured in raids or those born into the caste without enough skill/guile/charisma to earn freedom. Somewhere between warriors and skilled craftsmen lie the intelligent animals, but I'll have more on them later.

The Military

The Syilx military is one comprised primarily of four distinct classes of warrior; though many of the categories might be better described as gods or monsters. These classes are guardian spirits (gods), totem beasts (monsters), intelligent animals, and human warriors. Each type generally serves a different role and compliments the other types.

The first class, and one I've never seen in action are the guardian spirits. These are the big guns, the ships of the line, monsters the length of a lake or the size of a mountain. If what I've heard holds true these are never called except as a last resort, partially due to the sacrifice of goods, food, men required to wake them, but also due to how hard they can be to put back to sleep.

The lore keepers tell of a time, some 200 years ago, when the Ogopogo was called upon. He took the form of a great serpent at least 80 kilometers long and hundreds of meters thick. The thing barely needed to attack. The enemy was routed near instantly, their weapons, including at least one siege mortar, just seemed to bounce off and make him mad. Adding insult to grievous injury, Ogopogo also beset the enemy with storms muddying the trails and allowing them to be run down and captured. Sounds like a great ally, right?

The downside was that a massive, hungry, and deeply egotistical living god is now living in your main fishery and trade route. The better part of next three years were all about him, keeping him happy, feeding him enough crops for thousands of men. Thankfully gods bore easily, and sometime in that third year, Ogopogo sank back into the lake and went to sleep. Even then, the people of the Okanagan prayed twice as hard and sacrificed three times as much for at least a generation.

The next class are the totem beasts or spirits, depending on who you ask. These are the heaviest hitters that the Syilx will actually plan on using. They come in all shapes and sizes, but the common sizes seem to be longhouse sized for the largest cities, cabin sized for lesser settlements, cart sized for bringing to war, and small enough to be carried by a man. The size isn't the only thing to keep in mind, these totems aren't just carved in the shape of a massive bear, or the world largest stag, they're carved into animals that can't and shouldn't exist.

The one that stays with me is a massive bear the size of a large cabin. Only, you wouldn't call it a bear if you saw it up close. This bear has hundreds of eyes on its head, some big and bright like an eagles, others all clustered up like an insects. It also had massive ears, sort of like a wolves, only oversized. And when it opened it's mouth it had three rows of teeth, the middle ones constantly moving like a saw. On it's back it had a mass of tentacles, at least two dozen, all ending in wicked curved claws the length of a man's forearm. I don't want to dwell on what it looked like in a fight, but it beat the better part of two companies of men back by field guns solo.

The third class, and finally we're returning to sanity, are the intelligent animals. Like the name suggests these are animals that are about as smart as most men. I think they were originally spirit animals, or maybe spirits bound to animals. Either way the Syilx have a collection of bears, wolves, cougars, elk, eagles, hawks, owls, ravens, badgers, weasels, racoons, beavers, and even squirrels working with them. When I say working with I don't mean as mounts, I've seen bears done up in warpaint and wearing plates of bronze armor talking battle strategy with a raiding party. Of course these animals also get used as scouts, after all, who's going to be able to tell a smart squirrel from a dumb one?

These animals get treated well, at least as well as a renowned warrior or a mid level priest. They have their own homes, engage in trade, and rare as it tends to be, they can even be elected as leaders of tribes and communities. You'd do well not to treat them as anything less than a man and it'd be smart to treat them as much more than that.

The fourth and final class is the Syilx warrior. They're fast, strong, and the next best thing to fearless. They're the equal to most warriors out there and they don't use anything beyond bronze tipped spears, horn bows, slings, and leather shields. Of course, none of these things are exactly what they seem once the spirits of the forge, mill, and tannery get to them. The spears go through plate armor about as well as a good pick, the same can be said for the arrows, the slings cast stones that don't hit very much lighter than a pistol, and the shields can withstand musket fire. Added to this is the fact that when their war paint’s on they're just plain better physically and mentally than other men and you get a fighting force to be feared.

Of course they do have weaknesses. For all their speed and endurance, they can match the average horse for speed while running distances that would kill or lame a horse, they don't have the mass of a horse and can't charge enemy lines nearly as effectively. They're also unarmored and if you can get past the shield they drop like any other man. They also don't tend to fight in formations, at least not the neat squares, and ordered lines come to mind when you say formation. So if you're ever looking to war them, hold your lines, and hope they don't send anything tougher than warriors your way.

Raiding and the Slave Trade

They raid, they get shot at, and usually run off with a handful of captives. A tribe taking captives for sport, or as a right of passage, will leave a sign behind letting their victims know who they need to trade with to get their people back. This type of raiding usually sees captives traded back without too much stubbornness over the exact price being met. Of course, if they're obviously being lowballed they play the game right back. In the case where nobody comes forward to trade for them or a group of simply tries to take the captives back by force, the captives become slaves.

Slaves don't have much by way of status and often do the manual labour that other people don't want to do, but they're given decent housing, fed well, if not with the finest foods, and aren't expected to work hours that any other labourer would baulk at. During their off hours they're allowed to socialise so long as they've not tried to escape. It's also customary to give them an allowance to spend, and given that their food and housing needs are covered by their owners some slaves have more free income than lower class non-slaves. Slaves are free to, and in fact, encouraged, to marry and start families.

Slaves with exceptional skill, guile, or charisma, as well as those that end up with very large, and thus powerful, families tend to be released. Their wives, children, grandchildren, and so on down the line are released with them. Usually the release of anybody with a reasonably sized family results in a festive feast. Due to this system of releasing slaves some now prominent tribes started off as families of slaves. The downside to this is that some tribes split up families, deny the familial connections between slaves, and generally do shady things to keep from having to release significant numbers of slaves.

Groups taking captives to sell as slaves tend raid far less often, but are far more ruthless when they do raid. These are the kinds of raids that leave villages burned with as few witnesses left behind as possible. They also tend to raid other Syilx tribes if they think they can get away with it. Those in change or the Syilx can't come out against these types of raids officially, but groups that engage in this kind of raiding don't tend to get invited to important gatherings.

Their captives are sold as slaves, first in Syilx lands, then back to the lands they were taken from, and if nobody else wants them to Tarn. The Syilx look down upon having to buy slaves from slave traders preferring to gain them through raids, in the course of normal trade with other tribes, or having them included in the bride price at a wedding. Still, a weaker and less prestigious tribe, or a prestigious tribe that has fallen upon hard times will buy slaves in this fashion as a way to help them leapfrog other groups in terms of economic output. As a result, purchased slaves tend to be worse off than other classes of slaves.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Simon_Jester »

I like the elaboration, Jub. And I'm glad you're keeping it flowing; we seem to be in a lull which may be correlated with the holidays, but the more that we do, the better.

And, Esquire, I have the image that in the minds of the Ohioans, Emperor Louis VIII* might well be inclined to head diplomatic communications by addressing the Sultan along the lines of "Louis, Protector of the Upper Ohio, greets his brother emperor, Protector of the Lower Ohio."

Because from their point of view, the Mississippi south of Cairo is the Lower Ohio, and the river that flows in to join the Ohio from the north is an entirely different and much smaller river. I believe I mentioned that.

I sort of like the idea that there's a certain... collegiality there; it may help to explain how the two nations haven't conflicted directly over Ottoman expansion up the west bank of the river. Cooperation in the War of Souls (which, if the Ottomans have been present in the New World for over 200-250 years, is likely).
_____________________

*Or so; haven't worked out an exact sequence of kings, but the regnal name is invariably Louis.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Jub »

The elaboration is as much for me as for anybody else. I finding that putting words to page and editting them into something worth posting can really help me to nail things down and allow my mind to grow out the idea from there. Plus, as a DM, I just plain enjoy a good spot of world building.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by The Romulan Republic »

Just to give a quick update:

I'm currently revising the rules, taking into account various issues that have been discussed over the last few pages. I will be posting an updated version today or tomorrow. Barring any major objection or error on my part, I will then consider the rules adequate to advance to the next stage, which is posting the OOB thread, followed by the main story thread. Therefore, if you have any concerns with the rules as they currently stand that have not already been raised, please let me know as quickly as possible.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Simon_Jester »

Somehow I doubt we'll have all this resolved by Christmas, then. Writing orders of battle takes time and thought, especially if you're trying to do it right, in a useful way that actually lets others know roughly what you have deployed where rather than just saying "uh, I have two hundred and fifty thousand guys and a big pile of cannons."

How about we post both the story thread and the OOB thread simultaneously, and just politely agree to not do anything in the first week or two that would make knowledge of the other person's order of battle and urgent matter?

Otherwise I may need to get TimothyC to post my first round of story posts for me, because it is going to be literally impossible for me to communicate for most of the time between Christmas and January 6, except maybe during the evenings of the days at the ends of that range.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by The Romulan Republic »

Simon_Jester wrote:Somehow I doubt we'll have all this resolved by Christmas, then. Writing orders of battle takes time and thought, especially if you're trying to do it right, in a useful way that actually lets others know roughly what you have deployed where rather than just saying "uh, I have two hundred and fifty thousand guys and a big pile of cannons."
True.

Although some of us, I know, have already started working on them.
How about we post both the story thread and the OOB thread simultaneously, and just politely agree to not do anything in the first week or two that would make knowledge of the other person's order of battle and urgent matter?
That is entirely reasonable.
Otherwise I may need to get TimothyC to post my first round of story posts for me, because it is going to be literally impossible for me to communicate for most of the time between Christmas and January 6, except maybe during the evenings of the days at the ends of that range.
Sorry. It is a bit of a rush to get this all up and running before Christmas, but I think I can put the story thread up on Sunday or Monday, as per the above.

Edit: I do wish to be clear, however, that that timeline is tentative, not definite, though I will endeavour to keep to it.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Simon_Jester »

Sorry, Republic, I don't mean to be an inconvenience. :(

If the effort involved is a problem, is there any way I can help? I have several hours of free time to play with today and tomorrow.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by The Romulan Republic »

Simon_Jester wrote:Sorry, Republic, I don't mean to be an inconvenience. :(

If the effort involved is a problem, is there any way I can help?
None really comes to mind.

But if we don't have a hard and fast requirement to put OOBs up before starting the story thread, then I think I can probably have the story thread up on Sunday or Monday, barring unexpected hinderances.

Which is actually faster than I expected.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Simon_Jester »

Yes.

It's best if we don't make "you must write a 2000-word encyclopedia article to enter" a requirement for beginning to participate in STGOD gameplay. For that matter, it's best if we never make "write a huge pile of stuff" a requirement to do anything, because that tends to deter players from actually participating in the game.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by The Romulan Republic »

Agreed, and I think the rules as written reflect that, but I can try to make it more clear if you think its necessary.

One of the main things I've had in mind setting this up is to try to keep things reasonable simple.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by madd0ct0r »

What sorts of points do fortifications cost?
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by The Romulan Republic »

Hmm...

I'll give that some thought. I've kept it vague so far because I didn't want to get into long lists of the point value of every type of unit and building in the rules, and give players a little leeway in the matter. But I do have some thoughts.

Let's say 100 points for a small keep/tower, and scale up or down from their as appropriate?
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Simon_Jester »

Ugh.

I'm going to be honest, I cannot possibly dig through my entire territory and work out all the places that logically should be fortified. Especially since I can't use history as a guide because historically the Ohio valley was only ever 'fortified' in the sense of a relative handful of frontier forts plus whatever was constructed during the Civil War, and my border straddles the historical Civil War borderline anyway.

Figuring out where all the forts go, plus counting them all, would be incredibly exhausting and time-consuming.

I think we'd be better off ruling that fortifications consistent with the lay of the land are just a natural part of the terrain. If you want to take territory of value, you're going to have to accept that someone is defending it, and that they've had time to construct fortifications. It's best to bring considerably more points of mobile force to take something than the defenders are using to protect it, for this reason. Certainly I would never attack anyone without assuming their cities and military outposts are well-fortified, armed, and equipped to receive my attack.

The corollary of that, of course, is that the attacker has the advantages of initiative and mobility, and can decide which of a variety of places to attack as a rule, so they often have opportunities to bypass or neutralize fortresses without battering their way headlong into the defenses.
___________________

To formalize this:

I propose that reasonable levels of fortification that are consistent with the economy, resources, and needs of the nation holding the defended area should be free.

Nomadic nations neither have nor need them. Towns will typically have some sort of stockades or earthworks or small keeps or forts protecting them. Larger cities may have actual walls, or trace italienne-style fortifications if you're worried about being attacked by large gunpowder armies. More exotic choices include living in massive underground tunnel networks, having magically conjured sentries, traps, and other barriers to repel intruders, and so forth.

In and of themselves, the fortifications don't do much more than delay a competent attacking armed force- the means exist to besiege a defended place and whittle down the fixed 'free' defenses with minimal risk and loss. However, the definition of 'delay' may include days, weeks, or months of time, so that can have strategic consequences.

Trying to rush them may result in damage to an attacking force that costs points to replace.

But all that's basically just another way of saying "taking territories that don't belong to you costs points and you can't expect everything to go your way."
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by The Romulan Republic »

You make some good points. I'll take that into consideration as I'm revising the current rules.

I'd like to keep it fairly simple, really.

But one thing that occurred to me is that we could treat existing fortifications as part of the terrain, and set a point value for building new fortifications over the course of the game. Would that be an acceptable compromise?
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Esquire »

My only modification would be that we replace "new" in the post above for "exceptional." It's, what, 1750ish? Basic fortifications are standard, unless noted otherwise. Who builds a new city without a wall and some sentry towers? Idiots, that's who.*

*That, or visionaries. Either way, mentioning it isn't crazy.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Jub »

My issue is that I don't exactly fortify my cities. I build massive totems that have no other use but to kill people attacking the city, I'd pay for them, but unlike an actual army, I can't be sure I'll ever get to write a story about the Great Bear of Quesnel smashing through enemy lines before being beaten back with massed cannon fire. These totems are also on a short leash, and can't just run over and attack an army camped away from the city. Basically think of them as making up for the walls, murder holes, and bunkers that I don't have in terms of the losses you'd take attacking something and you'll be on the right track.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Esquire »

Oh, right - Simon, I'll have some snarky response up ASAP, but basically I approve. The Nottomans agree with you that the Ohio snd Mississippi are the same River, they just call the Ohio the juvenile Great River and quietly mock your Emperor as the River's nursemaid. Not to his face, of course; the reply is probably a good-natured "to the Guardian of the Young River, from his brother Suleiman III Sultan*, Guardian of the Older River."

*Exact monarch name, etc. to be decided.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Simon_Jester »

No fraternal relationship of rivercentric empires can be complete without some good-natured ribbing. :D
Jub wrote:My issue is that I don't exactly fortify my cities. I build massive totems that have no other use but to kill people attacking the city, I'd pay for them, but unlike an actual army, I can't be sure I'll ever get to write a story about the Great Bear of Quesnel smashing through enemy lines before being beaten back with massed cannon fire. These totems are also on a short leash, and can't just run over and attack an army camped away from the city. Basically think of them as making up for the walls, murder holes, and bunkers that I don't have in terms of the losses you'd take attacking something and you'll be on the right track.
Jub, if I were modding, I'd say this:

"Fortifications" includes any fixed, tactically dangerous object, construction, or other thing which cannot be sent chasing around the landscape to pursue an enemy. A castle is a fortification. A minefield is a fortification. So is a guardian totem.

Fortifications are, regardless of their precise nature, free, unless someone wants to have fortifications that are not commensurate with the economic value and strategic importance of the place they defend.

Any fortification can theoretically be neutralized without undue death by the opposing army, somehow if enough time and resources are committed to maintaining a siege. In the case of your guardian totems this would probably entail hovering menacingly outside the range of territory the guardian protects and harassing your economic activities, forcing you to wear down your supplies with sacrifices to keep the guardian fed and active and happy until you ran out of the means to do so.

However, a proper siege can take months, even years, when dealing with strong defenses, and offers plenty of opportunities for either the defending garrison OR an attacking relief column from elsewhere to destroy the besieging army while it is trapped at a disadvantage. Thus, assaulting fortifications is often necessary, at which point your guardians will be merrily ripping enemy soldiers apart left and right as discussed.
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Jub »

Simon_Jester wrote:
Jub wrote:My issue is that I don't exactly fortify my cities. I build massive totems that have no other use but to kill people attacking the city, I'd pay for them, but unlike an actual army, I can't be sure I'll ever get to write a story about the Great Bear of Quesnel smashing through enemy lines before being beaten back with massed cannon fire. These totems are also on a short leash, and can't just run over and attack an army camped away from the city. Basically think of them as making up for the walls, murder holes, and bunkers that I don't have in terms of the losses you'd take attacking something and you'll be on the right track.
Jub, if I were modding, I'd say this:

"Fortifications" includes any fixed, tactically dangerous object, construction, or other thing which cannot be sent chasing around the landscape to pursue an enemy. A castle is a fortification. A minefield is a fortification. So is a guardian totem.

Any fortification can theoretically be neutralized without undue death by the opposing army, somehow if enough time and resources are committed to maintaining a siege. In the case of your guardian totems this would probably entail hovering menacingly outside the range of territory the guardian protects and harassing your economic activities, forcing you to wear down your supplies with sacrifices to keep the guardian fed and active and happy until you ran out of the means to do so.

However, a proper siege can take months, even years, when dealing with strong defenses, and offers plenty of opportunities for either the defending garrison OR an attacking relief column from elsewhere to destroy the besieging army while it is trapped at a disadvantage. Thus, assaulting fortifications is often necessary, at which point your guardians will be merrily ripping enemy soldiers apart left and right as discussed.
I agree with this, it opens up a lot more cool design space for defenses without adding a prohibative point cost or adding complexe rules.
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Eternal_Freedom
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Re: Pre-industrial Fantasy STGOD OOC/Rules Thread:

Post by Eternal_Freedom »

Annnnnd I'm back. Mostly.

Here is a carefully-considered (that's a joke, I'm in the pub while writing this) structure and poitns cost for an Imperial Orion Army Regiment, a Heavy Frigate and a Battleship:

Imperial Orion Army Regiment – 5,350 men, 12,875 points

HQ Section – 100 strong, 100 points
Telepaths – communication, one per Platoon and Battery, 160 in total, 10 points each - 1600 points
Psychomancers – Boosts spirit de corps, boosts will to fight and discipline, slight boost to reflexes, terrifies enemies, one per Platoon and Battery, 160 in total, 15 points each – 2400 points
Regiment Artillery – 400 men, 50 Orion Technomantic Guns (36 pdr guns on field carriages), (10 points per gun, 1 point per man) 900 points
3x Line Infantry Battalion (750 riflemen, well-trained, 1.5 points per man) 1125 points each
1x Shock Infantry Battalion (750 heavy infantry/grenadiers, highly-trained elite soldiers, 2 points per man) 1500 points
2x Dragoon Battalions (750 cavalry, light armour, carbines, 2 points per man/mount) 1500 points

Note: Battalions are divided into 5 150-man Companies, each further divided into 5 thirty-man Platoons. Regiment Artillery is divided into ten five-gun Batteries

Navy:

Imperial Orion Navy – Battleship (2500 points)
Two-decked line-of-battle ship, 700 strong crew, Technomantic cannons, copper-sheathed bottom, max speed in favourable winds 12 knots
Lower Deck: 32x 36 pdr long guns, 2x 36 pdr as stern chasers
Upper Deck: 32x 36 pdr long guns, 2x 36 pdr as stern chasers
Quaterdeck: 8x 24 pdr long guns
Forecastle: 2x 36 pdrs as bow chasers, 4x 18-pdr swivel guns for close defence
Total long guns: 78
Total weight of Broadside: 1,248 lb solid shot

Imperial Orion Navy – Heavy Frigate (2000 points)
Single-deck cruiser/commerce-raider/reconnaissance ship, 300 strong crew, Technomantic cannons, copper-sheathed bottom, max speed in favourable winds 15 knots
Gun Deck: 36x 36 pdr long guns, 2x 24 pdr as stern chasers
Quaterdeck: 6x 24 pdr long guns
Forecastle: 2x 24 pdrs as bow chasers, 4x 12-pdr swivel guns for close defence
Total long guns: 46
Total weight of Broadside: 720 lb solid shot


At present I'm thinking of having 15 Army Regiments totalling 193,125 points and 80,250 men, leaving me with 106,875 for my Navy, most likely being eight Battleships (for 20,000 points and 40 Heavy Frigates (for 80,000 points). That leaves me with 6,875 points for my Praetorian Guard, which stands at 1,500 strong with each man being 4 points (yeah, they're badass dudes extraordinaire).

Thoughts?
Baltar: "I don't want to miss a moment of the last Battlestar's destruction!"
Centurion: "Sir, I really think you should look at the other Battlestar."
Baltar: "What are you babbling about other...it's impossible!"
Centurion: "No. It is a Battlestar."

Corrax Entry 7:17: So you walk eternally through the shadow realms, standing against evil where all others falter. May your thirst for retribution never quench, may the blood on your sword never dry, and may we never need you again.
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