Thursday, July 4, 2024

Mordavian Tank Ideas and Military Doctrine

The Mordavians currently have two types of tank:
Sanktos Amenigastos P-869 - T-18 type with modified turret
Sanktos Amenogogos P-763 - Large multi-turret heavy tank (perhaps on a tadpole hull)

Their artillery train is way worse, they mostly only have mountain guns.

Tanks are attached to infantry battalions, a single P-763 and a pair of P-869 are available for the battalion staff.

Mordavian infantry is organized much the same way as Jazygians, except they have battalions as the main level of organization instead of regiments.
Infantry brigade - two battalions
battalion - four to five companies
Company - three to four platoons of 4x10-men squads

Mordavian brigade commanders are expressly prohibited from concentrating their armor, as they are intended as a mainly infantry support weapon. A tank is only allowed to be risked in battle if it has ample infantry support available.

The Mordavian Air Corps has three fighter-bombers of WW1 vintage, looted from a far off field.

Monday, July 1, 2024

Jazygian Army OOB 1919-1938

 1st Ebhardu Cavalry Brigade (Independent)

I Bertoldu Armored Battalion 

I/1 Company - 4x Renault FT

I/2 Company - 4x Kontot Kombatot

I/3 Company - 4x Kontot Kombatot

II Magnuburg Armored Battalion

II/1 Company - 3x Panzer 35t (planned)

II/2 Company - 4x Renault UE

II/3 Company - 4x Carro Veloce L33

Anti-Armor Division

4x 37mm German AT guns

Support Division

3 companies of trucks, horse teams and repairmen


1st Baliul Magnutörk XVI Infantry Division

Jazygian Home Guards Infantry Brigade

1st Guard Infantry Regiment

3 battle companies

3 platoons

each platoon 4x10 men squads 

support squad under the company staff

1x grenade launcher or infantry gun

2x HMG

1x medium mortar

1x flamethrower team

Reserve company (without support squad)

2nd Magnutörkia Infantry Regiment

4+1 companies with the same constituents


3rd Otkroton Pejpub Artillery Regiment

I/Heavy Battalion

4x2 155mm howitzers

1x 305mm Skoda heavy howitzer

II/Medium Battalion

3 companies of 5 guns each

Support Company

Reservists, convicts to carry ammunition, horse teams, 

repairshops etc.


Székelyföld AT Defense Force Division

Székely Border Guards Battalions I-II


4th Székölyvár Infantry Regiment

standard unit of 3+1 companies


5th Székölyvári Kő Máté Hussar Regiment

1x armored company 4x Kontot Kombatot

3x Hussar companies of 3x40 men squadrons each


Reserve Division

1st Reserve Regiment “Kinignü Kingu”

3x reserve companies of 2x30 platoons each

Regimental Heavy Support: 2x Maxim HMG squads

2nd Reserve Regiment “Mostoba Magnuburg”

3x reserve companies of 2x30 platoons each

Reserve Horse Regiment “Nod Dolog”

3x reserve companies of 2x20 rider platoons each

Regimental Heavy Support: 2x Maxim horse-drawn tachankas

Independent Volunteer Battalion “Jazygia Tagnu”

2x reserve infantry companies with 2x20 platoons each

1x reserve horse company with 2x20 platoons

Reservist Armored Battalion

2x Mark IV Male tanks


Magnutörkü Flying Corps

Whatever planes they can find

(Vad Magnüborg II fighter, Irgalom Udüt IV bomber)


Transport Division

Mostly donkeys


Thursday, June 27, 2024

Wednesday, January 17, 2024

Zinqaguri Fleet Program before and during the Mesr Wars #1 - Basic Setting

Fleet Living Index

Largest drydock 6.500 tonnes


Coastline - Long coast running parallel east to west, the maintenance of two separate squadrons is required

Industry & Economy - Intermediate

Political Stability - Stable

Political Support for Naval Improvement - Uninterested -1 budget

Need for Naval Expansion - Low -1 budget


Allies with / Allies by proxy with: Jackewline, Friegland, Dorrosean

Neutral towards / Neutral by proxy towards: Siqladmat

Adversaries / Adversary by proxy towards: Nordsbur, Muajbar, Asansmat / Veuden, Afrahiun

Possible enemies during a war: Same

Main naval influences (foreign country): Dorrosean / Frieg


Strategical goals: Zinqagur is in a sort of perilous situation, at the meeting of three seas: the western ocean through which Nordsburi trade flows, the eastern one and the Abyssal Ocean, which is of strategic importance to both Jackewline and Veuden.

Possible sources of warships: Foreign purchase if the budget allows

Initial technology level (general description of industrial capacities): basic equipment for outdated warships can be produced locally

Rennui Unification Wars Log, Turns 1-7 - Archive

 Army logs

Klagech Fleet Program #3 - Log Turns 11-20

 

Rennui Unification Wars 1. - Archive

The information below is outdated by better rules since!


This is a campaign played with the Hex Conquest wargaming rules and Battles of the Riverland simulations on Roll20, because I'm lazy.


Great Ren, before being united, consisted of the Great Tetrarchate, similar tribes with their own territory.
The great tribes were Kú Tú, Tek Jüin, Bek Po and Shan Da.
Each tribe held four provinces, which were divided to four smaller territories. Each province had one or more fortresses.


Klagech-Asansmat War - Operational Map and Strategies

 



Klagech Fleet Programme #2 - Log Turns 1-10

Klagech Fleet Program before and during the Mesr Wars #1 - Setting & Challenges

 This is a simulation to use remaining scratch-building materials to raise a completely imaginary fleet, somewhat using historical plans, but also building ships that never were in existence.

Exploration Campaign - Rules

Story of the Campaign

General Thünbár Gűnbár's forces landed on the unexplored Yellow Continent. He is sent by the Kingdom of the Western Peninsula to find the long lost Temple of Bar Koth. Whether he is an unwanted political figure home, or the most talented general they could find, is up to the player.


Initial Deployment

Thünbár Gűnbár receives 20 Wealth to recruit from and lands his forces at Tungbár. Argan Sagon receives another 20 and lands his forces at Trilagbár. The three fortresses have a garrison of 1d6 units. Argan Sagon's battles are always auto-resolved, unless the two armies are joined. Argan Sagon is not the best soldier and is expected to commit a few mistakes.


Resources

As per the EasyBattle rules; barren zones (anything except towns and crops) do not yield Wealth. A barren zone under the Kingdom's control can be turned to Crops for 15 Wealth. Barbarian raiders may reduce crops to barren zones again.


Campain Movement

Movement on the map is as in the EasyBattle rules.

Each time an army enters an unexplored zone, roll for:

Terrain type on 2d6: 2-3 Lake; 4-5 Desert, 6-7 Mountains, 8-10 Barren, 11-12 Forests. Deserts and Mountains reduce movement. Lakes are impassable and the army must retreat 1 grid. If any connected zone is a Lake, the water is continuous. Lakes are never larger than 3 hexes.

Enemies met on 2d6: 8+ enemies are present and a battle must be fought. The terrain feature of the hex is going to be prominent on the battle map. (For the time being, all Barbarian factions are hostile; this might change later.)

When leaving the fortress, and each time when entering a Barbarian settlement, roll 2d6 to determine the next nearest settlement. The distance is measured in hexes: place the Barbarian settlement in any direction at the same exact distance. The Kingdom's armies may ignore the existence of that settlement, but after a while, the enemy might send a conquering army to oppose them, unless they are subdued in time. [The first two settlements are placed.]

Sacking a city after conquering it yields 1d6 Wealth. This destroys the city and makes the zone barren. A garrison must always be kept in conquered Barbarian cities.


Enemy Strength

Each time an enemy settlement is reached, draw two cards from a shuffled pile of French playing cards: the value of the two cards equals the number of defenders (faces and aces have a value of 10). Replicate the process for each encounter when the controlled armies reach 18 or more units. Otherwise generate encounters as per the EasyBattle rules. (2d10 can be rolled in the absence of a deck of cards)


Campaign Goal

Roll 2d100 after each turn the armies had spent moving to find the Temple of Bar Koth (omit the roll whenever they stop to recuperate). On a roll of 200, the Temple is found. Each explored zone reduces the target number by one. The game may continue after the Temple is found.

PSA #1

I am migrating other campaigns and narratives from other blogs to this one, to keep things streamlined, starting with the Exploration Campaign.