[Discuss] rebellion misunderstanding, or bug?
Aaron Bennett
abennett at systemspoet.com
Tue Jul 25 20:16:22 CEST 2006
Don't accuse me of griefing, because I was on the winning side of this
affair, but it doesn't make and sense to me.
I've never seen a more perfectly pulled off rebellion. The rebels had
all of their forces in the capitol; they decisively won the battle and,
as far as I understand, the rebellion should have been a success and I
should probably have been banned as a loyalist. Instead, we got these
perplexing messages:
Battle in Tahgalez (14 hours, 5 minutes ago)
(rogue) vs. Varyamo Nolvo
Estimated combat strengths: 2000 CS vs. < 500 CS
Attacker Victory!
Rebellion failed (14 hours, 5 minutes ago)
The rebellion in your realm has failed after rebel forces have been
wiped out to the last man.
All rebel commanders have been removed from their positions. The rebel
leader has been banned, and the ruler will have to decide on the fate of
the other rebels.
Here's the battle report. Was it the presence of monsters that skewed
it? It strikes me as being a bug, but whatever...
Scribe Note, 1 turns old:
Battle in Tahgalez
No. Role Unit Commander Realm Unit Formation CS
1 A Angels of Heen Brawnwyn (rogue) 11 Arch line 142
2 A Armoured Spearmen Java (rogue) 38 Arch line 370
3 A Crimson Gaurd Scion the Skilled (rogue) 29 Inf
box 346
4 A Dirt Poor Celia (rogue) 60 Arch line 567
5 A Sint's Worst Nightmare Gavin (rogue) 55 Inf
line 518
6 A sotrebar vicelords Juno (rogue) 12 Inf line 202
7 A Stark's Steelbenders Doug (rogue) 5 Inf line 72
8 A Vicegaurd Archers Javan (rogue) 33 Arch line 266
9 D Angels of Heen Thorus III Varyamo Nolvo 3 Arch
skirmish 59
10 D Raining Death Phoruun Varyamo Nolvo 11 Arch
line 129
11 D Unforgiven Chakka Varyamo Nolvo 1 MI skirmish 27
12 N Monsters (Monsters) (rogue) 0 other line 0
13 N Rough Riders Wolfgang (rogue) 1 Cav wedge 34
Total:
8 attackers (101 Inf, 142 Arch)
3 defenders (1 MI, 14 Arch)
Total combat strengths: 2483 vs. 215
2 neutral observers (34 combat strength).
Monsters have no combat-ready men and thus stay out of the battle.
Rough Riders successfully evade the foreign troops.
The region owner Varyamo Nolvo and their allies defend.
The (rogue) troops attack because they are at war with Varyamo Nolvo.
It is quite windy and the archers will have to aim very carefully.
The defenders take up positions inside the Stronghold (4).
(legend: I=Infantry, M=Mixed Inf, A=Archers, C=Cavalry, S=Special
Forces, U=Undead, M=Monsters)
Turn No. 1
1 (11-A)
8 (33-A)
2 (38-A)
3 (29-I)
4 (60-A)
5 (55-I)
6 (12-I)
7 (5-I)
9 (3-A)
10 (11-A)
11 (1-M)
Vicegaurd Archers (8) have no enemy in range and advance to better
firing positions.
Dirt Poor (4) fire on Raining Death (10), scoring 150 hits.
Unforgiven (11) have no enemy in range and hold their fire.
Raining Death (10) have no enemy in range and hold their fire.
Angels of Heen (9) have no enemy in range and hold their fire.
Armoured Spearmen (2) fire on Angels of Heen (9), scoring 102 hits.
Angels of Heen (1) have no enemy in range and advance to better firing
positions.
sotrebar vicelords (6), Sint's Worst Nightmare (5), Crimson Gaurd (3)
and Stark's Steelbenders (7) advance towards the enemy.
Raining Death (10) take 38 hits from archer fire (reduced due to
fortifications), which cause 1 casualties.
Angels of Heen (9) take 26 hits from archer fire (reduced due to
fortifications), which cause 1 casualties.
Total casualties: 0 attackers, 2 defenders
Turn No. 2
1 (11-A)
2 (38-A)
4 (60-A)
8 (33-A)
3 (29-I)
5 (55-I)
6 (12-I)
7 (5-I)
9 (2-A)
10 (10-A)
11 (1-M)
Angels of Heen (9) fire on Sint's Worst Nightmare (5), scoring 12 hits.
Vicegaurd Archers (8) move closer to get better shots.
Raining Death (10) fire on Sint's Worst Nightmare (5), scoring 40 hits.
Angels of Heen (1) have no enemy in range and advance to better firing
positions.
Dirt Poor (4) fire on Raining Death (10), scoring 133 hits.
Unforgiven (11) move closer to get better shots.
Armoured Spearmen (2) fire on Unforgiven (11), scoring 114 hits.
Crimson Gaurd (3) scale the fortifications (reduced combat effectiveness
for this turn).
Stark's Steelbenders (7) scale the fortifications (reduced combat
effectiveness for this turn).
Sint's Worst Nightmare (5) scale the fortifications (reduced combat
effectiveness for this turn).
sotrebar vicelords (6) scale the fortifications (reduced combat
effectiveness for this turn).
Close Combat:
1 (rogue) banners are visible in the melee.
The attackers crowd around the outnumbered defenders - Overkill!
Crimson Gaurd (3) score 40 hits.
Stark's Steelbenders (7) score 10 hits.
Sint's Worst Nightmare (5) score 52 hits.
sotrebar vicelords (6) score 18 hits.
Unforgiven (11) score 5 hits.
Total hits suffered: Attackers: 5, Defenders: 10 (120 before overkill)
Crimson Gaurd (3) take 5 hits in close combat. No casualties.
Sint's Worst Nightmare (5) take 52 hits from archer fire, which cause 2
casualties.
Raining Death (10) take 34 hits from archer fire (reduced due to
fortifications), which cause 1 casualties.
Unforgiven (11) take 37 hits (8 in close combat, 29 from archer fire)
(reduced due to fortifications), which cause 1 casualties, wiping the
unit out.
Sir Chakka of Varyamo Nolvo has been wounded.
Total casualties: 2 attackers, 2 defenders
Turn No. 3
2 (38-A)
4 (60-A)
1 (11-A)
8 (33-A)
3 (29-I)
5 (53-I)
6 (12-I)
7 (5-I)
9 (2-A)
10 (9-A)
Armoured Spearmen (2) fire on Raining Death (10), scoring 120 hits.
Angels of Heen (9) fire on Sint's Worst Nightmare (5), scoring 15 hits.
Dirt Poor (4) fire on Angels of Heen (9), scoring 103 hits.
Angels of Heen (1) fire on Raining Death (10), scoring 88 hits.
Vicegaurd Archers (8) fire on Angels of Heen (9), scoring 43 hits.
Raining Death (10) fire on Sint's Worst Nightmare (5), scoring 50 hits.
Stark's Steelbenders (7) can not advance, because the front lines are
too crowded.
sotrebar vicelords (6) can not advance, because the front lines are too
crowded.
Crimson Gaurd (3) and Sint's Worst Nightmare (5) advance towards the enemy.
Close Combat:
1 (rogue) banners are visible in the melee.
The attackers crowd around the outnumbered defenders - Overkill!
Crimson Gaurd (3) score 162 hits.
Angels of Heen (9) score 3 hits.
Sint's Worst Nightmare (5) score 208 hits.
Raining Death (10) score 18 hits.
Total hits suffered: Attackers: 21, Defenders: 198 (370 before overkill)
Crimson Gaurd (3) take 21 hits in close combat, which cause 1 casualties.
Angels of Heen (9) take 92 hits (55 in close combat, 37 from archer
fire) (reduced due to fortifications), which cause 2 casualties, wiping
the unit out.
Sint's Worst Nightmare (5) take 65 hits from archer fire, which cause 2
casualties.
Raining Death (10) take 151 hits (98 in close combat, 53 from archer
fire) (reduced due to fortifications), which cause 6 casualties.
Total casualties: 3 attackers, 8 defenders
Turn No. 4
2 (38-A)
4 (60-A)
1 (11-A)
8 (33-A)
6 (12-I)
7 (5-I)
3 (28-I)
5 (51-I)
10 (3-A)
Vicegaurd Archers (8) hold their fire.
Angels of Heen (1) hold their fire.
Armoured Spearmen (2) have no enemy in range and advance to better
firing positions.
Dirt Poor (4) have no enemy in range and advance to better firing positions.
Stark's Steelbenders (7) can not advance, because the front lines are
too crowded.
sotrebar vicelords (6) can not advance, because the front lines are too
crowded.
Close Combat:
1 (rogue) banners are visible in the melee.
The attackers crowd around the outnumbered defenders - Overkill!
Sint's Worst Nightmare (5) score 237 hits.
Raining Death (10) score 18 hits.
Crimson Gaurd (3) score 198 hits.
Total hits suffered: Attackers: 18, Defenders: 82 (435 before overkill)
The defenders are vastly outnumbered, and panic spreads throughout their
ranks.
Sint's Worst Nightmare (5) take 18 hits in close combat, which cause 1
casualties.
Raining Death (10) take 64 hits in close combat (reduced due to
fortifications), which cause 3 casualties, wiping the unit out.
Total casualties: 1 attackers, 3 defenders
Attacker Victory!
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