(I used Battle of Edessa and Battle of the Iron Bridge threads for this battle. Thank you GH!)
PLEASE DO NOT POST IN THIS THREAD!! USE OOC THREAD FOR ANY QUESTIONS YOU MAY HAVE!!
Background:
Patrokles Adiabenikos was once the Commander of the 1st Babylonian Army. He helped put down the Persian rebels who had declared themselves independent. But what others didn't know was that he planned to make his own rebellion against Arche Seleukeia. Gathering some support he successfully took control over Mesopotamia and created The kingdom of the Crescent.
Basileus Sarpedon Syriakos was in Egypt back in those days. He had other things on his mind and thus the Rebels never had to face Sarpedon's mighty Royal Army. But things changed after rebel forces under Patrokles Adiabenikos managed to take the capital of the Arche Seleukeia - Antiocheia. Basileus Sarpedon started moving north after refusing Patrokles' demands.
Patrokles wisely retreated from the city back to east. He planned to wait until Sarpedon attacks him and thus prepared defences on all rivercrossings. However, Sarpedon did not attack him. Two sides made their preparations and people in Edessa feared the upcoming battle in Assyrie.
Then suddenly Patrokles Adiabenikos and Epikrates Tabaiou Persikou crossed Assyrie in a quick march and entered Syria. This was a surprise to everyone. His forces were however tired for this march and Sarpedons fresh troops had an advantage choosing the battlefield...
The situation:
The map:
Rules:
The Battle for Antioch will be between Patrokles Adiabenikos (Cultured Drizzt fan) and Epikrates Tabaiou Persikou (mini) against Sarpedon Syriakos (The Celtic Viking) and will be umpired by me in the classic Throne Room tabletop style. It is expected that Cultured Drizzt fan, mini and The Celtic Viking will not communicate with anyone while the battle is taking place.
Since the full tabletop battle has been chosen, the battle will take place over a number of turns. At the start of each new turn, players are to draft new orders and send them to me. The turn schedule is as follows:
Turn 0: Deployment of advance guards
Turn 1: Early morning (and deployment of rear guards)
Turn 2: Mid-morning
Turn 3: Late morning
Turn 4: Early afternoon
Turn 5: Mid-afternoon
Turn 6: Late afternoon
Turn 7: Early evening
...with a night turn and additional day turns to follow as needed.
Divisions, deployment, and orders:
Players are to draft concise, in-character orders every turn and send them to me along with a map diagramming their movements. If orders are too complicated they run a risk of confusing the division commander and causing inaction. All divisions, unless being one of the two nearest the commanding general, are subject to an orders test (my rolling the die). 2-6, orders are executed, 1, they are not and the units are inactive for that turn.
To properly simulate the battle, orders will be given on a divisional level rather than a regimental one. Refer to the Word document (see below) to see a list of proposed divisions. Division commanders are generally experienced people and know how to execute operations such as wheeling, pivoting, and flanking. If you tell them to flank the left side of the line, they don’t need more information, such has how to do it in detail.
Since Sarpedon Syriakos (The Celtic Viking) is the Faction Leader, this will be represented by allowing him command of six divisions(plus 2 Captain led armies who will join the battle later) as opposed to Patrokles' control of five and Epikrates' control of four. Divisional rearrangement is possible, although with some caveats (again, refer to the Word document below).
Also, since Sarpedon had unused movement points his deployment area is a bit bigger. He may also use buildings in Village to house some of his units.
Battle structure:
The sides:
Arche Seleukeia
Basileus Sarpedon Syriakos (The Celtic Viking) - available immediately
Captain Protarchos - possibility of reinforcement starting Turn 1
Captain Minnio - possibility of reinforcement starting Turn 3
Kingdom of the Crescent
Patrokles Adiabenikos - available immediately - Overall Commander
Epikrates Tabaiou Persikou - possibility of reinforcement starting Turn 1
For the reinforcing armies, they each have a 50% chance of entering the battle on the turn indicated above. If the die roll fails, they have a 5-in-6 of doing so the following turn. If the die hates their souls and still won't cooperate, they will deploy two turns after indicated.
Common sense and, if needed, custom battles will be used to determine the outcome of each engagement.
Overall Commander coordinates all in-battle actions and covers for people who do not send in orders by providing skeleton, vague orders that will be implemented in the stead of the absent commanders.
Example of how orders should look like:
Originally Posted by
GeneralHankerchief
BILLYBOB'S ORDERS
Infantry: Advance in line with the rest of the army and attack the enemy's infantry in front of you. We outnumber them by one regiment of DFKs so I want them to wrap around and hit them on the flank.
Archers: All fire is to be concentrated on the enemy general unit. If you are charged then fall back to the spearmen.
Spearmen: Guard the archers, but if it becomes apparent that the enemy cavalry is going to make an attack then shadow them and respond as necessary.
Cavalry: Once the enemy flank is engaged then swing around and hit the enemy's rear.
~~~~~~~~~
include the map of course as well.
Deployment instructions:
For Turn 0, players must inform me which two divisions (besides their general unit) will consist of the advance guard and place them on the map. In addition, if they wish to rearrange divisions, they must inform me. Any divisional rearrangements that take place after Turn 0 will have to face an orders test for each regiment.
For Turn 1, players may choose to move their Advance Guards or hold them in place. In addition, they may deploy (but not move) their Rear Guards.
For Turn 2, combat is possible between Advance Guards, but not if players did not move them. Combat is not possible between Rear Guards until Turn 3.
For Turn 3 and beyond, combat is possible between all forces, provided that players have moved them forward.
Please use a red or blue line, depending on what I put in the map, to indicate which direction your forces are facing. Refer to the various maps in any of the other battle threads to see exactly what I mean.
DEADLINE FOR DEPLOYMENTS: 24 hours after both Cultured Drizzt fan, mini and The Celtic Viking acknowledge in the OOC thread that they have read this post and understand it. Please use the Word document in this file to copy and paste your units to the map above.
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