These were my moves for early March. I've just posted them here so I can keep a record and plan my next move.
Wellingtons army now control Minehead as a spoil after the Battle for Brendon Hills.
(1ST DIV, 2ND DIV,1ST CAV DIV, ARMY RESERVE WITH WELLINGTON IN COMMAND +2)
Wellington now wishes to negotiate with Taunton. If possible he will send scouts to do his bidding. If not he will march the army to Taunton. If you want me to send the whole army I will make another role for Winter movement to Taunton.
So if the scouts are sent they will reach Taunton unhindered I hope.
A roll is made to negotiate with Somerset for their lands.
http://invisiblecastle.com/roller/view/1963552/
Roll for negotiate with Somerset. (1d10=7)
It's a 7. Checking the negotiating with neutral powers chart. I have a plus 2 for Wellington giving me result of D.
Somerset is subservient to my will. Entire army and Navy turned over to me for 6 turns.
Hooray. Long live the King.
(1ST DIV, 2ND DIV,1ST CAV DIV, ARMY RESERVE WITH WELLINGTON IN COMMAND +2) if they haven't already marched to Taunton instead of scouts they move to Bridgewater to hopefully fortify the town and port.
I roll for a March Winter move.
Move to Bridgewater (1d10=8)
With Wellingtons plus 2 I rolled an 8 and score E. Delightful weather for this time of year. Move unhindered. Now they wish to fortify but this will have to wait for next turn as they cannot move and fortify in the same phase.
Meanwhile Barnstaple the second cavalry division has done a crazy thing in that they have attempted to enter Cornwall with only one division strong. They roll for Winter movement.
Barnstaple moves to Cornwall (1d10=1)
It's a horrendous roll of a 1. Now if they are allowed Wellingtons plus 2 they are stalled in Boggy conditions and can't move. If they don't receive the plus 2 as Wellington isn't travelling with them they receive a minus 1 penalty and meet horrendous weather and lose 1 brigade at random, not being able to move this turn or next.
Checking the rules it is as such. They lose 1 brigade at random. 2nd CAV DIV has 3 brigades. So rolling a d6 1,2 is lights 1 lost, 3,4 is lights 2 lost and 5,6 is lights 3 lost.
Here we go!
Roll for lost brigade in 2nd CAV DIV (1d6=5)
It's a 5 so The lights 3rd brigade is lost. No more. The rest of the division can't move for the next turn either so we shall say they are somewhere between Barnstaple and Wadebridge? Or just stuck in Barnstaple?
Damn this Westcountry thunder. Thundering Typhoons!
After all this excitement the final move goes to 3rd Infantry Division who has a cup of cocoa and continues with the fortifications of Exeter.
Exeter adds this many miles of fortifications (1d6=6)
Nice work lads have a cream tea. 6 miles added to whatever was built last turn.
(Not sure if I did an initial role for my capitals and ports fortifications Maj? Maybe not. Shall I do these next?)
In the words of Arthur Harman....."And that's it!"
Just a quick reminder to all players. Please can you register with a user name and password on
http://www.callofcthulhu.org.uk. Once you have a user name please tell me what it is and I can get the forum set up as private for our game questions and negotiations.
If you don't want to get to technical with it that's fine. I'm on a mission to be the geekiest player in the campaign that's all.
Scribe of Wellington,
Ash.