Battle of Pellan Fields

Part of the Saivelaugh Return chronicle!

GM Note: Battle of Pellan Fields is a small battle and will be a few intimate scenes – i dont want this to go on forever. The point is not to try and directly represent a real battle, but provide a few scenarios the PCs and the units may take part in. They may also just choose to stay alive. Each scene and scenario in it will have a point value. At the end, the highest point value will be perceived as the victor. There are so many factors in play, that some of this will be by the seat of my pants, around canned and predetermined factors (like offensive vs. defensive capability values).

Eric’s Lore: Tactics >
Basic Tactics Lore +
• Rally; You can spend one maneuver dice to reduce the losses and damage of a unit are leading by 25% for one scenario.
• Commanders Strike; you can increase a units damage potential 1 level higher (+1) for a single scenario

Major Scenes

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Assault on the Roadblock

Scouting the Town
Scout vs. Scout – Approach the Town
At stake: Who will get the upper hand to maneuver to better terrain (bonus)

From up for Battle
At stake: Morale impact

Initial Maneuver
At stake: Advantage

First Clash
= Combat (2 possible general scenarios)
At stake: Morale, advantage, losses

Maneuver
= Perceive, assess, and direct
At stake: advantage

Clash x2
= Combat (3 possible general scenarios)

Outcome Possibilities
– Surrender by the Enemy?
– Flee from the Enemy or Surrender to Them?
– 1 on 1 Challenge?

After the Main Battle

Sunbelt Business Operations Headquarters (in Pellan)
– Also the Othric’s Hammers headquarters

The Merchant’s House (in Pellan)

Erics Battle Plan

Specific battle array
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* Forces:
** 20 light irregulars (leather + improvised buckler (AC 12); dagger, spear)
** 7 light infantry (studded leather + light shield (AC 14/1 resilience); spear, dagger)
** 11 light skirmishers (AC 11; dagger, slings or self bow)
** 29 logistics/dependents (hand ax or dagger)

* Right: Devosa and (other experienced/reliable heavy?) with 10 light irregulars. This will be the ‘hammer’ attempting to flank the enemy and drive them back into the ‘anvil’ (center). The core strength of this wing is Devosa’s impact as a heavy fighter, holy man, and imposing appearance.

* Left: Beedel and B’Hein with 6 light irregulars and 5 light infantry. This is the ‘furnace’, the most irregular tactics, psy-ops, etc based on abilities of B & B. They’ll attempt to ‘flank and hold’ more than driving back the enemy. They’ll attempt to form a 45-90 degree line to prevent and end-run flanking by the enemy.

* Center: Belim leading all other (zero level) fighting forces plus 4 light irregulars and 2 light infantry to shore up inexperienced fighters. This group will be the ‘anvil’ – less mobile and mostly holding the line so the ‘hammer’ (and maybe ‘furnace’) can drive the enemy against them. A slow, organized shield wall fallback is ok – even planned – to make the enemy think they’re gaining ground while they’re being flanked. (This will be this group’s most practiced maneuver.)

* Skirmishers to form a line behind melee units and serve (initially at least) as a missile support group. Set up a signal for them when they’re either no longer effective or in danger of being overwhelmed, to fall in with the center.

* Carli to start behind the center, to shore up morale of the inexperienced troops and be available to move in as necessary with bardic inspiration or other support.