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File: Apocalypse Raider.jpg (217 KB, 640x960)
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Lands owned: Saltmarch (Current capital and your town [8000 freemen, 1000 slaves]), The Flats (Rathadu's town [1400 freemen, 1200 slaves]), Berkeran (Balak's town [2500 freemen, 800 slaves]), and Trident's Rest (Murdas Brukus's town [500 freemen, 300 slaves])
Current generals: Balak, You, Rathadu, The Lord of Harlotsville, The Lord of Y'arak, and Murdas Brukus
Garrison: 200 town guard in The Flats, 400 town guard in Berkeran and 600 elite town guard in Saltmarch

Army: 600 town guard, 800 militia, 1000 waster raiders
Enemy army: 1000 professional soldiers, 2000 militia and 500 crossbowmen

Urizen's army: 600 Rattle-Tail heavy Cav, 800 Elite Crimson Chosen, 1800 veteran elite raiders, 2000 elite waster raiders, 1000 waster raiders, 600 veteran elite crossbowmen, and 300 elite gunner infantry. (7,100 men)
Harlotsville's armies: 2000 militia, and 3000 rabble (5,000 men)
Y'arak's armies: 500 Elite light cavalry, 1000 veteran elite soldiers, 2000 elite soldiers, 4000 soldiers, and 1000 bowmen (8,500 men)

Previous threads: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Apocalypse+Raider+Quest
>>
>>3409012
You had your men re-fitted and rested while getting their numbers refilled by the reserves in Saltmarch. You spent the next few days building up proper fortifications and anti-siege equipment (using your new found knowledge). You received word of the battle at Berkeran, and the messenger had ridden on horseback for days now.

-Switching to Balak's perspective:
For your early life, you spent as a mercenary under Kurrlon's rule, following orders and marching in their armies. A day came when you rebelled against your general, for the mistreatment of enemy captives, and you were thrown in with the new slaves, to be wiped and treated just as the general pleased. You remembered his name: Naius Margus. You spent the next long years being a work slave, constantly saying the general's name under your breath, waiting for an opportunity to have your revenge.
After a slave buyer came along and bought you for your history and military skills, he made you an honorary gladiator in Berkeran. You gained the nickname from all the places you had been and all the things you had done (considering Berkeran and its inhabitants are quite the solitary type). For years you killed, maimed and butchered your contestants, and each victory brought you closer to freedom.
Then came the day when Urizen arrived, taking his army through a dust storm like it was a stroll through green pastures. At the opportune time, you signaled the gladiator's to rise up, and kill all those they hated, and to join in the battle, on the winning side of course. You earned yourself a side at Urizen's, and you would do his bidding from that day onward, just as long as your revenge was granted.

After finding out an army was coming to Berkeran from Guryon, you sent out a messenger to Urizen to call for aid. In the meantime, you sallied your militia and started to construct a battle plan. After a few days, the messenger returned, and he gave word that one thousand waster raiders are traveling across the desert, under the leadership of Murdas Brukus to reinforce the town, as well as the levied troops from 'The Flats', both with men and provisions. This was it, your defining victory against the enemy. You found out that the enemy generals name was Favlus Margus; a member of the same family that Naius belongs to. This was your lead, your way to get your revenge, and you weren't about to let that slip out of your hands:
>Once the reinforcements get here, you'll sally out, and meet the enemy on the field
>Use oil against any siege equipment they have
>Sap under your own walls, under the enemy generals camp, so you can kidnap him
>Write in
Roll 1d100
>>
Rolled 95, 10 = 105 (2d100)

>>3409016
>Once the reinforcements get here, you'll sally out, and meet the enemy on the field
>Use oil against any siege equipment they have
Rolls are for battle and oil, respectively.
Unless one is all that's needed, in which case take the first one
>>
Rolled 80 (1d100)

>>3409012
>>Use oil against any siege equipment they have
>>
Rolled 8 - 5 (1d100 - 5)

>>3409028
>>3409285
I'll say the consensus is just option one:
10-10 (oil, and walls) = 0

Rolling for the enemy army (-5 is from larger numbers)
>>
>>3409598
...We got lucky. This was too close.
>>
>>3409598
>>3409603
Wow... That was surprisingly close, and that means a close battle as well. It's cool when the battle is decided through the modifiers, instead of RNG.
0 vs 3 = Phyrric victory (though leaning more on your side)

You set up spikes and a dry moat on the walls of the town, and small slits to shoot the bolts through on the merlons on the wall tops. The walls were reinforced with more metal and scraps, and the gate was given more notches to put bars on. You had just finished going through several drills with the defenders when the reinforcements arrived; in the form of a caravan, with town guard at the wagon's front (only two hundred in number). In the wagons were food, water, armor, weapons, and most importantly: oil. You immediately began drilling the new men in the routines of the defense and had the oil corporate within it. On what you thought was the last day of defense, an army arrived on the far dune; and it easily dwarfed your forces. Luckily, it was your allies who came first, and it was Murdas Brukus at their head. Though the new raider forces were harder to drill and teach than the normal militia, in a day you had taught them the ropes.

It was two nights after when the enemy army arrived, and on the full moon. You could see the smoke their camps over the large dunes and had all the men ready for their first attempt. It was midnight when they launched their assault, and they were met with surprisingly fierce adversity, with oil drapped over their laddermen and battering rams, and those being set alight. You suffered hardly any casualties on this assault, but they had not brought out their siege engineers yet.
>>
>>3409757
The next day was eerily silent, with no battle at all happening, and with smoke and sound constantly coming from the nearby dunes. On the third day, a great explosion was heard from inside the town: the enemy had sapped all that way and had let off a black powder explosion at the tunnel's end. All the guards raced to combat the men soon to attack and were met with a strong push from the enemy. Then another explosion was heard, and the enemy had breached from another point, and the guards rushed to halt that force as well, now being split up. Through sheer determination, the enemy was pushed back, and the holes were sealed, though at the cost of many lives. Luckily to your reinforcing of the walls, the enemy siege weapons were only able to knock down a merlon or two, and their fires that they started in the town were quickly put out.
The last effort of the enemy army was to unleash it's siege towers, and metal tipped battering rams, which were now equipped with wheels and a roof. This last battle took the most tolls, and the enemy force, after hours of tiring siege battle, were repelled. The routing army still had their general, and was going to get away from you:
>Take out the men, and try to cut them down before they can escape (roll 1d100)
>Stay in the town

Army: 300 town guard, 400 militia, 600 waster raiders
Enemy army: 300 professional soldiers, 400 militia and 400 crossbowmen
>>
>>3409760
>>Stay in the town
There will be another day
>>
This quest is batshit insane, in the best way. Kudos to you QM.

>>3409760
>>Stay in the town
Umizen'll be here soon enough with reinforcements, and there's no need to risk our lives on a coin flip.
>>
>>3410239
Fucking softskins. The sooner we bring their precious city to its knees the better
>>
>>3409872
>>3410239
Thanks for the compliment, always nice to hear feedback
>>3410744

You were quick to jump on a horse to follow the fleeing enemy, but Murdas Brukus stopped you, saying that reinforcements will soon arrive from Urizen, and throwing away your life would have no meaning in this battle. You took a minute to cool down, and got off the horse, to look at your now exhausted men and the citizens they were protecting. This was your lead, but if they were not caught other leads will make themselves visible, all in good time.

-Switching perspective back to Urizen:
Though you knew that the enemy would be defeated at Berkeran, you sent out your Rattle-Tail horsemen, with Rathadu at their head, to try to hunt down any would-be escapee's, as well as to regain control of the waster raiders garrisoned at Berkeran.
You received word that an army was being formed in Kurrlon, with its king as the general, leaving his safe valley to confront the 'barbarian king' that has vexed him so. Though your cavalry, and a portion of your infantry were away, you still had a few choices:
>Take a town before they can react (Guryon, The Kadine Pass or Buckport)
>Wait and reinforce
>Buy lots of mercenaries
>Blackmail and harass diplomats
>Try to gain another ally
>Write in
No need to roll (you'll only be able to do one of these actions before the army starts marching)
>>
>>3411880
>Try to gain another ally
>>
>>3411880
>Buy lots of mercenaries
We need the numbers if we're going to match them in the open field.
>>
>>3411880
Would the list of potential allies be the same as before?
Cause if it's just some random wasters I think mercs would be a better investment.
>>
>>3412309
I worry that the mercs might betray us at the climatic battle if Kurrlon makes a better offer, and that would be catastrophic. Wasters would actually be better because they'll fight for us with all their heart, knowing that life under Kurrlon will be worse.
>>
>>3412316
At the same time our best Cav isn't with us rn. Maybe we should just consolidate our forces. My worry is that on our last few field battles vs Kurrlon our maneuvers pre battle have been key. Allies could obviously help if they showed up on a flank. But I doubt Kurrlon will fall for the same tactic thrice
>>
>>3412325
Yeah, maybe we should reconsolidate. However, reinforcements from another city (possibly even a betrayal from an ally of Kurrlon) could turn the tide.
>>
>>3412325
>>3412347
You guys make some pretty solid arguments, but the point remains, we're outnumbered and outgunned as fuck and we have to have manpower if we're going to have a fighting chance.
>>
>>3412797
I dont think we actually have a solid size for the enemy army yet. Certainly it will be large.
>>
>>3412842
I'm wagering on 15,000-25,000, they'll be throwing everything they have at us and unless we have some god-tier tactics and luck, we'll get fucked. I figure if we can bump that up to 10,000-12,000 with mercenaries and thugs, we'll have a much better fighting chance.
>>
Rolled 1 (1d2)

>>3411882
>>3412016
>>3412309
>>3412316
>>3412325
>>3412347
>>3412797
>>3412842
>>3412999
I'll roll a dice to see which option is chosen, and I'll make the option that's not chosen implemented to a lesser extent (1 on the dice is gain ally, and 2 merc buying).

Here are the numbers for the armies:

Reinforcements: 1000 waster raiders and 600 Rattle-Tail heavy Cav
Urizen's army: 1000 Elite Crimson Chosen, 2000 veteran elite raiders, 2200 elite waster raiders, 1600 waster raiders, 650 veteran elite crossbowmen, and 300 elite gunner infantry. (7,750 men)
Harlotsville's armies: 2500 militia, and 2000 rabble (4,500 men)
Y'arak's armies: 500 Elite light cavalry, 1000 veteran elite soldiers, 2000 elite soldiers, 4000 soldiers, and 1000 bowmen (8,500 men)

The enemy army hasn't formed up yet, but your scout's report within ten to twelve thousand have already formed up, and are camped outside of Kurrlon
>>
>>3414660
Ten to twelve thousand? It'll take some cunning, but mayhap we aren't doomed after all.
>>
>>3414691
Maybe we should actually take the offensive? They wouldnt be expecting it. And if we can defeat their army before it gets any bigger that would be nice. Maybe force the issue with an invasion of Kurrlon. Or at least a feint to force them out of position.
>>
>>3414701
Definitely a valid approach, and I'm leaning into it, considering our military's structure.
>>
>>3414660
>>3414691
>>3414701
You had Y'arak and Harlotsville as allies to you, and another, maybe on Kurrlon's flank, would be a powerful asset. You immediately started scouting for valuable allies, and found out a few things on the political climate of the enemy: Black-Hands Deal has refused to offer troops without payment to Kurrlon, and Scoundrels-Toll have only brought a small one (assumed to be only a portion of their militia). There were reports of the chieftain of the Eye-Eater clan (the one that opposed you) starting trouble with Trident's Rest. The chieftain wishes to fight you in single combat, and whoever succeeds, gains the loyalty of all the canyon wasters:
>Black-Hands Deal
>Scoundrels-Toll
>Canyon wasters
(Can only choose one option)

In the meantime, you bought the best mercenary cavalry that Black-Hands Deal could offer, and had them fill in the spot that the Rattle-Tails left open.
After these options are chosen, you will:
>Wait for the army to march, while all your plans are completed
>Provoke the armies with an attack, so that they have to march prematurely (can choose whether to try and take a town or not)
>Write in
(Don't need to roll)
>>
>>3414842
>>Canyon wasters
We havent backed down from a challenge yet. Time to put this upstart in his place.
>>Provoke the armies with an attack, so that they have to march prematurely (can choose whether to try and take a town or not)
We should feint an attack against a town. That should get them moving. Actually taking it will cost casualties we cant afford.
>>
>>3414904
Based and barbarian-pilled.

>>3414842
I agree with >>3414904.
>>
>>3414904
This seems alright.
>>
>>3414904
>>3414922
>>3414994
You were now an expert with the ripper spear, and adept at Spear-sword (these two weapons, along with your armor and mask type have become very popular amongst the waster raiders, and are the weapons that the Crimson Chosen are equipped with), and no mere tribal outcasts could hope to best you in a fair duel. You took just the Crimson Chosen with you to deal with this annoying, and possibly beneficial threat. The journey was quick, with only elite units marching, who carried their provisions on their backs, and spears at their sides, traversing any mountain for their lord. The enemy chieftains camp was rough, with hardly any fortifications (apart from the canyons themselves), and tents made from various skinned animals. In the middle was set a large stone circle, sacred to your religion, and standing in the middle of it was your opponent.
All the wasters gathered around as you walked into the circle, officially accepting the duel, and the death sentence it carries. You could see your enemy was wearing no armor and had red war paint covering his body in patterns; you would not be dishonored by wearing armor when he did not. You took off your, now semi-noble, armor and even your war-mask, so as to let the enemy see your face before he dies. "You are no chieftain of wasters, you are a soft skin, and a lord of sheep and cattle," the large man said, talking to both you and his people. "I am Mashuk's prophet, and the inheritor of the world, all who stand before me as enemies shall be killed, and forgotten," you retorted. The enemy let out a war-cry, not knowing how to respond, and you prepared your fighting stance, holding your spear with two hands. The other chieftain got a servant to throw him two huge, serrated and bloody hooks, connected by a chain: gut-hooks.
>Be defensive, and wait for the beast to tire
>Try to make this quick
>Counter charge the chieftain, acting like a true waster
>Dishonor the tribe, by playing with the weak chieftain, and needlessly drawing out the duel
>Write in
Roll 1d100
>>
Rolled 84 (1d100)

>>3415307
>Counter charge the chieftain, acting like a true waster
>>
Rolled 83 (1d100)

>>3415307
>>Be defensive, and wait for the beast to tire
Wait for chance to gut this ingrate
>>
Rolled 55 (1d100)

>>3415307
>Counter Charge
Oh fuck
Dice pls save us
>>
Rolled 42 - 5 (1d100 - 5)

>>3415358
>>3415367
>>3415436
55 - 20(expert spearman, reach advantage, adept swordsman, and the strength of Hathon) = 35

The enemy gets -5 (Adept gut-hookman)
>>
>>3415513
Fucking hell.
Urizen you got cocky and underestimated him.
Get your shit together.
>>
>>3415513
>>3415520

35 vs 37 = Close victory
You held your spear with both hands and ran, screaming as any good waster should, and with the reach advantage of your spear, managed to cut him and not get cut in the exchange. The chieftain only seemed to get angrier and more beastly in his attacks, using his blade hooks like claws, occasionally extending their reach with the chain, while you were forced to stay on the outside of his perimeter, hitting any close attacks away with your spearhead.
The enemy let out a loud roar as he swung his chain hook at you, over-extending himself, and, when you caught and twirled the chain over your spear, disarming himself. You quickly drew your second weapon with your left hand, and with a quick jab went to finish the duel off. You saw that you had just missed your mark, letting him catch the blade in his armpit, while he headbutted you in the grapple, causing you to let go of your weapons, and to fall back onto one of the border stones. You looked around, seeing the crowd both cheer and boo, and back at your enemy, who now loomed over you, holding his gut hooks in hand. "Get up, soft skin, and finish this like a man," the waster said, grabbing you by the neck, smiling all the while. Your weapons had been thrown out of the arena, and the only weapon left was the one about to gut you, Urizen, man to inherit the earth. "not like this," you said, meekly, so that he could only just hear it. "What did you say, soft skin?" you looked at the man, now covered in blood and sweat, "I said not like this!" You punched the waster in the throat, causing him to drop you, and rolled away. Once he regained his footing, the odds were still against you, but, like any great waster, you charge him anyway. At the nick of time, a Crimson Chosen threw you your Ripper-spear, and you ducked under the arc of the chieftains weapon, cutting him across the belly with the serrated edge, spilling out his intestines for the crowd. You looked at your weapon, the one that you had killed so many men with, and you felt a spirit within it grow:
>The spear is guided by the gods when thrown
>The spear has Mashuk's strength when used to cut
>The spear has Mashuk's speed when used to thrust
>Is nigh unbreakable
>Or write in
>>
>>3415569
>this spear claims for Mashuk the souls of those it draws blood from
Lifesteal, and if someone dies to the spear then Mashuk takes that soul.
>>
>>3415569
>>Is nigh unbreakable
>>
>>3415569
>>3415579
This, nice and subtle.
>>
>>3415577
I like this
>>
>>3415577
I vote for this.
>>
>>3415577
So be it, I'll defer to the majority.
>>
>>3415577
>>3415579
>>3415674
>>3415905
>>3416470
>>3416800
You feel as the soul of your enemy departs from their body, instead of rising to the sky, it is drawn into the blade, fueling it. The spear pulsates, and you are filled with adrenaline, even though the battle is won, and you are exhausted, the new power makes you want to fight indefinitely. You are led out of the stone circle, and into a tent, where you can stitch up any wounds. You look at your face in the drinking water; a broken nose and blood all over your face. Using the reflective surface, and the adrenaline the weapon provided, you snap your nose back into place and clean up. You exit the tent in your armor and mask, and you are greeted with the enemy wasters bowing to their new king.
You led the new recruits back to Saltmarch, and had them put in their own group of specialists: Eye-eater Gut-Hooksmen (useful against shield bearers). After a few days other wasters joined up, until the canyons only had a few tribes that didn't swear allegiance to you.

You rounded up the fastest and most elite units, and launched a loud and visible raid on Buckport so that Kurrlon will have to sally out. When you reached the town with the small detachment, you found it well fortified and provisioned, and the raids around the surrounding land proved uneventful. Once a day passed of harassing the countryside, you heard that the army did not sally out, and have only sent out an elite force to deal with you: the king called your bluff, and knows that you don't have the means to actually take the town.
>Confront the elite force
>Pull back
>Write in

Urizen's army: 1000 merc light cavalry, 400 Eye-Eaters, 1000 Elite Crimson Chosen, 2000 veteran elite raiders, 2400 elite waster raiders, 2500 waster raiders, 700 veteran elite crossbowmen, and 300 elite gunner infantry. (10,300 men)
(All units in bold are in the detachment)
>>
>>3417330
>Confront the elite force
>>
>>3417330
>Confront the elite force
Even if we can't seize their holdings, we make them bleed for the keeping.
>>
>>3417333
>>3417336
You prepared your four thousand elite forces to take on the enemies, who have positioned themselves between you and Saltmarch, so as to cut you off and deny you reinforcements. You had your crossbowmen as the first line, and the gunmen making up its wings, and the veteran waster raiders with the elite Crimson Chosen as reserve on the flanks. You had no cavalry (considering you thought this was at most a siege, and nothing more). You, who had been ambushing as your main tactic against your enemies, were being ambushed.
The enemy army arrived, with what seemed to be a smaller and more maneuverable force than yours, with cavalry and even some vehicles:
>Try to form up a line, with the missile units retreating into it when the enemy gets too close (Defensive)
>Charge and engage before they can flank (offensive)
>Retreat into Harlotsville
>Write in
Roll 1d100

Army: 1000 Elite Crimson Chosen, 2000 Veteran Raiders, 700 Veteran Crossbowmen, and 300 Elite Bolt-Action Gunners
Enemy army: 1000 Veteran heavy cavalry, 400 Veteran light cavalry, 100 semi-automatic rifle motorbike Gunners, and 10 armored vehicles
>>
Rolled 87 (1d100)

>>3417475
>Charge and engage before they can flank (offensive)
>>
Rolled 75 (1d100)

>>3417475
>Try to form up a line, with the missile units retreating into it when the enemy gets too close (Defensive)
Cowardly to retreat and unwise to engage. Best to play it safe.
>>
>>3417480
>>3417481
> 87, 75
We're about to be sodomized.
>>
Rolled 42 (1d100)

>>3417475
>Try to form up a line, with the missile units retreating into it when the enemy gets too close (Defensive)
pick em off boys!
>>
>>3417704
Thank Mashuk for you
>>
Rolled 47 - 15 (1d100 - 15)

>>3417480
>>3417481
>>3417484
>>3417704
>>3417718
42-20 (More men, you chose the place to fight, elite and veteran units, and high morale) = 22

Enemy gets -15 (Better equipement, vehicles, and element of surprise)
>>
>>3419840
22 vs 32 = Close victory
Though your men were better at offensive fighting, you had them stay in a defensive formation, with the missile units in front. The enemy came charging in, attacking first with light cavalry, then the heavy cavalry. Due to your units being designed for speed, they were able to avoid a flanking from the cavalry. The bikers easily beat the crossbowmen with range, and in turn, controlled the battlefield, which costed many lives. After a while of fighting off the cavalry, you were able to deter the enemy through ferocity and cunning, though with many losses. The armored vehicles were incredibly powerful, and only one was easily worth a hundred crossbowmen. You were not able to attack them once they routed either, considering their mobility was far superior to yours.
>Break the siege and return to Saltmarch
>Ask for reinforcements and siege weapons from Saltmarch, this time you will take Buckport
>Write in
Roll 1d100
>>
Rolled 4 (1d100)

>>3419939
>Ask for reinforcements and siege weapons from Saltmarch, this time you will take Buckport
>>
Rolled 21 (1d100)

>>3419939
>Ask for reinforcements and siege weapons from Saltmarch, this time you will take Buckport
RIDE ETERNAL, SHINY AND CHROME!
>>
>>3419941
Supporting. I would normally be cautious but with this roll I see no reason to not go with it.
>>
Rolled 66 - 15 (1d100 - 15)

>>3419941
>>3420238
>>3420449
4 - 15 (oil, knowledge of siege warfare from enemy general, and superior numbers)= -11

the enemy gets -15 (well provisioned, well fortified, and elite troops)
>>
>>3422001
-11 vs 51 = success with minimal casualties

You decided that even though the losses could be many, you would siege Buckport for the kingdom, and show Kurrlon that you're not bluffing. You ordered almost all your men to sally out of Saltmarch, and for them to bring the greatest siege weapons there, as well as tanks of oil. You spent the next few days raiding and scouring the surrounding land until your reinforcements came. You had them prepare makeshift firebombs to suppress the defenders, as the main force prepared the upgraded battering ram (which now had wheels and a roof) to bring down the gate. The garrison defending Buckport were well equipped, and provisioned, so they held out for much longer than your previous siege defenders.
Once you got through the gates defense, the enemy was evacuated from the walls and had set up barricades on the roads (made from tipped over wagons, etc) with guardsmen defending on the other side. Luckily for you, you had oil, and this wooden defense would be fodder for your grenadiers. Just as you prepared to assault the last resistance, you got word that Rathadu had returned to Saltmarch, and was currently defending against an attacking army from Kurrlon. Damn it, this general was smarter than the others and had taken advantage of the men being drawn out of your capital:
>Let Rathadu deal with it
>Send out a small contingent of men to attack the sieging army on its flank (though you'll have to send out the fastest troops to be able to make it in time)
>Break the siege and have the whole army defend against the siege of Saltmarch
>Write in
Roll 1d100 (I'll switch to Rathadu's perspective for defending Saltmarch)

Urizen's army: 1000 merc light cavalry, 400 Eye-Eaters, 800 Elite Crimson Chosen, 1700 veteran elite raiders, 2400 elite waster raiders, 2000 waster raiders, 500 veteran elite crossbowmen, and 280 elite gunner infantry. (9,080 men)
Saltmarch's Garrison: 600 elite town guard, 1000 waster raiders and 600 Rattle-Tail heavy infantry (they got off their horses for the siege)
>>
>>3422030
>Send out a small contingent of men to attack the sieging army on its flank (though you'll have to send out the fastest troops to be able to make it in time)
We'll crush the remaining in Kurrlon, then defend Saltmarch with the whole of our army, because if we leave now, the handful of dead we suffered to seize this city will have been for nothing. Rathadu is competent, and we trust him to endure, especially with rapid-paced reinforcements.
>>
Rolled 36 (1d100)

>>3422030
>Send out a small contingent of men to attack the sieging army on its flank (though you'll have to send out the fastest troops to be able to make it in time)
>>3422059
Roll please
I don't trust my roll to be low
>>
Rolled 7 (1d100)

>>3422107
You need to trust yourself anon. Check these digits.
>>
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>>3422118
>proves my point right away
>>
Rolled 43 - 20 (1d100 - 20)

>>3422107
>>3422118
>>3422128
7-15 (Element of surprise, more men, and walls)= -8

The enemy gets -20 (guns, vehicles, better equipment, and more maneuverability)
>>
>>3422146
How do we keep dabbing on the king's men so damned hard?
>>
>>3422146
>>3422152
You can practically taste the Kurrlon king's heart already.

Urizen's army: 1000 merc light cavalry, 400 Eye-Eaters, 800 Elite Crimson Chosen, 1700 veteran elite raiders, 2400 elite waster raiders, 2000 waster raiders, 500 veteran elite crossbowmen, and 280 elite gunner infantry. (9,080 men)
Saltmarch's Garrison: 600 elite town guard, 1000 waster raiders and 600 Rattle-Tail heavy infantry (they got off their horses for the siege)

Enemy army: 800 Veteran heavy cavalry, 200 Veteran light cavalry, 80 semi-automatic rifle motorbike Gunners, and 9 armored vehicles

You kept a competent soldier in charge of the assault as you rode off with the wiliest and most competent soldiers, including the newly formed Eye-Eater contingent (you thought they would be good anti-motorbike units, with their chain hooks being able to dismount the enemy with ease).

-Switching to Rathadu's perspective:
You had ridden from Trident's Rest to Berkeran, and Berkeran to Saltmarch, you and your men were in no doubt exhausted, having used up their last ounce of food just a few days ago. It was no surprise that when they just started to relax and get comfortable in the town, and an army of Kurrlon elites knocked on their front door, it took more than a prodding to get them rank and file again. You were able to send out a messenger with due haste towards Urizen, and waited for a reply, which did not come (perhaps the messenger was apprehended, hopefully on the way back). No matter, you had the numbers advantage, and walls of reinforced metal and wire. The city was low on its oil (considering Urizen had taken tankards to take Buckport) and had only enough food to last a few days, so you had to get creative:
>Try to launch a sneak raid on the enemy camp, so you can take food supplies.
>Try to construct something to help defend.
>Sally out and aim for the enemy general
>Write in
Roll 1d100 (cant choose more than one option)
>>
Rolled 41 (1d100)

>>3422166
>Try to launch a sneak raid on the enemy camp, so you can take food supplies.
>>3422152
Mashuk is altering the dice
>inb4 high roll
>>
>>3422177
?
>>
>>3422176
41-10 (element of surprise, and units built for offense and raiding)= 31

The enemy gets -20 (guns, vehicles, fortified camps, and better equipment)
>>
Rolled 84 - 20 (1d100 - 20)

>>3422186
Didn't roll
>>
>>3422146
>>3422166
>>3422176
>>3422188
31 vs 64 for raid and -8 vs 23 for the siege and ensuing battle

You waited for the enemy to make camp, then sent out the Rattle-Tail as cavalry to take supplies, as well as dishearten the enemy. You rode out, throwing the oil on the wooden palisades of the enemy camp, which eventually burnt down enough for the horsemen to ride in. The ensuing battle was more akin to slaughter, with anyone in sight (mostly cowering servants and slaves) being skewered by the now highly effective javelineers, and the tents being set alight by the oil and torches. It was safe to say that once you left, you had enough food to last the month, while they did not.
The next day was full of gunfire and siege warfare, with casualties on both sides being visible (clearly this enemy force was more suited to field battles than sieges). The last day of the siege was the most costly, with hundreds of your men falling to their rain of bullets, as well as the dismounted horsemen who climbed up ladders to cut down the defenders. You saw the enemy general on one of the armored cars, the one most decorated, with gold paint lining its sides. This was it, a final charge to deter the enemy, you would charge the Rattle-Tail cavalry with you leading them.
Just as you were just about to lead the charge when you heard the horn of your king, and you turned to see a huge force of mercenary cavalry charging at the rear of the attacking enemy army. The enemy turned their efforts towards the new threat and had their motorbikers and armored cars attack the horsemen. At first, this tactic seemed to work, but then a small force of gut-hooksmen dismounted from the horses and, in turn, dismounted their enemies as well; launching them off their high-speed vehicles with chained blade hooks. The armored cars were next, which were a little harder to deal with, but Urizen had the cavalry surround and envelop them after a bit of a struggle. By this time, the cavalry had re-mounted and was charging towards the army, leaving their flank (where you were) exposed. You had the Rattle-Tail cavalry act as hammer, and the Crimson Chosen ripper spearmen as the anvil to the enemy cavalry, finally defeating the enemy. As you chased down the routing enemy, you found and captured their general:
>I, Rathadu, should gain the general's power
>Urizen should gain the general's power
>We should sell him back to Kurrlon, fetching us a good price
>Write in
The enemy men who weren't killed were rounded up:
>Sell them
>Enslave them
>Sacrifice them
>Write in
>>
>>3422213
>Urizen should gain the general's power
>Sacrifice them
>>
>>3422213
>Urizen should gain the general's power
>Sacrifice them
>>
File: The Wasteland.jpg (3.33 MB, 2456x1213)
3.33 MB
3.33 MB JPG
>>3422223
>>3422225
(Former Orc Civ QM. Damn that makes me depressed)

-Switching to Urizen's perspective:
You had all the captives rounded up, and had the ally ones that ran turned into Mashuk's servants, and the enemy ones sacrificed on pyres, and their burnt bodies stuck to the walls of Saltmarch. You had the enemy general fight you in single combat, and once he inevitably lost, you had him kneel before you. You had Mashuk's servants chant, and the army followed their example, creating a low resonant hum to gain the war gods attention. You held out your hand towards the sun, and back to the general, then in a quick strike you impaled the man with your hand and pulled out his still beating heart, which he looked at before dying:
>Take the mans knowledge of Kurrlons technology
>Take the mans knowledge of Kurrlons economy
>Take the mans knowledge of Kurrlons politics
>Take the mans knowledge of Kurrlons culture

You heard that the men at Buckport took the town (though with more casualties than if you were there to lead them), and freed any slaves and servants to make up the initial town's population. What is your next plan of action:
>Get your allies to sally out and unite to create a huge army with you: you're now going to meet Kurrlons army in the field (which is now reported to be within twenty to thirty thousand men)
>Try to get Black-Hands Deal to become your ally
>Go for another town
>Stay and reinforce your new lands
>Write in

Urizen's army: 540 Veteran Rattle-Tail heavy cavalry, 800 merc light cavalry, 400 Elite Eye-Eaters, 760 Veteran Crimson Chosen, 2000 veteran elite raiders, 2600 elite waster raiders, 2500 waster raiders, 500 veteran elite crossbowmen, 40 biker semi-automatic gunners, 6 armored car turret gunners, and 240 veteran gunner infantry. (10,380 men)

Ally armies:
Harlotsville's armies: 3500 militia, and 1000 rabble (4,500 men)
Y'arak's armies: 500 Elite light cavalry, 1000 veteran soldiers, 2000 elite soldiers, 4000 soldiers, and 1000 bowmen (8,500 men)

Lands owned: Saltmarch (Current capital and your town [10,000 freemen, 1300 slaves]), The Flats (Rathadu's town [1600 freemen, 1500 slaves]), Berkeran (Balak's town [2700 freemen, 1100 slaves]), Trident's Rest (Murdas Brukus's town [700 freemen, 600 slaves]), and Buckport (Also your town, considering there is no general to gain it [700 freemen, 300 slaves])
Current generals: Balak, You, Rathadu, The Lord of Harlotsville, The Lord of Y'arak, and Murdas Brukus.
Garrison: 300 town guard in The Flats, 100 town guard in Trident's Rest, 200 town guard in Buckport, 500 town guard in Berkeran and 700 elite town guard in Saltmarch
>>
>>3422341
>Take the mans knowledge of Kurrlons technology
>Try to get Black-Hands Deal to become your ally
>Stay and reinforce your new lands
>>
>>3422213
>>Urizen should gain the general's power
I think it is at this point confirmed that Rathadu is best subcommander. Wasn't he also the guy responsible for the rear attack in our first big victory over Kurrlon?
>Enslave them
>>
>>3422380
Anon...
YER LATE
>>
>>3422341
>>Take the mans knowledge of Kurrlons technology
>Reinforce new lands
We have done well picking them apart one by one. Rushing to one decisive battle is no doubt what their king wants.
Also I don't trust Black Hands Deal as far as I can throw them. My major concern with waiting is that Kurrlon will have the i initiative. We've brutalized everyone they sent at us, but unless we crush their main army at some point it's only a delay. We need to be smart and force them into a disadvantageous battle on our terms. Only problem is their King is actually competent.
>>
>>3422341
>>Take the mans knowledge of Kurrlons technology
>Reinforce new lands
This: >>3422394
>>
Pic is WW1 experimental armor that might be similar to town guard and elite militia armor
>>3422347
>>3422380
>>3422391
>>3422394
>>3423367
Their army was huge, and superior to yours in a fair battlefield, so you thought it was the best bet to stay and reinforce the current holdings, making sure they were ready for the inevitable raids and sieges. On another note, because of the bravery and cunning of the eye-eater clan in the previous battle, you awarded their chieftain (a relative, though distant of the one you beat in a fair duel) honorary rights as a general, and the lord of The Flats, as you saw fit to give Rathadu the prosperous town of Buckport. All your generals, apart from Balak, we're here to aid you in battle:
>Send a few backs to their respective land
>Keep them here to keep the army as one
>Have them split into small raiding and skirmishing parties to hurt Kurrlon

The first thing you did to upgrade your defense was mounting the turrets from the damaged (beyond repair) armored cars to the walls of Saltmarch and Buckport. Next, you reinforced the standing town guard of each town, and had a branch of freemen in each town start to create an industry of armor creation, so as to make the town guard as well defended as possible. Due to the relatively good produce land that Buckport has, it has also been seeing a large influx of migrants from the surrounding wastes.
After a week or so of general governance and rebuilding, you heard reports of the enemy army marching (from Varkus), and that it will soon leave the valley of Kurrlon:
>What does Urizen do?

Don't need to roll for any of actions
>>
>>3424509
Will they be leaving through the Kadine Pass? Or is that at least where that woidl likely go?
>>
>>3424509
>Have them split into small raiding and skirmishing parties to hurt Kurrlon
>>What does Urizen do?
He draws the enemy in many directions by sending raiders and skirmishes to create distractions, luring them into traps and endless chases, never facing them head-on. He plays to his own strengths by fighting unfairly and using the advantages he has: the slowness of Kurrlon's armies, the speed of his own raiders, the harshness of the wastelands, and his own tactical mind. If the Shepherd fights cleverly, the Giant's own strengths can become weaknesses.
>>
>>3424522
If they are heading through Kadine i was thinking we could cut them off at the pass. Bottle them up even. At the very least we should send messenger to Y'arak to ask them for help.
I'm holding my vote for now tho.
>>
>>3424529
That's a good idea. They'll have to go through there to go anywhere Northward.
>>
>>3424513
>>3424522
>>3424529
>>3424542

New thread has update:
>>3424627



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