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econ21
11-12-2007, 13:43
The battle for Bern, 1330


This thread is to resolve the player vs player battle for Bern. DO NOT POST IN THIS THREAD. Please use the OOC thread for queries, comments etc.

On one side (the Swabian loyalists), Factionheir will control Hans and his Swabian Ducal Army while Privateerkev controls Jan and his Catholic Crusader Army.

On the other side (the Swabian rebels), GeneralHankerchief will control Dietrich von Dassel and his Army of Light while Stuperman will play the role of Hugo Merode, the acting general who leads the Lutheran Army of Truth.

No other players should advise them or communicate with them during the battle.

I will umpire the battle - all communication regarding the rules, orders etc. should be sent to me. The battle will be governed by my discretion rather than fixed rules, although this post will indicate the general principles and guidelines that I will follow.


Background

Duke Hans decided not to assault Bern in 1328 in order to wait for the arrival of Jan von Hamburg and a makeshift army of Catholic “crusaders”. However, Alexander Luther was not idle. From within Bern, he sent word out calling on true believers to come to his aid. A second scratch army - this time a Lutheran one - is racing towards Bern to reinforce it. The battle of Bern begins on the day that both the Catholic and Lutheran supporting armies arrive outside the huge city.

The situation appears balanced: both Hans and Dietrich’s professional armies are roughly comparable, as are the less well trained “crusader” armies of the Catholics and Lutherans. Dietrich has the considerable advantage of defending city walls, but the loyalists have more experienced and accomplished generals - including the mightiest the Reich has ever known.

However, both Hans and Dietrich face difficult dilemmas. The makeshift Lutheran relief force could surely be defeated if Hans concentrated his army against it. But if Hans’s army is caught between the relief force and a sally by Dietrich’s army, it would surely be defeated. As students of military history, both generals are only too aware of the parallels with the siege of Alesia. Can Hans, the greatest general in the Reich, match Caesar’s victory? Or will Dietrich do what Vercingetorix could not and destroy the besiegers?


The Armies

The units (regiments) in the four armies are listed in Bern.units.doc contained within the bern_units.zip file:

http://www.totalwar.org/patrons/pbm/Bern_units.zip

The armies can be seen here:


Hans:
https://i20.photobucket.com/albums/b203/TinCow/KOTR/random/bernhans.jpg

Jan:
https://i20.photobucket.com/albums/b203/TinCow/KOTR/random/bernjan.jpg

Dietrich:
https://i20.photobucket.com/albums/b203/TinCow/KOTR/random/berndietrich.jpg

'Lutherans': (Note: the unit of Gothic Knights just represents the general in the save. In the battle, it will be replaced by Hugo Merode, the recruitable general.)
https://i20.photobucket.com/albums/b203/TinCow/KOTR/random/bernlutherans.jpg


The Lutheran Relief force is under the acting command of a recruitable general, Hugo Merode, who will be played by Stuperman. After the battle, Hugo will retire to a quiet life of contemplation - in this world or the next - and so will no longer be in the campaign.

https://img90.imageshack.us/img90/4541/hugola8.jpg (https://imageshack.us)

A medieval general could not personally direct all regiments under his command. To model this, the armies must be divided into divisions and orders given to divisions. A general would not normally try to micromanage individual regiments within a division - that is the divisional commander’s job. So just give broad orders to the division, do not try to micromanage individual regiments unless they are being ordered as detachments (see later). The number of divisions a general may have is decided by their command stars.

Hans - may command each regiment individually.
Jan - may command 9 divisions/give 9 sets of orders
Dietrich - may command 5 divisions/give 5 sets of orders
Hugo - may command 5 divisions/give 5 sets of orders

The armies are motivated by religious zeal and the desperation of a siege assault/defence. However, Hans and Jan's traits make them particularly inspiring to their men. All rebel units will be given an additional four levels of experience; all loyalists will be given an additional six levels of experience.

Details in spoiler.

By my reckoning, Hans has 18 command stars (uncapped). Therefore, to represent his vast command talent and experience, I will allow FH to treat each regiment as a division and effectively direct each regiment in his army individually.

Following on from this, other generals may have a number of divisions equal to their command stars plus one - Jan, 9; Dietrich, 5; Hugo; 5 (he is benefiting from a +2 trait when attacking). Escorts can always be ordered about individually and do not need to be included in divisions.

I have suggested functional divisions for the armies - generals are free to reorder units into different divisions. This may be particularly relevant for Dietrich (a geographic division of the army may make more sense in a siege than a functional one - e.g. north wall, south wall, east wall, west wall, reserve). You may regroup your units into different divisions before the battle- just upload a zipped word file with the new groupings. You may also regroup units into new formations during the battle, but there is a risk this will cause disorganisation and unit paralysis.

In some turns, if generals wish, instead of giving a division an order, they may give an order to a single regiment - effectively a detachment. Hence the limit on the number of divisions is effectively a limit on the number of orders that a general may give per turn. For example, Dietrich could give orders to all five of his divisions, or he could give orders to 5 regiments individually, or he could issue some combination of divisional and regimental orders that sum to five.

Some of the generals in the battle have stats that imply very high morale bonuses. AFAIK, the formula is:
2x command + (own chivalry - enemy dread) + direct morale effects of traits.
By my reckoning, units near Jan would benefit from a net +21 morale adjustment, Hans +20 and Dietrich +6. Much of this stems from the difference in the command stars, which are all ready being captured - to a greater or lesser extent - in the variable limits on orders/divisions. But some further modding of morale would seem in order.

I do not want to start modding the EDU file, so to partially reflect the differences in morale, I will raise all “rebel” units experience by 4 and all “loyalist” units by 6. For inexperienced troops, both adjustments would raise attack and defence stats by 2. However, the adjustment will probably raise the morale of the loyalists by more (I suspect 4 points higher). The higher morale across the board may help capture the religious fanaticism of some of the troops involved, as well as the high stakes involved for the more professional forces.

Rebel units in the city square will benefit from the “unbreakable” morale featured in the game.

It should also be noted that Hans has about +17 hitpoints from his traits - he will be a monster to take down in combat.


The map

The terrain is that visible in the Swiss Alps custom battle map for M2TW with a Huge City. I have sketched a simplified representation of the map and the city:


https://img250.imageshack.us/img250/593/bernoutlinev2ck8.jpg (https://imageshack.us)

The numbered points are the towers (N1 = first north tower). NG is north gate etc. The blue splodge is a mini-lake.

Light brown tracks are the roads. In the city, melee may only occur on roads, walls or the town square. (Buildings cannot be entered.)

Dark brown lines are abatis planted by Hans. These function like stakes in M2TW - they mean cavalry charges across them (from either direction) will be very costly. However, they are not serious obstacles and cavalry may walk across them if given time and not in combat.

Green lines are rough indicators of height contours. The map is an Alpine map and so has high hills and some steep slopes. Generally, the map slopes down south to north and west to east. It is particularly steep south of the southern line of abatis and towards the eastern map edge.

There are also some outlying fields and cottages in the "no-mans" land between the city walls and the abatis, but these are not significant enough features to be factored into planning. They may prevent nice unbroken lines of battle, however.


Deployment

Dietrich and Hans will deploy blind, simultaneously. Dietrich may set up anywhere within the city. Hans may set up anyway beyond the abatis, but south of the red line where Hugo will arrive. Both generals should paste your unit icons from the Bern_units.doc onto the jpg map. No orders should be given at this stage, nor are any notes required (you can provide them at the start of the early morning turn). Just show the location of your units. Upload the map and PM me the link.

Dietrich should inform me of the whereabouts of Luther - he may either ride with you or stay in the city.

Hans has 593 build points and can use those to construct whatever mix of rams (50 points) and siege towers (65 points). Please deploy those siege engines on the map.

Jan and Hugo will arrive on the map at random times, but almost certainly before midday. Jan will arrive to the south, deploying south of the blue line on the map. Hugo will arrive north, deploying north of the red line on the map. Actual deployment will not be decided now, but rather on the turn they enter the battlefield. On the turn they arrive, they will be free to deploy anywhere in their deployment zones, but may not shoot or charge. Their enemies cannot shoot nor charge them in that turn either, nor can they enter their deployment zones until after the advance guard has arrived.

Both Jan and Hugo should divide their armies into two halves - an advance guard and a rear guard. The advance guard will arrive one turn before the rear guard. There can be no more than 10 regiments in the advance guard and divisional integrity must be maintained - it is highly recommended that the HQ is included in that 10. The players should PM me now with the list of divisions in the advance guard. [On that turn, you may place units within a deployment zone but will not be able to fire or move that turn (nor will you be able to be fired upon or charged.)]


Battle length

The battle will have 7 daylight turns:
Turn 1: early morning
Turn 2: mid morning
Turn 3: late morning
Turn 4: early afternoon
Turn 5: mid-afternoon
Turn 6: late afternoon
Turn 7: evening

Exactly how far units can move and how much they can fight each turn is variable.

Combat in M2TW is quick and bloody, so decisive outcomes can normally be expected within a turn. However, if units have to march far before getting into combat, they may be locked in combat and the outcome decided next turn. Generals can indicate in their orders if they wish a more cautious attack, otherwise I will implement attack orders as all out attacks and try to get a decisive result.

Missile units would have ammunition to fire for about two turns. (They may be resupplied over night.) Cavalry could move the length of the map in one turn if unopposed - infantry half that. However, that pertains to “march movement” - e.g. moving out of fire and out of danger from enemies. For tactical movement - when in battlefield formation, ready for combat - these distances would be at least halved.

If the battle is inconclusive, there will be a night turn and second day turns.

Players may try to break off the battle at any point. Disengaging from an undefeated enemy is a very dangerous manoeuvre. The battlefield situation and in particular, the relative amounts of cavalry in the respective armies will determine exactly how dangerous. Generals may wish to conserve cavalry for victorious pursuits or to permit retreats.


Communication issues.

Players may send one message per turn (including the deployment phase) to their comrade general. This will arrive at the end of the turn. Dietrich and the relief army can only communicate via smoke signals until an open line of communication is established. To reflect this, they can communicate only very basic messages - they would know if they are being attacked, could ask for help etc, but no attempts at micromanagement. If during any turn, two friendly generals end the turn adjacent, they may freely confer (without going via me or waiting for the end of the turn). I will inform the players when such open communication is possible.

In the chaos of battle, there is a chance that orders will go astray or not be implemented due to confusion or the local commander’s discretion. I will roll a dice for each order and if a “1” is rolled, the order will not be implemented. Instead, I will use my discretion about what the local commander would do - typically leading to inactivity. If a general starts adjacent to unit, the order will be implemented. Only two regiments can benefit from being adjacent to the general.


Siege mechanics

Siege engines will work as in the normal M2TW game. A turn is long enough for an engine to reach a wall/gate and the contest for the wall/gate to be decided (within reason).

Hans’ grand bombard may smash down city gates instantaneously. However, city walls or towers are more durable targets. The grand bombard may destroy two towers or wall sections each turn. It will not be possible to enter any breaches during the turn they are destroyed and defenders on the walls will have time to evacuate before the walls collapse. The turn after a wall is knocked down, the defending general will be notified and will have time to rush men to the breach. There will be ammunition limits for all units (the grand bombards have ammunition to destroy as many walls/towers as they can in a custom battle - overnight resupply will be possible).

Towers will function as in the game - they will provide covering fire if there are nearby defenders.

Gates and walls will provide the same defensive benefits as they do in the game - attackers will be at a disadvantage (particularly coming off a siege engine onto a defended wall).


Other rules

The battle will be fought on similar principles to the battle for the Flemish crossroads.

Players should act like historical army commanders and not try to micro-manage too much. Orders may get lost and things may slip up. The position of the general will be particularly important in determining the outcome of any fine maneouvring - if he is far away or locked in combat, he may not be able to control events. (Best avoid the bad habit of using your general as a spearhead.)

Please draft your orders in character, as if given by a real general. They should be clear and simple. The more confused or complicated, the more likely the divisional commander will mess up. You can allow for some contingencies, but if the orders are too complex, the divisional commander may become confused or feel constrained from acting on his own initiative. You can trust your divisional commanders to execute their orders in a competent way (you don’t need to micromanage them and tell them how to fight – I may let the AI control them to see how a division vs division fight would play out). But they will have limited initiative to respond to new developments.

What orders should cover:
- where to move, inc. facing
- which formation to engage or screen (this will help me determine facing)
- for missiles: whether to fire at will or who to target
- for melee units: whether to charge or prepare to receive a charge
- whether to pursue or hold ground once in place
- if attacking, whether (a )to attack all out to get a decisive result this turn; (b) to attack cautiously, committing to a serious assault but trying to withdraw if the combat starts to look unfavourable; (c) to feint or try to pin the enemy, minimising losses but attacking if a good opportunity arises.
- if defending, whether (a) to hold at all costs; (b) defend, but try to withdraw if the combat looks unfavourable; (c) to try to screen an enemy advantage - holding it up, but trying to avoid combat and fall back before it.
- issues of sequencing (e.g. do you soften up the enemy with missiles before charging? do you wait till the enemy are committed before executing a flank charge etc)

The best way to clarify your orders is to represent on a map where you expect your units to be at the end the turn. Indicate facing by drawing a coloured line for the front side of each unit icon. Units may be able to change their facing autonomously so if you want a flank attack, make sure you pin the enemy first. Units next to a general may be able to do even more in reaction to an enemy move so make sure you place your general where he needs to be to control things.

You may provide OOC notes to clarify your in character orders and map, but these should be for my guidance only. I will not be able to execute them in precise detail - my method of resolving conflicts typically involves custom battles vs the AI and the AI is not controllable. Your IC orders will be treated as your instructions to me - I will refer to your OOC notes to understand how to implement your instructions, but I will not regad them as binding or trumping IC orders. I will show some favoritism in implementing orders in favour of players who provide the most in character orders (this is to avoid rewarding players who try to unrealistically micromanage).

I will put the orders together. Execution of movement will be simultaneous, so I will work out the result of any clashes arising based on my judgement - informed by common sense, unit stats, history and experience of M2tW. Typically, I will break combats down into small groups and play them out in custom battles with the AI - playing both sides and forming a judgement based on rough averaging. However, this may be particularly difficult with siege combat, so do not expect my adjudications to match what could be achieved in a custom battle with mathematical precision.

On the realism of fog of war - a general can only see through line of sight. He does not have a helicopter or interactive total war style map laid out. Once the lines have met in combat, I doubt he could see much - particularly on level ground. He would have to use riders to keep in touch with his divisions, but riders can be lost, reports garbled and orders can be misunderstood (think Balaclava). Placing the general on height or on a wall will permit better perception of the battle. Generals trapped in squares or racing off down the flanks will have very limited abilities to control the battle - they may not be able to issue orders. It is best to deploy your general in a commanding part of the line - ideally: safe from enemy interference, fairly central, close to a key section of the line and with a good field of view.


DEADLINE for deployment orders: 24 hours hence.

If you can get orders to me faster, so much the better. I will always allow 24 hour intervals between orders, but if I get both sets of orders sooner, I will move on sooner. If I get no orders within 24 hours, your units will be on autopilot - typically not moving except defensively. If real life issues mean that you cannot make a 24 hour deadline - e.g. if you are out of touch over the weekend - please PM me in advance and I will arrange an extension.

Executing orders will be time consuming and will typically be done in evenings (UK time).

econ21
11-12-2007, 14:08
Deployment Orders:

Some instructions from TinCow:


As for the spy, Dietrich still has done nothing about it, so it is still a go. Units of Peasants will appear in the city to harass Dietrich the turn AFTER the assault on the walls begins. The peasants won't be cause any damage to a unit, but they will 'pin' any unit that runs into them or that they 'grab' for a full turn. After that, they will be killed or dispersed. However, I would like you to tweak it to keep the battle fair. If the battle is going against Dietrich, spawn only 1 group of peasants. If the battle is going against Hans, spawn 3 groups of peasants. If it is even, spawn 2 groups of peasants. FactionHeir will NOT have control of the peasants. They will simply pop up, do their delaying action, and then be killed off or run away.

Some orders for 1328 from Factionheir:


Hi TC,

I totally forgot about some units in Hans' army. If its not aked too much, can you please also make sure that following are performed during the year?

1. Grand Bombards are to destroy the nearest towers and afterwards start shooting at any enemies on the walls (or the walls they stand on)

2. Longbows are to place stakes facing towards Bern all around the city (staying well outside the tower range). There should only be a single space left open on each side for horsemen to ride back in an emergency. Those spaces should be guarded by spearmen.

Thanks :)

Pre-deployment feedback to FH


Your bombards were not able to attack in 1328 - that would have required a battle proper.

On the longbow stakes, I have interpreted that as you constructing a ring of abatis around the city. This will function as stakes - in both directions - although units may pass freely through it if unopposed. ie it will stop a cavalry charge through it, but is not an impassable barrier if they have the time to cross it.

On your spy in Bern, it is not possible for him to open the gates or sabotage buildings. However, he is able to raise a small band of loyal civilians to assist your assault. At your signal, they will be deployed at points in the city of your choice and mob any defenders. They won't cause any damage on their own, but will be able to pin a unit and, if you are attacking said unit, could assist in the melee. The number of civilians is random - it will be the equivalent of between one to three regiments of peasants. They will survive for one turn only and then will be removed from play.

Some correspondence:



I like the divisions that you have setup in bern_units.doc, I'll keep them for now. and I'd like for this Army to be called the Army of Truth. I don't have to commit my first 10 units at this time correct?

Stuperman


OK, Army of Truth it is. Please let me know the composition of your advance guard. It should be whole divisions totalling no more than 10 units (including the HQ). You can re-jig the divisions if it helps you get the biggest possible advance guard (I notice a lot of combinations total 11).


*****






1. How come there is an army coming from the outside to aid Dassel anyway? According to the orders given to TC for the last turn, all communication was to be capped (complete isolation and stop any movement in and out of Bern including sealing off any secret passages) and populace encouraged to report Lutherans.

The Lutheran army was TCs idea - I think he wanted to balance the one he spawned for PK so as not to be unfair to GH. But the siege of Bern is public knowledge - I don't see any IC issue with outside aid.


2. If Dietrich isn't properly guarding the smoke signals, does my spy have a chance of making it send wrong signals?

I think we will leave the spy's role as outlined by TC - my preference is for this battle to be decided by combat rather than cloak and dagger stuff.


3. How would the map look like if Hans were to engage Merode directly (i.e. having Dietrich in his back, but probably have a few infantry guard the stakes so he can't get through quickly).

The map would look the same - just deploy to the north, facing north if you want to engage Merode directly. Of course, you don't know exactly when Merode will arrive. You'll need to protect your back from Dietrich and also look after your siege engines - if they are burnt, they are gone for good.


4. Since I'll be allowed to issue orders by regiment, what is an acceptable level of micromanagement? Also, I'm not sure how IC I can write those orders.

I know - it's a pain. You can use the jpg map to position units as you like. For the IC orders, if I were you, I would form divisions and give IC orders like the other players. It's just your capacity to give orders at the regimental level means you can spread out units to do fancy maneouvres and not worry about divisional coherency etc.


5. Does any communication that I want to send to PK go via you or directly to him?

Please send it to me and I will forward it. One communication per turn (deployment counts as turn); he will receive it at the end of the turn.


6. You are awarding 4 xp bonus to Lutherans and 6 to loyalists. Seems a bit odd though since Loyalists have +20 morale each and Lutherans only +6. Also, several regiments under Hans' command already are silver or gold, meaning they wouldn't fully benefit from the xp bonus. Would you in that case reduce the opponents' experience in battle or work the files?

I considered giving higher XP, but did not want the loyalists to get higher attack and defence stats. The loyalists ability to give more, or finer, orders is partly capturing the difference in command which drives the morale gap. From past experience, I suspect units won't rout easily anyway.




****

Deployment Orders from Dietrich von Dassel


HQ - My escort and I will remain in the town center for now, directing traffic. Mr. Luther, you will ride with me today. In this quiet period I suggest that you pray for victory.

Cavalry Division - Noble horsemen of the Army of Light, you will be keeping me company here in the town square. Keep your horses well-rested, for they will certainly be seeing action later in this day.

Foot Knights - You too will be keeping me company. In case I completely misjudge my opponent and Hans deploys to the north you will be in position to rush to the north wall's defense. However, if he deploys to the south, which I predict he will, you will remain in reserve.

Shock Infantry - Men, fighting awaits you now! I want one regiment of Forlorn Hope to mount the walls and hug Tower S8. It is a strong point in the wall and will not collapse to Hans's cannon. Should the tower itself crumble, you will be shielded from impact. You will also be able to quickly descend to ground level should the need arise. The rest of you, I doubt that there will be much wall fighting today. Stay on ground level, near the walls, and be prepared to respond to any breach. You will need to do your work well today.

Missiles - I want one unit of crossbows to man the gatehouse. You will be safe there. I want the other two hugging S4 and S7, respectively. Your standing orders are to fire at infantry and only infantry mercilessly. Enfilade them if possible. Bombard, stay back a bit, to a point where you have a clear shot over the walls. If a siege tower mounts an undefended section of wall, your orders are to wait right before it docks and destroy it. Yes, destroy your own walls. It will kill many of Hans's men.

Sergeants - Head to the east, behind the wall. It is a good neutral position and you will be able to shift easily, responding to developments. I want one regiment to man to most northeastern part of the wall (by the moat) and scout if there is movement north of us.

~~~~~~~~~~

Map in spoilers.

https://i113.photobucket.com/albums/n231/GeneralHankerchief/KotR/Bern/bern01.jpg

I really really really hope FH doesn't deploy to the north. I don't think he will, but that's what my sergeants are for. Let me know if you need anything else.


*****

Advance Guard identification provided by Jan


Also, I assume communication rules are in place. So any message to FH is through you? And only once per turn? I don't know where he is deploying or if he will give me siege engines. I anticipate a looong walk if he doesn't deploy to the south. ^_^

Advance guard: HQ, Footknights, Crossbows, Archers, Sargeants, Great Cross

Rear guard: Heavy Cav, Light Cav, Fanatics, Militia


Thanks for the advance guard. The communications blackout is definitely in place. Hans' initial deployment may well decide the battle, so we should let him sweat that one out. You won't get any siege engines directly, although of course Hans might want you to man some once you arrive on the battlefield. You will have some information on the situation before you submit your deployment (I am rolling a dice each turn to see if you come on).


*****

Advance guard of Hugo:



Advance guard:
HQ: (2x)
Cavalry Division: 1st & 2nd Crusaders; Mounted Sergeants; Merchant cavalry
Professional Division: 1st & 2nd Crusader knights, 1st & 2nd Crusader sergeants, Holy Cross.

Rearguard:
Missile Division: 1st & 2nd Crossbows; 1st & 2nd archers
Volunteer Division: 1st, 2nd, 3rd & 4th Fanatics, 1st and 2nd Militia Spearmen.



*****

Deployment provided by Hans:


https://img221.imageshack.us/img221/1183/bernoutlinefh0pw2.jpg (https://imageshack.us)

econ21
11-12-2007, 22:35
Deployment orders received from GeneralHankerchief. Awaiting orders from Factionheir.

At this stage, Stuperman needs only identify his advance guard (deployment orders will be requested on turn of arrival). Privateerkev has identified his advance guard.

When I have all orders, I will proceed to the next turn without waiting for the full 24 hour period to expire - so any battlefield communications should be sent (via me) asap.

econ21
11-13-2007, 00:12
IC communications, deployment phase

Code for smoke signals


Dear GH and Stuperman,

TC said the two of you may send very simple messages via "smoke signals". Quite what very simple means, I don't know.

How about you and Stuperman identify some simple words or phrases in advance that you have pre-arranged signals for and then you can use them - and only them - throughout the battle.

I won't allow morse code, but say 20 code words or phrases.

I suggest:

Attack; Skirmish; retreat; hold; move
Fast
North; south; east; west; centre
Help
Hans; Jan; Dietrich; Hugo
This turn; next turn
Cavalry; infantry

From that list, you could say "Hugo cavalry help Dietrich fast attack east next turn" or "Hans attack Dietrich south" etc.

You can alter that list as you like.

You can send each other one message (via me) in the deployment phase and recieve it at the start of the early morning turn.

BTW, Stuperman: all I need from you is the composition of your advance guard; I will ask for deployment instructions when you arrive.

cheers

econ[/spoil]



*****


Letter from Hans to Jan


Dear Jan,

It is good to see you here on the field, on such a fateful day, and with many pious men among your ranks to bring an end to the heresy that calls itself Lutheran and has brought a vast host with it as well.

I will not ask of you to fight to the last man if you deem defeat close, as you may yet live to fight another day and complete, what I could not. God willing however, we shall crush the heretics and burn Luther at the stake, and Dassel with him.

My plan of action will be to deploy along the northern ridge to have a suitable overview over the battle and have ordered my missiles to target any scum that attempts to reinforce the heretics holed up inside the Catholic city they have seized unlawfully. Concurrently, my grand bombards will break as many walls as they can to soften up the defenders and spread them out.

In a way, I hope to lure them out to come to the aid of their reinforcements which I intend to drive from the field before they may do further harm or even man the walls. Of course I cannot be certain where exactly they will come from, but the northern ridge struck me as a better vantage point rather than deploying on the eastern falls. I hope that this was no mistake, for time is of the essence. In any case, if the reinforcement arrive from that direction, they will have to march uphill against my forces which will be an advantage for us unless Dassel falls into my back.

I have sent you 2 rams and several towers to aid your assault from the south and have also sent two regiments to the western wall to break into the city if this parcel is left undefended. I would thus advise you to station your men closer to the western flank to reinforce my position when you can. This side should be relatively safe and your men should be able to traverse it much faster than going via the east where a lake may block your way.

Godspeed, brother, and let us be the sword of the Lord that strikes down His foes.

Hans


*****

Smoke signal from Dietrich to Hugo:


"Dietrich hold South"

More feedback:


NB: Proper letters can be sent if you can establish a line of communication down the south road.

Since the south road is currently only lightly held by Hans' forces, in the early morning turn, you should be able to send couriers with only a small risk of interception.



******

Letter from Jan to Hans


Duke Hans,

I have finally arrived in Bern and not a moment too soon. My army is ready and eager. We are coming in from the south. We will need a way into the city or we'll have to walk. My plans are to find out where you breached the city, and head there if I have no engines. It is my hope that you would have breached the south side, or at least left me some engines so I can breach the south side myself. I have heard that there is another Lutheran army out in the countryside. If your in the city, and I have no engines, I may try to block this army and buy you time to defeat Dassel.

Also, you were Count of Bern most of your adult life. Are you aware of any secret passages or sewer tunnels where we can sneak forces into? I will make further decisions when I see conditions on the ground or get some feedback from you. I had wished to be the first army in for it will be the one that takes the highest casualties. But I won't get there in time to be first in. So I will help you how ever I can.

Good luck my friend and God be with you.
Jan

econ21
11-13-2007, 01:16
Public feedback on the deployment phase

The map of Bern has relatively high visibility. From the walls, the defenders can see all around. There are no woods or reverse slopes of any consequence. The city is overlooked by mountains and so the besiegers can see into the city.

For this reason, and to allow non-participating players some feedback, I will provide public feedback from two perspectives:

Peter: a goat herd on a mountain overlooking the hill. Peter is focusing on the rebel dispositions and his observations represent what Hans might be told of what is going on inside the city.

Heidi: a precocious girl watching from the steeple of Bern abbey. Heidi is focusing on the loyalists and his observations represent what Dietrich might here of the loyalist deployment.

Both observers have an interest in military matters and provide feedback comparable to what might be expected from a military report in the midst of battle.

Any additional private feedback will be sent to the players. If players receive no additional private feedback, they can assume that their orders were implemented without a hitch.

If Dietrich wants more detailed feedback - ie a graphical representation of enemy units - he will have to mount the walls and oversee the defence of one of the four sides of the city.

If Hans wants more detailed feedback, he will have to personally oversee an attempt to cross one of the walls (the defenders have cover from the walls and will not be clearly revealed unless engaged).


Peter’s observations of the rebel deployment.

Peter could see many rebel regiments deployed on the southern wall. Significant bodies of men - each equal to a strong division or more - manned the eastern gate and remained in the town square. The rest of the walls appeared lightly manned, if manned at all.

Sitting on a mountainside, to the south of the city, Peter looked around him. He could hear workmen constructing several more siege engines for the loyalists. He had heard that Jan von Hamburg was approaching with a large Catholic crusader army and presumably these siege engines were intended for him, as they were not guarded by Hans’s men. He wondered if Dietrich might sally out and destroy these engines, but already outriders from Jan’s army were in attendance and it was unlikely the defenders of Bern would be able to scale the mountain to destroy them.

[OOC: Hans deployed some siege engines in Jan’s deployment zone. That is a little cheeky, but I am ruling they cannot be destroyed until Jan arrives.]


Heidi’s observations of the loyalist deployment.

Looking to the east, Heidi could see a splendid loyalist army deployed for battle with several war machines. The girl ducked as loyalist grand bombard fired a single shot, gauging the range to the walls.

Surveying the rest of the palisades around the city, they appeared lightly manned, if at all. A small detachment was deployed on the western side of the city, while another patrolled the north east on horseback.


A graphical representation of this feedback:

https://img225.imageshack.us/img225/1417/bernoutlinep0el8.jpg (https://imageshack.us)

Note - this image has been compressed for presentational reasons. To maintain proper scale, the original - non-compressed - map should continue to be used for orders.



Feedback has been provided to players. Orders for turn 1, the early morning phase should now be sent to me. The deadline for the submission of orders is 24 hours hence, but if they could be sent within 22 hours that would allow me to resolve them that night.

A quick pointer to the kind of things which are possible in turn 1:
- the rebels can redeploy anywhere within the city (subject to the limit on orders)
- the loyalists could redeploy to an adjacent side of the city
- the rebels could sally out and begin to attack the loyalists
- the loyalist rams or siege towers could begin to attack the gates or walls
- the bombard could cause two breeches or knock down two towers

econ21
11-13-2007, 09:47
Orders and messages for turn 1 (early morning):

From Jan to Hans


Hans,

It is good to hear from you this fine morning. I am hurrying my men and hope to join in the battle sometime today. But many of the men are green and not used to forced marches. I can not at this time give you an estimated time of arrival.

Thank you for having the forethought to give me siege engines. Once I am on the battlefield, I will make use of them at once. It seems my choice of advance guard was a good one. I picked infantry and archers in anticipation of being able to attempt a breach. I will storm the south wall in force. I suspect losses will be great but at the very least, we will tie down a significant portion of Dassel's army.

Good luck on the north side. I hope you rout his reserve army off the field. Then we can squeeze Dassle's forces together.

One last thing, any word on a secret way in? If we can get even one regiment under the walls, we can sow discord within while we assault.

yours in friendship,
Jan

From Hans to Jan:


Dear Jan,

Indeed you have siege engines at your disposal, however depending on how things turn out, you may find yourself riding towards the north to flank Dietrich who may well sally if I catch his reinforcements outside.

I have considered secret passages and have also consulted with several citizens on whether there are new ones, but I am not sure whether they will be of much use (OOC: Neither TC nor econ have gotten back to me regarding this part of my 1328 orders to find and secure secret passages - maybe they will eventually?).

I pray that you will arrive in time and that everything goes as planned.

God with you

Hans

Orders for turn 1

Dietrich

Dietrich - Men, we ride for the eastern wall. Well, at least, a spot close to the eastern wall. It appears that Hans will make his main effort here so we must oversee things personally.

Cavalry - Stay in the town square for now. There is little you can do at the moment.

Foot Knights - Men, double-quick to the western gate! (OOC: I think that them being near the gatehouse tower, while not actually up on the walls, will still trigger the tower firepower) Once the enemy batters through, engage them at the gate. Lure them in, slowly pull back until you are fighting them on a narrow street. I'm counting on you to pin this force, men!

Shock infantry - Forlorn Hope on S8, remain where you are. Hug the tower. Continue to observe enemy movements to the south. The rest of you, shift to the southern gate. Should a breach occur on the south side of the wall (and south side ONLY), close it.

Missiles - Crossbowmen, move your butts to the eastern wall on the double! Take tower-hugging positions, one of you in the gatehouse. Take aim and fire at all enemy infantry you have a shot at. Make them pay. If they gain the walls, you are to retreat to safe ground within the city. Bombard, shift to the east. These orders are critical, so pay attention. As soon as one of Hans's towers docks (and has none of our men coming to defend it), you are to fire at the wall it is docked at until you have a clear shot at the tower (OOC: I think that's around 60% damage). Then, my boys, aim well and destroy one of those monstrosities, killing an entire regiment. If you have time repeat this process for a second tower.

Sergeants - Brace yourselves, men. I need you to watch for any potential breaches that show up, and close them as necessary. Hold as long as you can, then into the streets, luring your attackers in with you. I want that one unit on the wall to engage and distract any of Hans's men that survive our little Bombard maneuver.

~~~~~~~

Gentlemen, Priority Number One is to hold this city at all costs. Priority Number Two is to capture or kill that bastard Hans. The man who brings him or Jan von Hamburg down will receive 2 wealth from me as thanks!

~~~~~~~~

Map:

https://i113.photobucket.com/albums/n231/GeneralHankerchief/KotR/Bern/bern02.jpg

Again, let me know if anything is unclear.



*****


Orders from Hans


These are the slightly revised orders for my army. Note that here and in the jpg I sent you, I have made note of some woods. I saw these after loading up the map and noticed that I was able to hide troops within. I marked the main ones nearby on the map for you.

Firstly, the division set-up (I am assuming that I can change regiments around from divisions freely and merge them split them etc at will without causing the usual issues other commanders have in whichever way from your post?)

Divison 0: HQ [Hans]

Division 1: 2 Pavise and 1 AS (the 2xp one) [Ernst]

Division 2: 2 Longbows, 1 DFK, 1 fanatic, 1 AS [Ludwig]

Division 3: 1 G.Bombard, 1 DFK [Horst]

Division 4: 1 ImpK, 1 DFK, 1 AS [Thorsten]

Division 5: 1 AS, 1 Fanatic [Rudolf]

Division 6: 1 Teuton, 1 CS [Wilhelm]

Division 7: 1 ImpK, 1 FK [Adalberth]

I guess I won't have to give a speech to myself, so orders for HQ are to remain steady and flank any force that approaches the longbows, while staying outside enemy tower range.

Overall speech:

Honorable Germans, Good Christians, Friends, Brothers in arms.

We are gathered here today to bring an end to the miserable heathens, heretics and traitors holed up inside Bern. Make no mistake in granting them mercy, for slaying them is a necessity and our holy duty to God. Indeed, they are not even fit foes for you fine men, but armed they are nonetheless, threatening to kill innocent women and children that we have sworn to protect.

So then, we have set up on this hill and will strike down the heretics that will arrive shortly to aid their devil worshippers. This will be our prime target, for once they are destroyed, we can begin our march onto the city in earnest. I expect every man to do his duty to God, the empire, his Duke and himself and show only steel and a warcry to our enemies, never turning your back without my express orders to do so.

Fear not however, for we are not outnumbered this day. Within a few hours, the honorable Jan von Hamburg will arrive with his crusaders to join us in fulfilling our holy duty.

And lastly, you all know me as a man who would rather die, than waste needless lives of those who serve him. Ask any of my retinue, whether I would ever shy from battle and let my men die. They will all tell you that I will charge headfirst into the fray and spread fear into their hearts, so that you may live to tell of it! Now, this does not mean that you will merely watch when I carve my mark into the heretics we will face shortly. You will fight when I ask it and fight with conviction, for only if we all fight together, will God's work be done!

--

Sir Ernst, you will command the pavise regiments and one regiment of armored sergents and attempt to shoot at any enemies that approach your view. Your primary targets will be the enemy cavalry, and most importantly, the enemy leader. Use the sergeants to hold off any attackers to allow the crossbows time to gain ground and for other divisions to come to your aid.

Sir Ludwig, your Longbows will too aim at any cavalry. When the enemy attacks, move the longbows out of melee and and resume firing. Your infantry is to hold the line and not let any enemy through to our missile units. Use your spearmen to break cavalry charges and fanatics to drag men off their horses. The knights will face any enemy heavy infantry and only aid against cavalry if necessary.

Horst, your bombard is to take down the main gatehouse towers. Infantry is at your disposal to protect your bombards. Signal to any nearby divisons if you require aid immediately. If there are considerable amounts of enemies swarming out of the gates, use flammable shots to break them, aiming for the largest mass of troops where possible.

Thorsten, you will protect our siege engines and use your cavalry to flank any unit bound by your infantry. You will also aim to support Horst's division when they require your help. Enemy cavalry will be your main target when close and never use your cavalry to engage enemy twohand units in prolonged melee, and try to keep your cavalry hidden in the nearby woods until ready to attack.

Sir Rudolf, you will aim to help Thorsten in protecting our siege equipment and otherwise attempt to flank the approaching enemy.

Sir Wilhelm, you will hold your position for now and only attack the gates when they are abandoned and no enemies are nearby. Once the gates are broken, you will retreat to your original positions, but be ready to swarm in when I signal you to do so. Hopefully Jan's crusaders will aid on your side.
If the enemy sallies, use your sergents to hold enemy cavalry or infantry while you use your cavalry to attack their flank or rear. When attacking with cavalry, always charge and withdraw to form up for another charge. Fight prolonged melee only against troops that you deem close to routing.

Captain Adalberth, your knight regiments are the best that I can muster at this point. You will attack any enemy nearby and stay out of the towers' range. Stay hidden inside the woods until you are ready to strike and take the enemy by surprise. You have ridden with me long enough to know how to handle cavalry so I will not waste words to tell you how. I shall remind you however, that charging through an enemy formation while you are engaged in melee is of utmost importance, and you have learned from me how to do so. As usual, charge, break and recharge. If you feel unable to handle the masses of enemies, attempt to ride down as many infantry as possible and cut any pursuing cavalry on your way back to my position.

Godspeed to you all.

Han's deployment map:


https://img64.imageshack.us/img64/9103/bernoutlinefh1dn3.jpg (https://imageshack.us)


Notes on resolving the turn

Two of Hans divisions rolled "1s", but both were adjacent to Hans and so were moved.

Both reinforcing generals failed to roll a 4, 5 or 6 so stay off map.

econ21
11-14-2007, 01:26
Public Feedback on Early Morning Phase (Turn 1)

Heidi: From the steeple of Bern abbey, Heidi watches as Duke Hans manoeuvres his army from the east side of the city to the north. It is a major redeployment so they are unable to make any attack on the northern wall

Peter: From the mountain side overlooking the city, Peter can see rebel soldiers scurrying around the city. The defence of the eastern wall appears strengthened and a detachment is sent to the west gate. The northern wall is lightly manned. However, the distances involved mean that by the time Hans can scale the walls or smash the gate, reinforcements could arrive. If Hans were to strike immediately - without a bombardment - those rebels on eastern wall could make it in time to fire on any assault; those on the southern gate could not.

Graphical representation of this feedback:

https://img45.imageshack.us/img45/8792/bernoutlinep1rf6.jpg (https://imageshack.us)

NB: Map shrunk for brevity - do not use to plot orders.


Additional feedback:

The map: The old map did not represent some woods that offer the possibility of concealment. I have added them onto a new version. Please use this new version to map your orders.


https://img250.imageshack.us/img250/593/bernoutlinev2ck8.jpg (https://imageshack.us)
Please use this map to plot your orders.


Also, there was some confusion about the elevation. The eastern edge is not high terrain, but very low terrain (leading down to an off-map river). Given the arrival path of the Lutheran relief army it is important to note that the south map edge has very low lying terrain towards the east, but slightly elevated terrain to the west. This is the Swiss Alps, so slopes tend to be steep. The march along the north road into Bern will be an uphill one.

Players are encouraged to start up a custom battle on the Swiss Alps map with a huge city in order to better understand the terrain.

The grand bombard: After testing, I have decided that the grand bombard will be regarded as having enough ammunition to destroy 4 towers or wall sections. In addition, it will have enough ammunition to destroy the 4 gates (this will be in addition to whatever towers or walls it destroys). This assumes all ammunition is reserved for use against buildings. As stated earlier, the rate of fire is two wall sections or towers per turn - but breeches cannot be entered until the next turn.

Note: if the battle goes on for another day, artillery will NOT be resupplied with ammunition. Bows will be resupplied.

Failure to obey orders: In the first post, I stated that units adjacent to the general always obey orders. I meant divisions. The two divisions closest to the general will always obey orders. EDIT: If the general is adjacent to a division, it will always obey orders. A maximum of two divisions may be adjacent to a general. Place him wisely.

Deadline for orders: 20.00 hours UK time, Wednesday

Note to reinforcing generals - if you don’t hear privately from me, you are not arriving yet and don’t need to provide orders. Please do not publicly announce your arrival status, although you may reveal it in your message to your allied general.

econ21
11-14-2007, 16:50
Orders, messages and umpire notes for turn 2

Dietrich's orders:


Dietrich - We're going north, boys. If Hans wants to put himself between this city and Hugo's army that's fine by me.

Cavalry - Stay put.

Foot Knights - Previous orders apply. If the enemy in the west attacks, draw them in and take the fight to the streets.

Shock infantry - I want you to shift to a more centralized position so that access to the rest of the city is slightly easier. Both Forlorn Hopes are to man the walls; get as many towers firing as possible, and scout the enemy troops - see how close they are to coming.

Missiles - Shift north. Crossbowmen, you know what to do by now: Hug the towers so that Grand Bombard can't get you, and target the infantry. If the enemy's towers dock, get off the walls. Bombard, find a place with a clear shot to the northern walls. My previous orders apply - As soon as a tower docks an undefended portion of wall, destroy the wall, then destroy the tower. Repeat as necessary.

Sergeants - To the north, men! Be ready to defend any breaches. I want that one unit on the wall to go after any siege tower that survives the Bombard attack. Gentlemen, if you get in a fight it is your job to pin Hans's army in place. Pin them, keep them fighting, and eventually Hugo will be by to deliver the hammer blow. Remember that this day!

~~~~~~~~~~~~

Divisions closest to Dietrich: Sergeants, Missiles/Bombard.

Map:

https://i113.photobucket.com/albums/n231/GeneralHankerchief/KotR/Bern/bern03.jpg

Hi econ,

I'll leave my deployment as is for the moment except that the units that are barely in the forest are moved somewhat more inside to make sure they are properly hidden if they weren't before.

As for orders, they also stay the same, except that the grand bombard will start shooting this turn and take out one gateway tower (N6) and one wall section (N9-N10) on the north side.

Also, since everyone stays the same, orders won't get mangled, right? In that case, I'll also send this to everyone (division AND regiments)

Men, the battle will soon begin in earnest, so prepare your armor, sharpen your weapons, and kiss the cross.

Not only this, but listen carefully to what your commanders say and what orders I give, for their proper implementation will be imperative to bring us victory!

Henceforth, I shall send orders to each division as previously and also a separate, yet same order to each regimental captain. When separated, use them or if they seem illogical, continue with the orders that you received during your deployment. Also, when your division is together, I urge you to compare your regimental orders with your divisional orders and the orders that coincide the most are the ones which you are to fulfill until further ones arrive.

Be strong and faithful in these coming hours and strike wheny ou are ready!

God with you all good Christians!

Message from Hans to Jan:


Dear Jan,

I have now fortified my position in the north and have some cavalry hidden in the woods for an ambush when possible.

I plan on using my grand bombards to take down some towers and punch several holes into the northern walls to hopefully spread out Dietrich's forces more and weaken his line overall. With some luck, my cannons may even target his men behind the breaches.

From what I can see, Dietrich has a small detachment to the west, and a large force at both the north and the south wall. The east wall seems undefended as of yet and could be exploited eventually.

I have yet to see any trace of his reinforcements and hope that you will arrive before they do.

Go with god brother.

Hans

Gamesmaster's notes on Turn 2

Dietrich's shock infantry passed their orders test, as did Hans' bombard. No one else needed to test.

Rolled for 1-4 for reinforcement's arrival - Hugo arrives in Turn 3; Jan does not.

Private feedback to Hans:

A regiment can only be sent one set of orders - either via the division or independently. ie no re-rolling "1s"!

Note: your grand bombard only has ammo left to take down two more walls or towers. After that, it has no ammo except that needed to take down gates.

Private feedback to Hugo

Your advance guard is finally arriving on the field! It will be in position at the end of the late morning turn (turn 3). So please send me a jpg map of your deployment. You can set up your advance guard anywhere north of the red line on the map.


https://img250.imageshack.us/img250/593/bernoutlinev2ck8.jpg (https://imageshack.us)


Your rear guard will arrive in the early afternoon turn.

Your units will not move or engage in combat on turn 3, so you do not have to give any orders at this stage. They will just be placed on the map according to your instructions.

Feedback to Jan:

The sound of cannon coming from Bern fire agitates you. The trek to the city across the mountains has seemed interminable. You will not be arriving before lunch. You are almost sure to arrive early afternoon, but will not be able to make your presence felt (OOC: move or fight) until mid-afternoon at best.

Feedback to GH:

Overseeing the defence of the North wall, you get a good view of the deployment of Hans' main force:


https://img209.imageshack.us/img209/2452/bernoutlineghstart3cz1.jpg (https://imageshack.us)

econ21
11-14-2007, 23:23
Public feedback on Turn 2: mid-morning

Peter sees the rebels running from the eastern wall to the north wall to face Hans’ main force. There is some shuffling of regiments around the southern wall.

Heidi does not observe any change in Duke Hans’ deployment. However, the grand bombard erupts, tearing down gateway tower N6 and then collapsing part of the wall between N9 and N10. Dietrich’s men avoid taking significant casualties from the bombardment but the first breech in Bern’s defences has been made. The battle is now on.

A graphical representation of this feedback:


https://img45.imageshack.us/img45/8634/bernoutlinep2v2bj5.jpg (https://imageshack.us)


Deadline for Turn 3 orders: 20.00 UK time, Thursday.

econ21
11-15-2007, 01:18
Orders, messages and umpire notes for turn 3 - Late morning

Dietrich's orders


Orders to all units are the same unless listed here. (Dietrich is once again nearest to his missiles/Bombard and the Sergeants)

Shock infantry - Forlorn Hope, stay where you are. Zweihanders and Religious Fanatics, I want you to retire to the southern part of the center square and the road leading to it. That way you will be in position to better respond to all events.

Sergeants - I want that one regiment off the walls, now! That last Bombard came way too close. Instead, defend the breach, and I want the next closest regiment to help you out. We are abandoning the walls, men. Our Bombard will take care of one tower, and as for the other one, when Hans's men come streaming off it to take the walls and discover that there are no easy pickings, they will descend our towers, and we will be waiting for them at the foot of the steps ready to defeat them in detail. I want the other three regiments of this unit to take positions defending tower staircases, but still ready to close any additional breaches. Be sure to let our crossbowmen by.

Hans has a killer reputation, yes, but now his army is revealed to us. I must say I'm not impressed. They can easily be defeated, whether it be by outfighting them or pinning and flanking them (I would prefer pinning, though, men).

~~~~~~~~~~~

Map:

https://i113.photobucket.com/albums/n231/GeneralHankerchief/KotR/Bern/bern04.jpg



*****


Hugo's deployment

]http://img29.picoodle.com/img/img29/5/11/14/t_bernoutlinem_7012ffc.jpg (http://www.picoodle.com/view.php?img=/5/11/14/f_bernoutlinem_7012ffc.jpg&srv=img29)


*****
Hans’ orders


In that case, I want to take out N2-N3 and N5. Hans will ride to each division to cheer the men up with some words and his presence except to the hidden ones.
Orders are the same as before. Can I just make sure with you that in my last turn's orders the troops were told that if no proper orders are received (read:garbled) they are to fall back to their original orders rather than stay idle?

Communication from Hans to Jan


Dear Jan,

It seems all tunnels have been sealed, but seeing how that is so, I had them ordered sealed and guarded on our side as well during the last year, so Dietrich will not be able to escape.

In the meantime, I have received word from my spy inside Bern that he may be able to incite a riot when we attack, so do let me know beforehand when and where you would need some unrest to distract and hold or even mob Dietrich's men.

As we speak, the wall [N9:N10] and the tower [N6] have already fallen and my grand bombards are taking down [N2:N3] and [N5] now. This will leave little more ammo than to take out a few gates or fire upon some hostile regiments.

I imagine that Dietrich will sally soon with his northern defense line having several holes and the arrival of his reinforcements being imminent.

Make haste

Hans

Message from Jan to Hans


Hans,

I heard the cannon and knew things had started. I am pushing my men but they are not used to marching through the mountains. I don't think I can be there before the afternoon. When I get there, my plan is to assault the south wall in force with my advance guard. I will tie his southern forces down and defeat them. If I tie down his southern forces, he is less likely to sally against you when his reinforcements come. Then you can defeat his reinforcements while your back is secure.

I will be there as soon as I can,

Jan


Umpire notes

Rebel shock infantry pass their orders test.

Bombard passes test.

Roll 1-5 for Jan's relief army to arrive: it does.

Private feedback to Jan:


It is early afternoon (turn 4). Finally, Jan's Crusader army makes it way down the mountain slopes to the south side of Bern.

There, they find several siege machines constructed for them.

You must now order your men for battle. Place your advance guard units anywhere on the map, south of the blue deployment line. Feel free to attach siege machines to units and reposition the machines.

No combat or movement will be possible in turn 4 - just deployment - so there is no need to give orders. All I need is a jpg or other representation.

Next turn, your advance guard can move - including assaulting the south walls - and your rear guard will deploy.

You can send Hans a message, but he will not receive it until mid-afternoon (beginning of turn 5).

econ21
11-15-2007, 01:28
Rebel orders received for turn 3. Awaiting loyalist orders.

econ21
11-15-2007, 16:12
Public feedback on Turn 3 - Late Morning


Heidi watches as Duke Hans' grand bombard continues to cannonade Bern. It knocks down the other tower by the north gate (N5) and makes a breech in the wall between N2 and N3. Then it falls silent. Heidi runs over to the north wall. She can now see the deployment of Hans’ army in detail - making out the individual regiments. There appears to be no movement in the loyalist ranks, but the whole army seems poised to strike. An angrily rebel soldier tries to drive her away, for her own safety.

Peter, looking down on Bern from the mountainside, also comes closer for a better look. He is following the advance guard of Hugo Merode and his Lutheran “Army of Truth”. The relief force forms up quite close to the north side of Bern. It has arrived on the slightly higher ground on the west. There are two divisions - a “professional” division, composed of crusader sergeants and unhorsed knights with a Great Cross, and an archer division, composed of peasant archers and crossbowmen. Hugo himself rides with the advance guard, stopping somewhat to the rear in a wooded area. [OOC: as in the game, generals cannot hide in woods). The rear guard will arrive early afternoon.

Peter looks ahead into Bern. He can see Dietrich’s crossbowmen stationed on the walls around the northern gate. Holding the eastern most breech are two regiments of armoured sergeants. From his vantage point, he can also make out a rebel grand bombard, stationed a little beyond the north gate. In the distance, he can see men streaming from the southern gate to the town centre - strengthening the size of Dietrich’s reserve.

Graphical representation of feedback

https://img525.imageshack.us/img525/9293/bernp3xm0.jpg (https://imageshack.us)

Note: I label 1-2 regiments a “detachment”
A division is 3-5 regiments.
A “large force” is more than a division.

Deadline for orders: 15.00 British time, Friday

If anyone is going to have a problem supplying orders within 24 hours over the weekend, please let me know.

Umpire notes on relief army mechanics

It is now possible for Hugo's and Hans army to fight; Hans may also cross the red line demarcating Hugo's deployment zone. The relief guard will arrive in turn 4. Stuperman should indicate where each unit is to be placed in the zone. But the rear guard will not be able to move beyond that. If Hans' units move close to where rear guard units are to be deployed, combat may ensue.

Combat resolution: Hans's main force could enter melee with the Hugo's advance guard, or vice versa. Similarly, Hans main force could assault Dietrich's men guarding the north wall or vice versa. If no other forces intervene, I would fight these combats out to a decisive result.

However, if nearby forces intervene - for example, Dietrich sallying to aid Hugo or Hugo charging to aid Dietrich - the combat would be protracted and probably not decided in a single turn.

Move distances: Similarly, Dietrich's forces on the northwall and cavalry in Bern could also reach the advance guard, provided they were not blocked by Hans men. Infantry in the town square or southern wall could arrive near the combat, but not join it.

If unopposed and out of contact, each turn regiments can also make strategic movements - infantry moving half the height or width of the map; cavalry the full distance.

econ21
11-15-2007, 20:46
Orders, messages and umpire notes for turn 4 - early afternoon

Letter from Jan to Hans


Brother,

I have arrived with my advance forces. We are setting up now and will be ready for combat operations later in the afternoon. I will assault the south wall in force. 4 towers pushed by my infantry will hit 4 different walls. Archer regiments will follow them up there to provide fire support. My great cross detachment will push a ram up to the south gate, break the gate, and hold for the rest of my forces.

If you need me to, I can try to send men over to the west gate using the walls and let your western detachment in later in the afternoon.

This is my plan for now and I will see how Dassel redeploys before I plan my next move. I hope that by assaulting the south so strongly, he will be less likely to sally against you.

I heard the Lutheran reinforcements have arrived. Good luck and God be with you.

Jan

Letter from Hans to Jan


Dear Jan,

As I write this letter to you, Merode's reinforcement army has arrived on a slight elevation to the northwest.

This puts me in a rather peculiar situation:
I can attack Merode and destroy his advance guard using overwhelming force, but it is possible that Dietrich will sally and fall into my rear guard. At the same time, Merode's rear guard may arrive at any moment.

On the other hand, I could assault Bern as the northern gate seems more lightly defended now and exploit both breaches and a further breach to the gate. Doing so may risk Merode falling into my back, although this would be less likely due to him not getting much further than my stake line. The problem here would be that Dietrich has moved all his forces from the south gate to the town core, from where he can overwhelm my attack force at the north.

I imagine they would not expect me to attack Bern at this time, but if I do, it would need to be a decisive attack and a complete rout of his northern forces, or mine will be pinned down a few hours later when Merode's force gets past the stake line.

Still, I feel my force will be significantly more mobile out in the open and I will opt to assault Merode instead, hoping that God is with us.

Thus, while you certainly would wish to attack the south gate at this time, I would ask you to send all your cavalry towards the north to reinforce me while your infantry breaks the south gate and prevents Dietrich from sendding too many forces out north.

I think I will also use this time to rally my supporters in Bern to delay an onslaught by Dietrich's forces should they decide to sally out now.

Hans

Jan's deployment




Hi Econ, let me know if this works. Letter represent siege engines. I wish for the Great Cross to drop the cross and pick up the ram. They can fashion a small wooden cross to the front of the ram if it makes them feel better. Jan is not without his sense of humor. Spearmen and swordsmen will each have a tower.

I am going to assume that I can reach any south wall with a tower in 1 turn. And in that same turn, the men can gain the wall and be ready to move around the next turn. Also, when the footmen have the wall secured, I want the archers up there as well. Can I do that in the same turn my foot soldiers secure the wall? These are not "orders" but questions as to what is possible and on what time frame.

https://img258.imageshack.us/img258/3875/berndeploymentvn4.th.jpg (https://img258.imageshack.us/my.php?image=berndeploymentvn4.jpg)



*****

Hans' orders




HQ: (OOC, as Hans will hardly speak loudly to himself) Charge at northern knight formation and immediately recharge (possibly while still engaged for extra casualties) at northern crossbow militia. On impact to charge backwards at northern sergeants' rear. From there, just charge at will.

Sir Ernst: Your crossbows will take aim at the rebel reinforcement's hand infantry with priority, but if you notice the enemy emerging from the city, they are to immediately switch targets and fire at the emerging enemy instead. Your sergeants will move south and hold the stakes against any enemy onslught but will attempt to stay out of tower fire and enemy crossbow fire while they man the walls. Do not give more ground than necessary, but conserve your men prudently.

Sir Ludwig: You are to split your division and complete the following. 1. Longbow regiments are to take aim at the enemy general and hold ground. 2. Fanatics will attempt to cut off Merode and unhore him. 3. Footknights will assault the southern sergent regiment. 4. Sergeants are to assault the northern sergeant regiment.

Horst: Your grand bombard will remain loaded with flaming shots and take aim at any enemy attempting to emerge from the city. Fire at massed enemies where possible to strike additional terror into them. Your footknights will hold the stake line and prevent any horses from crossing. Stay out of enemy missile fire and use the siege towers as cover if necessary.

Thorsten: Your infantry will hold the stake line as well and stay out of missile fire. Take cover using the siege equipment if necessary. Your Imperial Knights will charge at the northern sergeant regiment and then pull out and recharge at will to break the enemy.

Sir Rudolf: Your division is to engage the enemy reinforcing infantry line and pin them down.

Sir Wilhelm: Your sergeants will continue as before while your Teutons will make haste northwards and charge at the enemy southern sergeants. If Merode attacks you, break and recharge at him. Otherwise upon impact with the sergeants, continue your charge through the enemy ranks from the flank. You will be supported by knights at the opposite flank to envelop and crush the heathens.

Captain Adalberth: Trusted friend, you will use your cavalry and make haste out of the woods to strike at the left flank (the north) of the enemy reinforcements. Use the tactics I taught you and recharge at will.

Men, today, we shall have victory over the enemy if all do their part as good Germans and Christians. Even if you do not receive your orders in time or in a legible manner, you will know to attack the enemy reinforcement army.

This is the additional order for the spy.

Agent,
I do not know when Dietrich will attempt to emerge from the city, but if he does in the next few hours to aid his reinforcements in the north, start the riot as soon as the first few regiments leave the city in their backs to split their forces in two.

Remind the men that now is the time I need them the most, and if Dietrich and his rebels manage to attack my rear as I attack his reinforcements, Bern will remain under his control, and there will be no place to go for good Christians and good Swabians.

Rally as many men as you can and strike if his men leave from the north.

Hans



A map of Hans' move:


https://img210.imageshack.us/img210/4228/bernoutlinefh4tk8.jpg (https://imageshack.us)



*****

Dietrich's orders



Dietrich - "...sally," he finished to Blucher. Hans has no choice but to move on Hugo. No choice. We'll take our spots behind the Sergeants; be closest to them and the cavalry.

Cavalry - Gents, it's time to get out of the center square. I deduce that Hans is hiding his superior cavalry in the woods. I want you to sally out along with the infantry and hang back on our right flank (before the abatis). If his horses charge out of the woods to flank us I want you to slowly cross the abatis and then slam into their rear. If they charge Hugo's men then follow them and slam into their rear. If they don't move then do nothing.

Foot Knights - Men, sally out of the western gate. The small detachment facing you will most likely be Religious Fanatics. Destroy them and advance on Hans's position.

Shock infantry - Head out past the northern gate. Get as close to the action as you can.

Missiles - Crossbowmen, abandon the walls and march out with your fellows. Your job will be to support the main sally effort. Target the enemy archers.

Sergeants - You will be the main effort of our sally movement. Advance on Hans's position and engage his infantry if either Hans or Hugo make a move on each other. If it looks like Hugo will assist us then I want an all-out effort on your part to kill them. If Hugo remains passive and Hans decides to advance on us, then withdraw back to your former positions. This goes for my escort too.

~~~~~~~~~

Map: https://i113.photobucket.com/albums/n231/GeneralHankerchief/KotR/Bern/bern05.jpg


*****


Hugo's orders


My professional division is to charge the bottom of the hill, hold until the archers establish a base of fire (concentration on the enemy archers, and cavalry when it appears), The great Cross is to be deployed just behind and in the center of the line to give the greatest moral effect possible.

My cavalry is to remain hidden, and the volunteer division is to try and contain all units east of Hans, splitting the battle.

A map of Hugo's orders:

http://www.picoodle.com/view.php?img=/5/11/15/f_berndeploymm_db405d3.jpg&srv=img32


Umpire's notes

All Hans' formations pass their order tests (several, such as Ludwig's were broken down into detachment orders).

Dietrich's cavalry fails its orders test. Shock infantry and foot knights pass.

Spies - not clear who has advantage => roll D3 for number of peasants; get 2.
Hans orders are for the riots to pin units after some have already sallied. The three armoured sergeants at the gates and two at the eastern breech can sally. The riots pin two regiments of pavise crossbowmen (randomly chosen).

econ21
11-15-2007, 20:47
Loyalist orders for turn 4 received. Awaiting rebel orders.

econ21
11-16-2007, 15:51
Public feedback on Turn 4 (early afternoon)

Moves preparatory to combat

Heidi watches as most of Hans’s army turns and marches to engage the Lutheran relief force. The Lutheran advanceguard on the northwestern slopes is attacked by a combined infantry and cavalry force leading to a large melee (”the advance guard combat”). The rearguard infantry arrive on the north road, but are pinned by a few loyalist infantry and then charged by loyalist cavalry hidden in the northeastern woods (”the rear guard combat”).

She sees Dietrich ordering the infantry defending the north gate to sally out. But after the sergeants leave, a mob of peasants loyal to Hans emerges from the inner city and marches on the north gate. The pavise crossbowmen coming down off the walls are trapped in a sea of bodies. Dietrich’s escort cuts a path through the mob and one regiment of crossbowmen exits the city by the western wall breech. However, two regiments of crossbowmen are left mired in the crowd and only break free by the end of the early afternoon. The crowd is dispersed - its ringleaders shot down or butchered by the angry rebel soldiers.

Heidi takes a moment from observing the battle outside the north wall to look south. There she sees Jan von Hamburg’s advance guard deploy to assault the walls. The Catholic Crusader army forms up in a compact body opposite the southern gate. A detachment of men put aside a Great Cross and begin to push a ram forward. On each flank, two large siege towers trundle towards the walls.

Peter’s eyes follow Dietrich and his force of sergeants sallying from north gate. Regiments of loyalist infantry and the grand bombard await them across the abatis. A bitter melee ensues (”the sally combat”).

Peter also notices two regiments of rebel dismounted knights sally out of the western gate. He sees a regiment of loyalist Teutonic knights ride north to join the assault on Hugo’s advance guard. A single regiment of loyalist crusader sergeants are left to face the rebel foot knights. (”the western sally combat”).

Peter sees the rebel cavalry from the Lutheran relief army enter the woods northwest of Bern. He loses track of them as they lurk concealed.

A graphic depiction of the situation prior to combat resolution:


https://img172.imageshack.us/img172/592/bernoutlinet41uf9.jpg (https://imageshack.us)


Umpire notes on combat resolution

The Western sally:
Loyalists: 1 crusader sergeant (6x)
Rebels: 2 DFK (4x)
Resolution: The rebel dismounted knights outmatch the loyalist sergeants in prowess and numbers. They destroy them with minimal casualties.
Survivors:
Rebels: 2 DFK (4x)

The Sally
Loyalists: 2Pavise (6x-a); 1 AS (8x); 1 G.Bombard (4 shots); 1 DFK (7x-w-d); 1 DFK (6x-w-a), 1 AS (6x-w-a)
Rebels: Dietrich (9x); AS: 1st (6x-a-w); 2nd (6x-w); 3rd (5x-w); 4th (5x-w); 5th (4x-a); X-bow (9x-a)
Resolution: The grand bombard fires a few shots, but then is out of ammunition and retires from the battle. The infantry are locked in vicious combat until a path is created through the abatis for Dietrich. The addition of Dietrich’s mounted escort is decisive in counter-acting the loyalist foot knights and missile superiority. Hans’ men are driven back from the abatis. However, the bitter struggle has left both sides with few combat worthy survivors.
Survivors:
Loyalists: 1 Pavise (6x-a); 1 DFK (7x-w-d)
Rebels: Dietrich (9x); AS: 1st (6x-a-w); X-bow (9x-a)

The Advance Guard
Loyalists: Hans (9x-w); 1 Teuton (6x), 1 IK (8x-w-a); 2 LB (6x), 1DFK (6x), 1 Fanatic (6x), 1 AS (7x-w-a)
Rebels: Hugo (6x); 1st & 2nd Crusader knights, 1st & 2nd Crusader sergeants, Holy Cross. 1st & 2nd Crossbows; 1st & 2nd archers (all 4 xp)
Resolution: Hugo’s professional division moves down the hill slope, allowing their missiles to fire over their heads. Hans launches a vicious assault. Teutons from the western detachment sweep in on the south flank of Hugo’s line, while Imperial knights strike from the left. Hans himself charges a foot knight regiment frontally and wrecks it. However, the rebels fight bravely and Hugo himself charges into the fray to try to hold the line. Ultimately, the rebels are outmatched and cut down. Two missile regiments manage to retreat into the woods as does Hugo himself, although his escort has been destroyed. Casualties among the loyalist force have been high, with the cavalry now being a spent force.
Survivors
Loyalists: Hans (9x-w); 1 LB (6x), 1DFK (6x), 1 AS (7x-w-a)
Rebels: Hugo (non-combat unit); 1st Crossbows; 1st archers (all 4 xp)

The RearGuard
Loyalists: 1 ImpK (7x-w-a), 1 FK (9x-w-a), AS (6x-w-a), 1 Fanatic(6x)
Rebels: 1st, 2nd, 3rd & 4th Fanatics, 1st and 2nd Militia Spearmen (all 4x)
Resolution: The two loyalist infantry regiments suffer terribly trying to pin the large rebel volunteer division. However, the rebels are powerless when the Duke’s heavy cavalry attack from the flank. The rebels are routed. The loyalist infantry are no longer combat worthy, but their cavalry has suffered only light casualties.
Survivors: 1 ImpK (7x-w-a), 1 FK (9x-w-a)

Graphical representation on post-combat situation:


https://img89.imageshack.us/img89/8786/bernoutlinet42hf7.jpg (https://imageshack.us)
Please don’t ask me where unit X if it is listed as being involved in one of the combats and is not among the survivors (it’s gone).

Guidance Notes on Turn 5:

The situation is too chaotic to write messages or send smoke signals. There can be NO communication between generals this turn (messages sent in turn 4 will still arrive).

In general movement distances per turn are as before - half map for unopposed infantry; full map for cavalry.

Jan’s advance guard can assault the walls this turn. Rebel infantry in the town centre could get back to the southern walls in time to contest them. Whether rebel infantry to the west or north could make it, I will not specify in advance. It will be close.

Dietrich’s men on the west and north can destroy the siege engines they have captured. However, an immediate attack by nearby loyalists could prevent this.

Archers engaged in combat in turn 4 have half their ammo expended.

Jan's rearguard will deploy south of the his blue deployment line, but cannot fight or move further unless attacked by rebels.

Deadline for orders for turn 5: 15.00 UK time Saturday.

econ21
11-16-2007, 22:44
Orders, messages and umpire notes for turn 5 - mid-afternoon

Responses to hypothetical question about surrender or death:


Btw, I'd say that Hans would fight his way out by charging (charge, not fast move!) through the enemy pursuers if he was surrounded... Do you even have to ask this? Hans will rather die and take half the enemies with him.

Interpreting this as flee if can; die if can't.


While I draft my orders for next turn, if Dietrich gets into a combat that he can't win, orders are to first flee, and if that's not an option, surrender.


Jan will fight to the bitter end. He will not surrender. He will not flee. He has "courageous" traits coming out of his ears.

Hans' orders


Not sure how to do the divisional commander thing with almost every division having lost regiments and some being down to 1 or completely gone. So I'll give them out as 3 big orders (1 for melee infantry, 1 for ranged infantry, 1 for cavalry).
Also, you wrote the G.Bombard regiment retired from battle. What exactly does that mean, since they do have considerable melee capabilities. For the sake of completeness, I included them in the melee infantry division

Melee Infantry Division [led by Thorsten, 2nd in command Sir Rudolf]

Ranged Infantry Division [led by Sir Ludwig]

Cavalry Division [led by Captain Adalberth]

(HQ [led by Hans])

Thorsten, you will lead the Melee Infantry Division with Sir Rudolf as your 2nd in command if chaos ensues or you are unable to take command. Your orders are to force march at double speed on the western side of the city as far south as possible. Captain Adalberth's cavalry division and myself will screen your flank and rear and fend of any enemy pursuers. If you deem that we are outmatched in battle, you are to turn your men and come to our aid in defeating the enemy pursuing cavalry. Your first priority is to get as many of your men as possible southwards to our reinforcement army under Jan von Hamburg.

Sir Ludwig, I must ask a favor and a sacrifice of you. I do not do this easily, for I hate to lose any more men than is absolutely necessary and the loss of Sir Wilhem, Sir Ernst and Horst and most of their regiments deeply saddens me already. However, to ensure victory and to allow the bulk of our force to move southwards unopposed, it is imperative that you hold this position and use what ammunition you have to shoot down the enemy cavalry where possible. Both ranged divisions have lost a regiment and if you run out of ammo, you are encouraged to use their quivers to continue firing. Without your support to shoot the enemy in their backs while they pursue, there is little hope for survival of many good men this day. Be assured, that your sacrifice will not be in vain, for I will pay your family, and that of your men richly after our victory here if god will it. Go with God commander, and brave their onslaught for the greater glory and good.

Captain Adalberth, you have done very well old friend, and I would wish to continue battle on this ground, but I fear the enemy has overwhelming infantry forces and cavalry support, which would make victory unrealistic. Of course, we may win if we hold here and fight as we always have had, but we must think of our men and their families and bring as many of them safely home as we can. Thus, Your division will join me in covering their move south along the west side. We will screen their flanks and rear and engage enemy pursuing cavalry only if they truly pose a threat. In that case, we shall give battle and slay as many as we can to allow our infantry line to continue. If we should lose the battle, they will come to our aid, but we should fight like brave lion against this rebel Lutheran scum. Encourage your men and together, we shall have victory tonight still, for Jan's army has arrived to the south. Also, if we are not too eagerly pursued and the rebel foot knights on the west side block our paths, you are to join me in charging them down to clear the path for our infantry. Godspeed my friend.

Men, it is time we joined Sir Jan in the south and defeat these rebel heretics with the combined armies of the Lord. We have slain many of these blasphemers this day, but to prevail, we must join forces. March south with determination and speed. For Swabia, for God, for the Empire!

Small note.
In the orders I sent you for IC, I mentioned the ranged regiments holding ground and shooting at enemy cavalry, reloading using their fallen comrade's quivers and retreating towards north east if engaged (OK, I forgot to mention retreat northeast, but please add that to the orders ) [IC Version: And lastly Sir Ludwig, if your men are engaged by the enemy, attempt to withdraw with haste towards the northeast, to split the enemy forces. Speed and determination will be your watchwords this day.]

In the picture version I sent you via email, they were moving southwards with the rest.

The IC orders supercede the picture drawing in that respect.

Map of Hans' orders

https://img102.imageshack.us/img102/7501/bernoutlinefh5nn9.jpg (https://imageshack.us)



*****

Jan's orders:


Jan's pre-battle speech:


Men!

The moment has finally arrived. I know many of us have marched a long way to join this fight. Well, march no longer! The fight is here! The fight is now! We are here at this glorious moment to put an end to violent Lutheranism once and for all!

Our Catholic brothers are locked in mortal combat with our Lutheran foes. They need our help. We need to attack Bern at once! Here are your orders!

Spearmen: Gain the walls and clear them! If you are able, start heading along the wall to the west wall.

Footknights: Gain the walls and clear them! If you are able, start heading along the wall to the east wall.

Crossbowmen: Follow the spearmen closely. Follow them onto the walls. Fire at will once on the walls.

Archers: Follow the footknights closely. Follow them onto the walls. Fire at will once on the walls.

Great Cross: Push the ram to the gates and smash them. Then hold the entrance way.

I will follow the ram closely while taking care to walk past the stakes.

OOC:

Default settings:

Men on walls stay on walls unless I say so.

Jan will walk through the stakes

missile units will be fire at will on the walls. Skirmish off. Normal ammo type.

All units will be close formation, not loose.

All units will have guard off except Great Cross.

Map of Jan's orders:

https://img228.imageshack.us/img228/6703/bernjan5zy2.th.jpg (https://img228.imageshack.us/my.php?image=bernjan5zy2.jpg)



*****

Dietrich's orders


Why oh why do the cavalry never follow orders? First Publius Laevinus and now this. Sheesh...

Dietrich - "Forward, my lads, and complete your victory." Well, half of it anyway. This escort will hang back and commit itself to combat where it feels its intervention would be most advantageous.

***NOTE*** I am now including the one remaining Armoured Sergeants regiment into the Shock Infantry division, henceforth named "Main infantry." My Bombard will split and become its own "division."

Cavalry - Come on, move your butts out of the city! Take the path through the abatis that I cleared earlier in the fight! Support the infantry! What good are you if you don't fight?

Foot Knights - Back to the city, men, and quickly! You should have enough time to get there due to Jan maneuvering his equipment through Hans's abatis. One of you, hold off Jan's western siege towers! The other one of you, get to the gate ASAP and fight those that come through! Right now, your objective is to simply hold off the enemy long enough for support to arrive. Pin as many units as possible.

Main infantry - Destroy what is in front of you. Hans's cavalry is still potent, so make sure at least two regiments are freed up in case they come charging.

Missiles - I want the one unit out of the city to fire at any presentable target. The other two regiments, join your fellows and also begin firing.

Bombard - Shift to the south in preparation for Jan. I want you to find a nice spot with a clear shot at the eastern wall. The plan I detailed before regarding the siege towers is still on.

~~~~~~~~~~

Map:

https://i113.photobucket.com/albums/n231/GeneralHankerchief/KotR/Bern/bern06.jpg


*****

Hugo's orders



*Hugo looks around and sees the bloodied faces of his men, he know what they are thinking.*

"A thousand florins to the man who puts a bolt in Hans Chest!" He yells, "Cavalry, CHARGE!!!!"


OOC: archers are to concentrate their fire on Hans' BG, all cav is to charge Hans as well.


*****

Umpire notes

Order tests:
Re-organising divisions on the hoof is difficult => test for each unit, then test for division.

Hans:
- Ludwig's division is adjacent to Hans, so it auto-passes reorganisation test. (LB joins missile division; other 2 regiments stay with melee infantry.) Spear and crossbow units also pass.
- But missile division fails its order test.
- Cavalry division passes its test.
- Melee infantry division auto-passes.

Dietrich:
Note: Dietrich is trying to issue 6 orders (spear, cavalry, shock, bombard, missiles, foot knights) but can only issue 5 => umpire's discretion: bombard doesn't move (experimentation this turn revealed it could not shoot its own walls, nor could it harm the siege towers from within the city, so moving it would be useless).
- Shock infantry adjacent to Dietrich => auto-passes test to incorporate into main infantry division.
- Cavalry fails its orders test.
- Bombard, missiles & foot knights pass tests.

Jan is adjacent to all units => umpire's discretion:
- Sergeants and foot knights auto pass
- Great Cross, archers & crossbows all pass.

Hugo's has only 2 divisions - they auto pass.

The race for the south gate.

A ram could reach and breach the gate in 2.30 minutes.
A tower - forced to go behind the ram via the road to avoid the abatis - would take 4.22 minutes to start disgorging me and finish at 6.08.
A second tower - forced to go after the second - would take 4.56 minutes to reach and 6.38 to disgorge.

The Foot knights would take 4.50 minutes to run from their post outside the western gate to the southern gate.

So, Great Cross could knock down gate unopposed. Then it would be butchered by Dietrich's DFK. Jan's escort would have to intervene.

Siege towers would be able to disgorge some men, but then meet the DFK on the walls. The contest of sergeants vs DFK would not be favorable.

The loyalist DFK could get onto the walls, as could the archers supporting them.

econ21
11-16-2007, 22:58
Loyalist orders received. Waiting on the rebels.

EDIT: Dietrich's order are in. Waiting for Hugo.

econ21
11-17-2007, 15:20
Public Feedback on Turn 5

Heidi sees Hans rally his surviving men and attempt to withdraw south, via the west side of the abatis. There appears to be some confusion and his remaining missile regiments are left standing.

Dietrich’s infantry pursue Hans but strangely no rebel cavalry appear from Bern. Consequently, the rebel pursuit of Hans is ineffective. Dietrich has to content himself with routing a loyalist pavise crossbow regiment left hanging in the wind.

Peter watches as the Lutheran cavalry division breaks out of its cover in the woods to charge at Hans’s withdrawing force. With his own cavalry division too far away, Hans is forced to take refugee with his infantry - who take the brunt of the Lutheran attack. The fighting is vicious with the Lutherans determined to bring down Hans, but he endures long enough for his own cavalry to arrive. The loyalist knights rout the remaining Lutherans, slaying Hugo and dispersing his army.

By the time the combat with the Lutherans has ended, Dietrich’s pursuing infantry has arrived to face Hans. The sides are so close that Hans will be unable to withdraw his few surviving infantry in late afternoon.

Heidi returns to the steeple of Bern abbey to get a better look at the southern wall. Ponderously, Jan’s siege engines have to navigate a path through the gap in the abatis along the southern road. Heidi notices rebel foot knights running from the west gate towards the southern wall. Jan’s ram wins the race and smashes down the southern gate unhindered by any significant defending force. However, the Crusader army then stop in the gateway, giving time for a regiment of rebel foot knights to arrive to oppose them.

Meanwhile, four siege towers approach the southern wall. The two on the west side disgorge two regiments of crusader sergeants. No sooner have they secured the wall towers, than a second regiment of rebel foot knights arrives to contest the southern wall. The fighting is brutal, but the foot knights are markedly superior fighters to the Crusader sergeants. Soon, the rebels have taken the western side of the southern wall and cut a way through the gate. In desperation, Jan charges his own escort into the gateway, recapturing it. On the eastern side of the southern wall, two regiments of unhorsed crusader knights have made it to the east wall but one regiment must return to the gateway to contest the southern wall with the rebel foot knights. Some missile troops from the Crusader army have made it to the wall, but those behind the Crusader sergeants are left below.

A graphical representation of the feedback:
https://img337.imageshack.us/img337/1138/bernp5hs0.jpg (https://imageshack.us)


Umpire guidance for turn 6 - later afternoon

Hugo is no longer in play so Stuperman will no longer play a role in the battle. Thanks, Stuperman and sorry your role was so short and violent!

The combats are becoming so small scale, it is no longer appropriate to take off casualties in whole units. Some regiments are now half strength - the bodyguards of Hans and Jan, together with a couple of infantry units. This are marked with a ½ on their unit strength.

Turn 7 will be in daylight, but turn 8 will be at night. Little movement will be possible at night.

The battle will stop when:
(a) one side is eliminated or surrenders.
(b) one side withdraws from battle - Dietrich is now able to withdraw north, although it is likely a cavalry pursuit will cause further casualties on his army.
(c) the loyalists occupy the town centre uncontested at the end of TWO consecutive turns (the townspeople rise up and embrace them).

Movement possibilities - as before, infantry can move half the map unopposed; cavalry the full map. But Hans’ infantry cannot withdraw if the rebel infantry continue their pursuit - they will have to give battle.

Reassigning divisions - if you create new divisions, each unit assigned to it will face an orders test before joining it. This will be in addition to the normal orders test for movement (to divisions or detachments).

Communication: Jan and Hans can send each other a message, but they will receive them only at the beginning of the next turn. If the two generals end a turn adjacent to each other, the players controlling them may freely PM each other. I will inform them if this arises.

Deadline for turn 6 orders: 2pm Sunday UK time. If I get all orders in sooner, I will resolve it sooner.

econ21
11-17-2007, 16:37
Orders, messages and umpire notes for turn 6: Late afternoon

Dietrich's orders


Muttering the foulest of oaths against his cavalry, an increasingly-agitated Dietrich begins to give out orders once again.

Dietrich - Once again, our escort will support the advance on Hans's position and commit itself to where it feels its presence would be most advantageous. Pay special attention to Hans's escort.

Cavalry - My orders are simple: Charge Jan von Hamburg!

Foot Knights - You have the western walls for now; we need to knock out as much of Jan's infantry as possible. Engage those Unhorsed Knights to the east.
EDIT: On second thought, I would like my Foot Knights to join the fight for the gateway.


Missiles - There's nothing more you can do here. Head back to the town square and fire at any targets that present themselves. Two regiments should still have some ammo. Use them wisely.

Main Infantry - Continue to pursue Hans. Watch for his cavalry, those guys are nasty. The sooner we finish this job up, the sooner we can get back to Bern, men!

Bombard - My orders are the same, although I would like them to be carried out this time.

~~~~~~~~~~

Map:

https://i113.photobucket.com/albums/n231/GeneralHankerchief/KotR/Bern/bern07.jpg
~~~~~~~~~


*****

Jan's orders



https://img86.imageshack.us/img86/6454/janturn6lv4.th.jpg (https://img86.imageshack.us/my.php?image=janturn6lv4.jpg)

Jan's orders:


Men! We need to gain the city now!

I will charge the town square. And all of you better be there to lend me a hand!

Footknights, Archers, and Crossbows: Clear the tops of the walls in hand-to-hand combat. Then get down off the walls, run down the main street, and take the town square. Don't bother to shoot arrows. Pull your knives and engage the enemy up close and personal.

Fanatics and Militia: Run into the city, down the main street, and help us take the town square.

Both cavalry divisions: Meet up with Duke Hans where ever he is. If he is locked in combat, flank his attackers. Do not run through the stakes. Afterwards, report to Hans for further orders.

OOC notes:

Guard mode off for all units.

Close formation.

Missile troops will engage in melee combat.

Crossbowmen will have to run up the siege towers, along the walls, engage the knights, down the walls, run down the street and take the square.

I realize that a lot of my orders might take more than 1 turn to implement. That is fine. I just want everyone running as far to the town square as possible after clearing the walls. No one is waiting for anyone. Who ever can make the square, will fight. The others will just have to catch up.

Jan will charge headlong into the rebel reserve force in the town square. He will fight to the end and try to take as many down as possible. If you have him die, please at least make a "good death" and have him go down swinging. :2thumbsup:

Letter to Duke Hans to be delivered from Max who is in one of the Teutonic Knight regiments:


Hans,

I hope this letter finds you well. I have heard about the fighting you have gone through. I will try to take the pressure off of you by hitting the city center hard. Also, I have given you my cavalry for the rest of the battle. I hope they serve you well. If Dassel comes back into the city to fight me, I will need you to hit him from behind. See you in the city center.

your comrad in arms,
Jan


*****

Hans' orders




HQ [led by Hans]

Cavalry Division [led by Captain Adalberth]

Infantry Division [led by Sir Rudolf]

Sir Rudolf, following Sir Ludwig's heroic last stand, you are now in charge of our infantry division. I will be blunt with you and say that I do not expect many of us to come out of this alive. But we must fight like lions and to the last breath, so Jan can take control of the city and aid us in the coming hours. I do not envy your task, nor do I truly wish you to launch an assault against the superior rebel infantry, but if we withdraw, our men will fall without having the enemy taste their steel, and this would be unacceptable. Thus, your orders will be to send your half regiment sergeants in wide formation against the rebel pavise division and prevent them from shooting for as long as possible. Your full regiment will deploy four ranks deep in reserve and move forward as soon as our cavalry passes them to charge the enemy two-hand division. This regiment is to prevent the enemy infantry from pursuing our cavalry and to block Dietrich if he tries to break through. If the enemy withdraws from combat, do not pursue, but instead move through the wall breaches into the city. I pray for your safety and for the lives of your men.

Captain Adalberth, the final hour is near. We must succeed here or Dietrich will manage to escape and no doubt bring with him a new force. I pray that Jan will send his cavalry to our aid as I have instructed him continuously, but we cannot count on it. Your cavalry regiments will charge the enemy forlorn hope regiments on either side of Dietrich's formation while I will charge the upper two hand regiment on his right flank. As soon as you see the first men being run through by your lances, withdraw at full speed and prepare to charge in once more, but this time against the enemy two hand regiments. One of Sir Rudolf's sergeant regiments will attempt to hold your rear, but you must rely on yourself only. As soon as you finish charging the second time, assess the situation. If we seem to be losing badly, withdraw your men southwards towards Jan's position and attempt to signal him that we need support. If things are balanced or in our favor, pursue the enemy infantry, while being wary of Dietrich's retinue. Only engage his retinue if you still have both your cavalry regiments available and when I do so.

[Own Orders: Charge upper (right flank from Dietrich's view) twohander regiment, immediately withdraw full speed (keep double clicking to disengage as many men as possible) from battle and recharge the same regiment when or after Adalberth does so. After that, if we seem to be badly beaten, withdraw (i.e. flee) south towards Jan. Otherwise pursue enemy infantry, focussing on ranged regiments, unless Dietrich is trying to escape, in which case HQ will signal Adalberth and attack Dietrich together. Do not engage Dietrich alone and focus on flanking/rear charging where possible]

Men, this is the hour we have all lived for. For Swabia and for God!

Hans' message to Jan:


Dear Jan,

I need your cavalry support in the north immediately to attack Dietrich and possbly pursue him if he retreats. It is entriely possible that my men and I will have fallen by the time your cavalry arrives, but we will have done so knowing that we brought your victory.

Keep an eye out for Luther. I have not seen him and I fear he may attempt to escape via the east gate or may even already have done so. Attempt to move all your forces north.

Godspeed,

Hans



*****

Order tests:

Dietrich: Unbelievably, the rebel knights roll their third "1" in a row!!! Foot knights also fail. Missiles and bombard pass.

Jan: Foot knights autopass as adjacent. All other Catholic crusader divisions pass.

Movement

Looking at the map, it was clear that the Catholic crusader cavalry could not arrive in time to influence the Hans vs Dietrich fight. The distance was 2/3 or 3/4 of the map. Given the Hans vs Dietrich battle was mainly a cavalry affair, it would be over by 2/3 or 3/4 of the turn. However, the crusader cavalry would arrive in time for a single charge.

Nor could the fanatics and militia arrive to join Jan's combat. The rebel pavise crossbowmen were also too far away. All were about 1/2 a map away - they could arrive, but not fight. The rebel bombard is off on a wild goose chase (can't shoot walls and anyway, the towers have disgorged their loads and the gate is open).

Combats

Resolve Jan's assault: Interpreting PKs orders gave me a headache. Clearing the walls would take quite a long time - DFKs on walls don't die easy. However, the orders seems to imply Jan charging headlong into the city square, without waiting for support. Knowing that two regiments of rebel heavy cavalry were waiting there, that would be suicide. I decided to resolve the combat as normal, with mirrored battles. But without rebel DFK on the walls (removed 1/2 stack of Jans foot knights to represent that). I would charge Jan ahead, but not so far ahead it would be clearly suicide.

With Jan under my control, the rebel Teutons died at the gates. Jan charged into Gothics slightly ahead of foot knights. Decided to go with whatever the computer said. It said: "Our foolish general has thrown his life away".

With Jan under AI control, he was the last mounted knight standing and survived.

Rolled a dice to decide which outcome to accept: 4-6 Jan lives. Rolled a 2. Jan died.

Resolve Hans vs Dietrich. Fought both ways. Hans lost both ways, although almost none of Dietrich's infantry lived either.

When I played Hans, his two charges and recharge tactics seemed to be working, so I stuck the fight out, thinking he would win. Hans and his cavalry did mash the rebel infantry, but then his escort caught off guard by Dietrich. Despite trying to avoid it, Hans was killed.

When AI played Hans, he was captured (again by Dietrich).

Rolled a dice to decide Hans' fate: 1-2 dead; 3-4 captured; 5-6 escaped. Rolled a 4.

I will ask GH what to do with him. However, the Crusader cavalry are bearing down on GH. There is a 4-6 chance Dietrich will be caught. Roll a 6. He is caught. (Roll for Luther and he escapes.) Dietrich's fate will depend on what he has done to Hans. Although Jan had indicated strongly that he wanted to take Dietrich prisoner, I thought there was no way full blooded knights would allow that after seeing Dietrich execute a helpless Hans. (Analogies with the fate of captured WW2 snipers came to mind.)

PMd GeneralHankerchief, hinting at the the conundrum with the title "The Scorpion and the Fox", but did not make it explicit:

Private Feedback to GH:



Hans launches a ferocious cavalry assault on your lines. Again and again, his men charge, break off and recharge. Most of your infantry are without spears and are almost powerless against these tactics. Your infantry do butcher Hans’ surviving spearmen. You spot an opening - Hans’ bodyguard is exposed and depleted after wrecking on of your Zweihander regiments. You charge him with your escort and he is knocked down, stunned. Your men grab him. Hans the Mighty, Hans the Mauler is now your prisoner. With this lucky victory, the combat swings in your favour and the remnants of Hans’s army are swept away.

But you look around you: only half your bodyguard still lives. All your infantry are slain, wounded or have dispersed. You look up and see four full, fresh regiments of loyal cavalry bearing down on you. You turn to Bern abbey and see Jan’s Catholic Crusader banner being raised high. The city has fallen - all you can do is flee. You have a fine horse and the road north is open. But your mount is tired and there around two hundred loyal cavalry charging towards you. You wager there is an even chance you can escape.

However, before you flee one choice remains to you. You look down at Hans, still concussed and helpless. You can take him prisoner. He will not slow you down or affect your chance of escape. Or you can slay him. There are no other options - you cannot bargain with him - he is senseless. Nor can you bargain with the oncoming loyal cavalry - only a fool would try to negotiate with a cavalry charge.

You must answer three questions - multiple choice only, pick one of the options (you cannot invent your own options).

Q1: What do you do with Hans?
(a) Release him.
(b) Keep him prisoner.
(c) Kill him.
Note: you must decide this now, not knowing whether the loyalist cavalry will catch you.

Q2: What do you do?
(a) Flee from the loyalist cavalry.
(b) Wait for the loyalist cavalry.

Q3: If the loyalist cavalry catch you, what do you?
(a) Surrender.
(b) Fight to the death.

GH's response
[spoil]

Kill,
Flee,
Surrender

econ21
11-17-2007, 16:38
Rebel orders received. Waiting on the loyalists.

econ21
11-18-2007, 02:23
Public feedback on turn 6 - late evening

Peter watches the confrontation between Hans and Dietrich. Although Hans has wrecked the last of the Lutheran army, Hugo Merode’s sacrifice bought time for Dietrich’s infantry to corner the remnants of Hans’ force. The Duke could still flee with his cavalry, abandoning the last of his foot soldiers, but Hans the Mauler lowers his lance.

His escort and two cavalry regiments charge into Dietrich’s infantry. After charging, they break off and charge again. Lacking spears, most of the rebels are almost helpless against these tactics and for a while, it looks like Hans may triumph. But the rebels have numbers and their infantry slowly cut down Hans’ surviving armoured sergeants. The few rebel spearmen help counter the loyalist knights.

Then Peter notices Hans’s depleted escort is temporarily exposed, having broken off from wrecking another infantry regiment. Dietrich has also spotted the opening and charges with his full strength bodyguard at Hans. Peter is shocked to see Dietrich’s men overpower the Duke, with the aid of some infantry. It appears to Peter as if Duke Hans is unconscious - a prisoner of Dietrich.

The Duke of Swabia’s banner falls and the rest of his cavalry are slain or flee. However, the damage they have done is immense - Dietrich is left with half his bodyguard and not a single infantry formation. Moreover, four cavalry regiments from Jan’s Catholic Crusader Army are bearing down on Dietrich.

Heidi’s attention is fixed on the southern gate. Slowly, the Crusader unhorsed knights overpower the rebel foot knights contesting the gate towers. Then Jan’s advance guard rushes towards the town centre. Facing them are Dietrich’s cavalry - two regiment, one of Teutons, the other Gothic knights. Dauntless, Jan raises his sword and orders his escort, now at half strength, to charge into the rebel cavalry. Following behind him come his foot knights and a mass of peasants, who have put away their bows and drawn daggers.

The fighting is brutal, although the rebel cavalry is restricted in its ability to charge in the town centre. Peasants hamstring horses and foot knights help grapple their mounted opponents. Jan cuts and swings with his sword. Even the full plate armour of the Gothic knights cannot protect them from his hammering. He slays the captain of the rebel cavalry. But all around him, the last of his veteran escort are falling. Soon, he is alone - surrounded by heavily armoured Gothic knights. One clubs at Jan’s helmet with a mace and Jan falls to the ground. Others mill over his fallen body, trampling him. Loyalist infantry fight their way through the horsemen to reach their general and try to tend him, but his wounds are too severe. Jan von Hamburg, Franconian exile, Catholic Crusader and ex-King of Outremer, lies dead in the centre of Bern.

Jan’s death does not dent the fighting spirits of the advance guard and they eliminate the last of the rebel cavalry, securing the town centre. Two divisions of fanatics and militia arrive to bolster the advance guard. The only rebel forces left in Bern are three regiments of crossbowmen and a bombard. With the Catholic Crusader cavalry securing the outside of the city, there is no option left to the missile troops but to surrender to the mass of loyalist foot fanning out from the town centre.

The battle of Bern is over. The city lies in the hand of the loyalists. But Jan von Hamburg is dead, while the fate of Dietrich and his prisoner Duke Hans lies in the balance.

A graphical representation of this feedback:


https://img340.imageshack.us/img340/2299/bernp6av8.jpg (https://imageshack.us)


Epilogue

Peter looks back at Dietrich, standing over Hans. The goatherd cries out “NO!” as he sees Dietrich raise his bastard sword with two hands and grind it down into Hans’s neck. The Duke of Swabia is decapitated. Dietrich hastily mounts his horse and heads north. The oncoming loyalist cavalry are moving fast in pursuit - they ride past what is left of the Duke of Swabia and their expression becomes grim.

Dietrich’s horse is tired from the day’s battle while the Catholic crusaders have fresh mounts. Inexorably, they gain on Dietrich. As loyalist cavalry start to overtake the flanks of his escort, Dietrich realises it is hopeless. He drops his sword and shield, sitting calmly, arms open, waiting for the oncoming loyalist cavalry. His escort hastily raise a white flag.

A Captain of the approaching loyalist Teutonic cavalry lowers his lance. Peter looks on, ashen face, as the Teuton approaches at a canter and skewers Dietrich, who falls from his horse. The Teutonic Captain then dismounts and draws his mace. He kneels down by the fallen Dietrich and proceeds to pulverise the rebel general's skull.

Peter turns away and vomits. One of Dietrich’s escort casts off his armour and starts to slink away. A thin, elderly man, it is clear that the fugitive is no warrior. Amidst the shock of what has happened, only sharp eyed Peter pays him heed. Suddenly Peter recognises the man from Mass - it is Alexander Luther, making good his escape. Still shaking from the terrible scenes he has witnessed, Peter makes his way towards Heidi in the Abbey. There, the bells are already ringing for the fallen hero, Jan von Hamburg.