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    Default The Battle of Delta Neilou

    The Battle of Delta Neilou


    Background:


    The situation:
    Spoiler Alert, click show to read: 


    The map:
    Spoiler Alert, click show to read: 

    Rebel forces are in west and Loyalist forces will be in east.


    Armies:
    Spoiler Alert, click show to read: 
    Basileus Sarpedon Syriakos

    Euandros Stratonikeias Karikes


    Arrhenides "Cunobelinus" Gedrosianos

    Alexandros Syriakos


    Rules:

    The Battle for Antioch will be between Arrhenides Gedrosianos (Celtic Punk) and Alexandros Syriakos (Incitatus) against Sarpedon Syriakos (The Celtic Viking) and Euandros Stratonikeias Karikes (Cultured Drizzt fan). The battle will be umpired by me in the classic Throne Room tabletop style. It is expected that Cultured Drizzt fan, The Celtic Viking, Celtic Punk and Incitatus will not communicate with anyone outside the battle while it 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. Exception will be units in Swamp area where die roll has to be 4-6 for the orders to be executed(1-3 means that they are not).

    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.

    Sarpedon Syriakos(overall commander) can command six divisions, Euandros Stratonikeias Karikes can command five divisions, Arrhenides Gedrosianos(overall commander) can command six and Alexandros Syriakos can command five divisions.

    Battle structure:

    The sides:
    Arche Seleukeia
    Basileus Sarpedon Syriakos (The Celtic Viking) - available immediately - Overall Commander
    Euandros Stratonikeias Karikes (Cultured Drizzt fan) - available immediately

    Rebels
    Arrhenides Gedrosianos (Celtic Punk) - available immediately - Overall Commander
    Alexandros Syriakos (Incitatus) - available immediately

    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:
    Quote 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(in KotF forum) to see exactly what I mean.

    DEADLINE FOR DEPLOYMENTS: 24 hours after Cultured Drizzt fan(gave TCV permission to move his army because he is away), The Celtic Viking, Celtic Punk and Incitatus 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 in that file.
    Last edited by Ibn-Khaldun; 08-13-2009 at 18:10.

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