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Overtraedelse Syd! [Ceaden]

A staging-point for declarations of war and other major diplomatic events. [In character]
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The Ben Boys
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Overtraedelse Syd! [Ceaden]

Postby The Ben Boys » Sun Jan 15, 2012 2:33 pm

It had taken some three years of preparation, but now Bennor was ready to strike at their long-time enemies to the south, the Rekksmar pirates that had plagued the southern waters for nearly seventy years. Originally Benian territory, the area was taken over by pirates allied with Roakai once the pirates stormed the ports and villages on the Viland Coast.

However, the numbers have dwindled as the original invaders have died out, though the warlords have not failed in scaring the populace into submission with their pirate force, most in Port Sarin where the remainder of the pirate fleet had been stationed. Others exist as "enforcers" in the villages and towns, as well as more in the coastal towns. But if the three thousand Benian-natives would see the Benian army once again, they may rise up against their masters and take the land back from their warlord masters.

Thus, King Tunner emptied his lands of some two hundred troops to march along the coast and attack the inland towns, but he also assembled a force of ships carrying the other three hundred men of the invasion force to attack the coastal villages to the west. New firebombs, a borrowed idea from a far-off land, would be used on the ships, and the Benian Rangers would virtually be empty of Bennor's lands, leaving their guarding duties to the yeomanry.

An elaborate scheme was put together to distract Roakai from attacking Bennor at it's weakest: the enemy had know known of the Prince Christian Tunner's quest to gather a company to find the Sigmar Blade. This left most of Roakai's forces, which normally would be holed up in his lands for the winter, to the east, but the prince was leading the Rangers against the Rekksmar pirates, then would turn to gather a company. Even if Roakai chose to attack, the fortress of Kilgara has yet to have fallen to his forces in the last three hundred years.

It would secure Bennor's southern border, allowing them to concentrate their forces to the north, and maybe a turning point in the long war. The resistance the would be left was merely the outlying islands that had fallen into anarchy hundreds of years ago, only occupied by far Benian descendants and the last of the pirates.




Benian Rangers: 197
-Mountland Vabens-50
-Gorgu Forests Vabens-50
-Vande Vabens-48
-Southsea Vabens-49

Benian Army: 293
-Vagter of Odris Linos-140 men
-Vagter of Salos-93
-Vagter of Virksom-80

Benian Navy:
15 Galleys
10 Triremes


Forces->Sailing in from the West

Action: Moving through the seas from the West from the direction of Virskom
Purpose: To retake lost lands years earlier and drive the pirates out of the South

-187 Human Soldiers
-84 Human Bowmen
-71 Tarean Soldiers
-15 Galleys
-10 Triremes




Forces->Moving in from the Southeast

Action: Moving through the forests in the Southeast in various columns, Rangers are expert woodsmen so are attempting to move through unnoticed.
Purpose: To retake lost lands years earlier and drive the pirates out of the South

-116 Human Rangers
-49 Human Bowmen
-32 Tarean Rangers




9,860 credits paid at the beginning, total of 19720 credits if successful.
Last edited by The Ben Boys on Sun Jan 15, 2012 5:05 pm, edited 3 times in total.


"Both Religion and science require a belief in God. For believers, God is in the beginning, and for physicists He is at the end of all considerations"-Max Planck

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Postby Ceaden » Sun Jan 15, 2012 2:49 pm

Correction


Looks good so far, but there is a few things we need to correct so that the rest of the thread will move smoothly. First, in your ORBAT you need to give the numbers of each individual unit. You also need to break it down into groups if they are moving seperatly, say group 1 or group 2. Name it what ever you want but you need to separate them.

Also a very important thing is you need to post your actions. So for Example:

(Group 1 -> Sail across river boarder)

This makes it easier for the mods so that we can look through the actions you can make and prompt you for other things. Each of those actions need to be posted IN the post where the action occurs. Then at the end you have to have a summery of actions:

Summery of Actions:

(Group 1 -> Sail across river boarder)
(Group 2 -> Sail across river boarder)

Also, after you make the corrections in your first post I will be posting a map with points of interests that you have to capture as well as forces that will e resisting you. To take the plot of land you will need to take each POI and destroy or win over all resisting forces.

Please View this post as a reference of how it should look:A New Land

Make the corrections and then we can continue and I will post the claim info,
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Postby Ceaden » Thu Jan 19, 2012 6:21 pm

Results of Action

(Forces->Sailing in from the West)

Lets see if they encounter any pirate activity during their time afloat.

1: Pirates Do not attack.
2: Pirates Do not attack.
3: Pirates Do not attack.
4: Pirates Attack
5: Pirates Attack
6: Pirates Attack

Random Number Generated: 3, Pirates Do Not Attack

(Forces->Moving in from the Southeast) Noted

Breakdown of the Territory Underclaim

Map
Indigenous Population: Wild Men (Humans)
Description:The wild lands of the north are a lawless place of brigands, thieves, and shady folk who bend a knee to no King or ruler. Law is by the sword and if a man is wronged by another, he would faster use his steel to correct the wrong than seeking out any authority to do so. Clans, tribes, and bands of men roam the lands all call it their home practicing the culture and the ways before the Kings of Ceaden began to rise around them. They now are beginning to feel pressed in with the rise of strong centralized nations popping up around them. With the conquest of the southern wild lands by Achesia the clans of the northern wild lands now are fearful of their claims of land and sovereignty being taken from underneath them by men with swords than they have seen in their lives.

The Gods of the wild men are as numerous as the stars. There is no prominent religion. Each of the tribes or clans worships their own sets of deities or practices their own types of worship. Their cultures are also drastically different from group to group as they do not interact with each other much.

Several settlements occupy the northern Wild Lands, these settlements are ruled by village elders and are a communion of farmers and merchants who have banded together to defend themselves against brigands and the like. They predominately occupy the coastal areas of the northern wild lands.

Pirates have been known to sail from some of the costal settlements raiding trading ships and ships from the surrounding Kingdoms alike. These ships have no law but the sea and their captain. They strike when they will and take all the plunder that they desire.


Land Claiming Size: 5,400 Square Miles
Population: 5,400= (5,400/2)*2
Resistance to be expected: Decided by random number.

1-2: 20% Resistance
3-4: 25% Resistance
5-6: 30% Resistance

Number Generated: 2 (20% Resistance)

Total Resistance: 1,080

Wild Men Units:

SellSword of the Wild Lands (Archer or Swordsmen) (Human)
Description: A warrior for hire. Usualy protecting farms or villages that have the money to do so.
EQU: Iron Sword (+1STR, -5SPE) or Wooden Bow (+1STR, -5SPE), Wooden Shield (+1 STR, -15 SPE)
SPE: 80 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 3
Resources needed: 1x Iron or 2x Wood, 2x Wood

Rider of the Wild Lands (Human)
Description: Riders for Hire. Often travel around the Wild Lands looking for work or delivering messages.
EQU: Sword (+1STR, -5SPE), Wooden Shield (+1 STR, -15 SPE), Horse (Mount) (+1STR, +50 SPE, +100 PAY, +200 VAL)
SPE: 130 miles a day
VAL: 600 credits
PAY: 300 credit
STR: 4.5
Resources needed: 1x Iron, 2x Wood

Brigand
Description: Raiders and folks of the nasty sort. Often thiefs, rapists, and murderers.
EQU: Iron Sword (+1STR, -5SPE), Wooden Shield (+1 STR, -15 SPE)
SPE: 80 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 3
Resources needed: 1x Iron, 2x Wood

Druid
Description: A roaming mage that travels the Wild lands with their magic and tricks.
EQU: Tatered Robes, Apprentice Mage Staff (+3 MAG, -5SPE)
SPE: 95 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 1
MAG: 4
Resources needed: 20x Wood, 2x Gold

Peasent Rebel
Description: Peasents not happy with you.
EQU: Iron Spear (+1 STR, -5 SPE), Wooden Shield (+1 STR, -15 SPE)
SPE: 95 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 3
Resources needed: 2x Wood, 1x Iron

Clansmen
Description: A member of the many roaming clans or tribes of the wild lands.
EQU: Two sided Axe (+2.5 STR, -20SPE), Wooden Shield (+1 STR, -10SPE)
SPE: 70 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 4.5
Resources needed: 3x Iron, 2x Wood

Pirate Brigand
Description: Seaborne raiders in the business of killing and blunder.
EQU: Iron Spear (+1STR, -5SPE), Wooden Shield (+1 STR, -15 SPE)
SPE: 80 miles a day
VAL: 400 credits
PAY: 200 credit
STR: 3.5
Resources needed: 1x Iron, 3x Wood

Pirate Cog (Cog)
Description: Pirate ships manned by raiders on their quest for plunder.
SPE: 200 miles a day (Note: this is the base speed for all naval units. If you believe yours should go faster you must give justification and an appropriate value shall be assigned by a staff member.)
VAL: 9000
PAY: 4000
STR: 20
RES: 100 wood.
PAX: 20 persons



I already have placed units in each of the Points of interest (POI's) bellow. You may proceed where you wish but if you bypass POI's your liable to be attacked from the rear.

Drumhoot Coasts
Drumneat Beach
Enoch Fen
Sessos
Beakwild


Continue,
Last edited by Ceaden on Fri Jan 20, 2012 12:01 pm, edited 2 times in total.
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The Ben Boys
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Postby The Ben Boys » Thu Jan 19, 2012 7:02 pm

"How long until we reach Enoch Fen?" Christian questioned his subordinate, a fast and stealthy bowman.

"About an hour, sir." Was the reply.

"Send a scout ahead, I don't want any surprises when we arrive." Christian ordered.

"Yessir."

-----

Christian's Rangers had approached the village of Enoch Fen, as he remembered from the old maps of the region. 

Over the past four generations, these people had degraded to the ways of the Wild Men, but Christian aimed to change that, at least for this village. Not ten feet from the tree line, he shouted across the field to the village, with a booming voice that the whole town could hear, "I am Prince Christian Tunner, son of King Soren Tunner II of Bennor. Your grandfather's fathers pledged their allegiance to Bennor long ago, to fight for lord and land. Pirates and raiders came, ravaging the landscape and killing men of Bennor, separating the babe from it's mother. I offer you to join Bennor once again, to have yourself he oaths to your king, and his care in turn. If you refuse, this will be succession, a crime punishable by death under the kingdom's laws." Christian cleared his throat and awaited a response. His father made it sound so easy to speak so confidently, so loudly on the walls of Odris-Corvatta. No wonder his voice was so gruff when he spoke softly.

There, in three rows, were two hundred Rangers, their cloaks cast aside, the white cross and red borders of Bennor clear even across the fields.

Forces->Sending Scout, Demand POI Surrender
Last edited by The Ben Boys on Thu Jan 19, 2012 10:48 pm, edited 1 time in total.


"Both Religion and science require a belief in God. For believers, God is in the beginning, and for physicists He is at the end of all considerations"-Max Planck

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Postby Ceaden » Fri Jan 20, 2012 2:14 pm

Moderation


Results of Action

(Forces->Sending Scout):

1: Unsuccessful, They attack your scout.
2: Unsuccessful
3-6: Successful

Random Number Generated: 4, Sucessful

Enemy Forces:
320 Population
100 Clansmen
10 Druids
50 Brigands


(Forces -> Demand POI Surrender):

Factors
(Pros)
- You have a large force compared to them
- You have a history with them.

(Cons)
- The Clansmen are rarely friendly to outsiders.
- They fear the end of their ways.
- They do not bend a knee to many.

1-4: Rebels do not Surrender
5-6: Rebels Surrender

Random Number Generated: 1, Rebels do not Surrender


Enemy Actions

Since you threatened death upon them if they didnt surrender they get the first move.

(100 Clansmen STR 450 -> Human Rangers)
Attacker Rolled: 2 (5% Damage)
Defender Loss: 22.5 STR (3 Men), 673.5 STR Remaining (113 Men)
Defender Rolled: 6 (Max Damage)
Attacker Loss: 673.5 STR (100 Men), 0 STR Remaining (Unit Destroyed)


(Druids MAG 40 (Ranged)-> Tarean Rangers)
Attacker Rolled: 4 (50% Damage)
Defender Loss: 20 STR (3 Men), 188 STR Remaining (29 Men)
Defender Rolled: 1 (No Damage)
Attacker Loss: 0 STR


Continue,
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Postby The Ben Boys » Sat Jan 21, 2012 12:09 am

The Rangers stood firm as the Clansmen charged them, archers firing between the swordsmen that lined up to face the onslaught. Volleys and volleys mowed down enemy troops, and by the time they reached the ranks of the Rangers, they fell easily to their blades. Only three Rangers were killed, but another three Tareans were slaughtered by the clansmen's druids that wielded magic death upon them, but safe from any Tarean attack.

Once the enemy attack was annihilated, the Rangers lined up: Tareans in front, followed by human swordsmen, and lastly archers.

Ten archers launched their arrows against the druids, their projectiles searing through the air. The others raised their longbows to send a single volley into the Brigands, but the close-in Rangers held their ground.

Action Summary

(10x Benian Ranger Bowmen STR 50 (Ranged) -> Druids)

(39x Benian Ranger Bowmen STR 195 (Ranged) -> Brigands)
Last edited by The Ben Boys on Sat Jan 21, 2012 12:16 am, edited 1 time in total.


"Both Religion and science require a belief in God. For believers, God is in the beginning, and for physicists He is at the end of all considerations"-Max Planck

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Postby Ceaden » Thu Jan 26, 2012 5:37 pm

Moderation


Results of Action

(10x Benian Ranger Bowmen STR 50 (Ranged) -> Druids)
Attacker Rolled: 2 (5% Damage)
Defender Loss: 0 (2.5 Blocked by Magic), 10 STR Remaining (10 Men)


(39x Benian Ranger Bowmen STR 195 (Ranged) -> Brigands)

Attacker Rolled: 6 (Max Damage)
Defender Loss: 195 STR (50 men), 0 STR Remaining (Unit Destroyed)


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Postby The Ben Boys » Fri Jan 27, 2012 12:31 am

A slow smile crept across Christian's face. Rangers were known for being great warriors, and their bowmen were unmatched in the region. But this performance was phenomenal. He thought grazed his mind, why not press the advantage? They were well out of range it seemed, and they had nearly fifty archers with their carved longbows aimed at the enemy mages.

The Kapjan in charge of the archers gave the order: "Finish them off!", and forty-nine arrows whizzed towards the Druids.

Christian knew it was much more than needed to kill the mages, but he wanted a show of force to the villagers.

Action Summary

(x49 Ranger Bowmen (STR 245)->Druids)


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Postby Ceaden » Sat Jan 28, 2012 12:09 pm

Moderation


Results of Action

(x49 Ranger Bowmen (STR 245)->Druids)
Attacker Rolled: 5 (70% Damage)
Defender Loss: 131.5 STR (10 men), 0 STR Remaining (Unit Destroyed)


Battle Is Over

Victory: Bennor

Spoils of War:
Enoch Fen (POI) Under Control
5,000 Credits
50 Iron Swords
100 Wooden Shields
75 Two sided Axe
8 Apprentice Mage Staff


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Postby The Ben Boys » Sat Jan 28, 2012 1:03 pm

That as it. The village of Enoch Fen had fallen into the hands of the Rangers. Bodies were collected, dead men stripped of arms and armor to be equipped, melted down, or sold to far off lands.

The men spent one night in the village. The people there shut their doors and windows, seldom coming out. It was a very quiet night, quiet indeed. Once morning came, though, the Rangers were gone as soon as they had arrived. Ten men were left there: five swordsmen and five archers holed up in the inn, coming out at seemingly random intervals to patrol the town.

The other 184 Rangers were marching north to the town of Beakwild, hoping to have the twin ally with their former lords. But just in case, a Ranger was sent out to investigate and map out the town and it's forces.

Forces->Marching to Beakwild, Sending scout forward (Ranger 6 STR)
Last edited by The Ben Boys on Sat Jan 28, 2012 5:18 pm, edited 1 time in total.


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Postby Ceaden » Sun Jan 29, 2012 1:22 pm

Moderation


Results of Action

(Forces->Marching to Beakwild, Sending scout forward (Ranger 6 STR)):

1: Unsuccessful, They attack your scout.
2: Unsuccessful
3-6: Successful

Random Number Generated: 2, Unsuccessful


Continue,
Last edited by Ceaden on Sun Jan 29, 2012 1:22 pm, edited 1 time in total.
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Postby The Ben Boys » Sun Jan 29, 2012 2:29 pm

The news of the failed scouting had greatly disappointed Christian, but nonetheless he pushed his forces forward. It was the first light on the fourth day in these lands that the Rangers were outside of Beakwild.

A small party went forward bearing the white flag. It was two Rangers and a Kapjan, along with two citizens from Enoch Fen. The citizens were to tell them that the Rangers had not mistreated the civilians and largely went about their everyday lives, only having to how to the King and coming to arms when called upon to do so. He hoped they wouldn't leave out that, though the Ranger force was small, it was still very powerful, losing only three men to a force larger than their own.

All he could do is wait for their answer for surrender or not.

Forces->Demand Surrender


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Postby Ceaden » Mon Jan 30, 2012 10:12 am

Moderation


Results of Actions

Factors
(Pros)
- You've taken the rival clans settlement
- You did so with brute force.
(Cons)
- The Wild men are wary to outsiders.
- They are independent and claim their own land with their own leaders.
- You've disturbed their peace

1-3: Rebels do not Surrender
4-6: Rebels Surrender

Random Number Generated: 5, Rebels Surrender


Opposition Troops Surrendering to you:

150x Clansmen
5x Druids

Spoils of War:
1x POI (Beakwild)
5,000 Credits

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The Ben Boys
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Postby The Ben Boys » Mon Jan 30, 2012 7:03 pm

The surrender answer brought joy to the Rangers, they would be able to sleep in the town peacefully that night. The townspeople were shouting "Bennor evigt pa!", as the Rangers went through the town, choosing to sleep another in the tavern or at the town square. A few girls sent flowers into the air, caught by the gruff Rangers and tucked them into a pocket or between their chain armor. 

The only permanent difference in the town was the addition of the Bennor flag hanging across the mayor's hut and across the roof of the tavern. It had been a good day, Christian thought, but he wondered how his cousin of Pykes House was doing.

-----

It was a dark night when the galleys and triremes of Pyke's force approached the Drumhoof Coasts. The six triremes led the way, plowing through the water followed by nine galleys.

They were approaching, hopefully undetected, the pirates at the Coasts. If they did, they would launch a surprise attack and attempt to take the enemy ships.

Forces->Attempting to approach the pirates at the Drumhoof Coasts without detection

Summary of Forces:
x9 Galleys--270 STR
x6 Triremes--180 STR
x187 Human Soldiers--1122 STR
x84 Human Bowmen--504 STR
x71 Tarean Soldiers--432 STR
Last edited by The Ben Boys on Tue Jan 31, 2012 7:11 pm, edited 1 time in total.


"Both Religion and science require a belief in God. For believers, God is in the beginning, and for physicists He is at the end of all considerations"-Max Planck

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Postby Ceaden » Wed Feb 01, 2012 9:58 am

Moderation


Results of Actions

(Forces->Attempting to approach the pirates at the Drumhoof Coasts without detection)

Random number to see if you are detected by enemy forces.

1-3: Your ships are detected off of the coast and are counter attacked.
4-6: You land on the shores near Drumhoof Coasts undetected.

Random Number Generated: 3, Detected


Enemy Actions

The pirates are alerted to your presence and move to their ships to attack yours before they make the coast.

(4x Pirate Cogs STR 80 -> 4x Galleys)
Attacker Rolled: 4 (50% Damage)
Defender Loss: 40 STR (1 Galley, and 30 Men on that galley), 80 STR Remaining (3 Galleys)
Defender Rolled: 6 (Max Damage)
Attacker Loss: 80 STR (4 Galleys, 60 Pirate Brigands), 0 STR Remaining (Unit Destroyed)


(2x Pirate Cogs STR 40 -> 2x Triremes)
Attacker Rolled: 4 (50% Damage)
Defender Loss: 20 STR (0 Triremes), 40 STR Remaining (2 Triremes)
Defender Rolled: 4 (50% Damage)
Attacker Loss: 20 STR (1 Cog, 20 Pirate Brigands), 20 STR Remaining (1 Cog)


Congrats on being the first naval battle in the history of Ceaden!

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Postby The Ben Boys » Thu Feb 02, 2012 5:52 pm

The galley Fortitude had just gone down, all hands dead or dying. The counterattack, though, was so vicious that the entirety of the pirate attack force had been destroyed. The triremes, though, fared much better: the first pirate cog smashed into it's ram from he side, heavily damaging the trireme but utterly destroying the pirate cog. The remainder of the Benian force then turned onto the last pirate cog. Two galleys were on either side of it, where the Benian soldiers were firing their bows onto the ship, followed by lines and ropes being tossed across, whereupon the soldiers swung onto the enemy deck, aiming to kill the pirates aboard and take the ship in place of their lost galley.

Forces Summary
x20 Bowmen (120 STR)->Pirates Brigands
x10 Tareans Soldiers (60 STR)->Pirate Brigands
x30 Human Soldiers (180 STR)->Pirate Brigands


"Both Religion and science require a belief in God. For believers, God is in the beginning, and for physicists He is at the end of all considerations"-Max Planck

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Postby Ceaden » Sun Feb 05, 2012 9:07 pm

Moderation


Results of Actions

(x20 Bowmen (120 STR)->Pirates Brigands)
Attacker Rolled: 4 (50% Damage)
Defender Loss: 60 STR (17 Men), 10 STR (3 Men) Remaining
Defender Rolled: 1 (No Damage)
Attacker Loss: 0 STR


(x10 Tareans Soldiers (60 STR)->Pirate Brigands)
Attacker Rolled: 2 (5% Damage)
Defender Loss: 3 STR (1 men), 7 STR (2 Men) Remaining
Defender Rolled: 6 (Max Damage)
Attacker Loss: 7 STR (1 Man), 53 STR (9 Men) Remaining


(x30 Human Soldiers (180 STR)->Pirate Brigands)
Attacker Rolled: 5 (70% Damage)
Defender Loss: 7 STR (2 Men), 0 STR Remaining (Unit Destroyed)
Defender Rolled: Unit DestroyedAttacker Loss: 0 STR


Battle is Over

Victory: Bennor

Spoils Of War:
1x Pirate Cog (Under Your control)
15x Iron Spear
12x Wooden Shield
2,000 Credits


You now are clear to make your landing.

Continue,
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Achesia Not any more! At least for now.


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