The Grand Army of Glantri.... revised and updated

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The Grand Army of Glantri.... revised and updated

Postby micky » Wed Jul 22, 2009 1:50 am

After our last gaming session I saw a need to take a close look at Glantri's armed forces, and flesh it out since I think I am going to be taken there by the players. :lol: I found the excellent and detailed exposè by Ohad Shadam over at the Vaults which is the best thing I've read about the composition of their forces. One thing ..well two.. struck me about Glantri's armed forces.

One is pure invention of my campaign and I'll toss out here since I'm on the subject. First off is the size of Glantri's armed forces. After the WotI and the plague Glantri was left with a population of just under 600,000. Yet their standing army... was a mere eight divisions of 900 men each. That means they have a standing army of just over one person of their post war population in what is still a very dangerous world. IMC Glantri did demobilize their armed forces after the war ended but they did not downsize to the original 8 divisions but instead kept 16 full strength divisions in place which is still just over 2% of the reduced population figure. That is something Prince Jaggar would want.. and at that point no one was going to fight him on that. Doing some economic number crunching per Gaz 3 it is safe to assume that 'doubling' the size of their active military forces would come no where near breaking the bank, especially with all the principalities ... and IMC dominions that were formed and have served their purpose of greater control economically of previously 'free' territories. As I noted in an earlier post where I discussed my campaign, new principalities (4 since AC 1000) have not been the only additions to Glantrian political landscape. Made no sense to me to have more Princes than Barons so during the Great War Glantri created score of new baronies and viscountcies. There are now 20 baronies in Glantri, and 10 Viscounties to go with previously existing higher noble titles and lands. Now the noble balance is more linear which in terms of this subject has brought significantly more income and taxation to the capital.)

With these 16 divisions, I thought I might take Ohad's work and expand on it a bit. As always.. thoughts and feedback are appreciated. I would like to thank Ohad in advance for his work which I am just perverting for my amusement.

I think the main question I had with what Ohad did was the absence of wizards in the divisions. Like None in Jherek's division.. and only 25 or so in Jaggar's. Recruitment of wizards has always been a priority of the military and canon sources speak of significant numbers of mages within the Glantrian military with a strong martial tradition among particular ethic groups of wizards.

What I did was give each of the 8 division commanding Princes a second division. Prince Malachie took over Volospin's division. Juliana taking over her father's division.

A lot of typing here.. will post this in stages....

Glantrian Military Reorganization Act of AC 1010. The Glantrian Grand Army to consist of 16 Divisions. In times of peace to be commanded in 8 2-division sections. During wartime to be organized into 4 4-division corp.

wartime order of battle

Warden of the Marches, Supreme Commander of the Grand Army of Glantri: Prince Jaggar

1st Corp : Prince Morphail, deputy Commander: Sir Anton Vlaardoen

6th, 16th divisions: Morphail's divisions during peacetime.
Commanded by the respective Brigadier Generals: Gustav Staliniov (F14) and Alexei Rodimistev (M17)

3rd, 11th divisions: Juliana's divisions, commanded by Anton Vlaardoen during peacetime.
Commanded by the respective Brigadier Generals: Chanash Teval (W15), and Pieter Horkan (F14)

general peacetime deployments of the 1st corp.

6th Division - Ft. Tchernovodsk
16th Division - 1st, 2nd, 3rd Banners Ft. Tchernovodsk
4th Banner - Rymskigrad
3rd Division - 1st, 2nd, 3rd Banners Glantri City
4th Banner Kopstar
11th Division - 1st, 2nd, 3rd Division Glantri City
4th Banner Lizzieni

Morphail's 6th and 16th Divisions

Division Commander - 6th and 16th Divisions: Prince Morphail Gorevitch-Woszlany (M28, Death Master 5th)

Brigadiers - 6th Div: Alexei Rodimistev (M17), 16th: Gustav Staliniov (F14),

Head Mage- 6th Division: sir Boris Gorevitch-Woszlany (W18, Death Master 3) 16th Division: Lady Szasza Markovitch (M12, Wokan3 on flying broom)

Knight- Leonid Guncharov (F16, banded mail+2, lance+2, long sword+2, shield, riding war horse), Stanislas Putin (F22, Plate +3, Lance +2, Two Hand Sword +3/+5 vs. spellcasters, riding War Horse)

Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Fort Tchernovodsk

Peacetime Deployment - Keeping the peace in North-East Glantri and keeping an eye on the Ethengar border

War deployment: defence of eastern border from Estoniarsk to Heldannic Territories, blocking of Collosus valley opening (south of Igorov tower).

breakdowns of Morphail's Divisions

Morphail's army is about 50% mounted. Soldiers of sergeant status or higher have magical items (about 3%). All of the troops are humans from Boldavia and the north-eastern dominions. Morphail will lead only if there is a serious threat to Boldavia and Glantri, or he has some interest in the fighting. As master of necromancy, Morphail has a few surprises up his sleeve that are not part of the regular military division.

the following applies to both the 6th and 16th Divisions.

1st Banner (the Deaths-Head regiment): 120 elite (M3) human cavalry armed with slings and staffs, riding warhorses; plus 4 sergeants (M5), 2 Lieutenants (M7) and a captain (M10, Death Master 3)

troops have been specially trained by Morphail himself in tactics with undead and to control and use the undead in combat, and have protective devices and a store of protective magical devices.

2nd Banner: 120 mountaineers (F4) and 120 mountaineers (T5) climbing gear, light crossbows, short swords, daggers, leather armor; 4 sergeants (F6); 4 sergeants (Rog7); 2 Lieutenants (F8, T9) 1 captain (T12).

trained for warfare in mountainous territory. All have skill-sets geared toward mountaineering, scouting, hunting, and ambush


Banner 3 - 240 heavy Foot (F3) with long swords, daggers shields and chain mail; 8 sergeants (F5); 2 Lieutenants (F7) 1 captain (F9)

Banner 4- 240 mounted infantries (F2) with bows, long swords, daggers, banded armor. ; 8 sergeants (F4); 2 Lieutenants (F6) 1 captain (F8) riding normal horses.


next up after a break hahah. The rest of 1st Corp. Juliana's Divisions.
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Re: The Grand Army of Glantri.... revised and updated

Postby Marco Fossati » Wed Jul 22, 2009 6:21 am

very interesting micky...please post more...
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Wed Jul 22, 2009 11:33 pm

Marco Fossati wrote:very interesting micky...please post more...


thanks Marco... I will.

now to Juliana's divisions..




Juliana's 3rd and 11th Divisions

peacetime deployments
3rd Division - 1st, 2nd, 3rd Banners: Glantri City
4th Banner: Kopstar
11th Division - 1st, 2nd, 3rd Banners: Glantri City
4th Banner: Lizzieni

Division Commander - 3rd and 11th Divisions: Princess Juliana Vlaardoen (M10 in AC 1010, M15 in AC 1015)
Deputy Division Commander - 3rd and 11th Divisions: Sir Anton Vlaardoen (F22, 22 HD Gold Dragon)

Princess Juliana is the titular commander of the 3rd and 11th but delegates command to her 'uncle' Anton. The Brigadiers of the divisions handle the day to day operations of the divisions. Being primarily stationed in Glantri City the two divisions fall under the overall command of the Supreme Judge of the Council. Anton would assume overall command when the divisions were deployed out of the Capital.

Brigadiers - 3rd Div: Chanash Teval (M15), 11th Div: Pieter Horkan (F14)

Head Mage- 3rd Div: Lady Sinaria Verlien (M28, Fire Master 5th) 11th Div: Sir Pieter-Eeuwke Vandehaar (M18, Fire Master 4th)

Knight- 3rd Div: Antonie (F15, golden Plate +4, two handed sword +4, riding war horse.) 11th Div: Johan Rjevins (F14 Plate +3, Lance +2, Spear +4, riding war horse)


Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Glantri City

Peacetime Deployment - Maintaining law and order and patrolling up to 48 miles from their places of deployment (Glantri City, Kopstar, Lizzieni). While stationed in these locations they fall under the jurisdiction of the Supreme Judge of the Council (Glantri City and the Prince of Caurenze (Lizzieni)

War deployment: Attached to the 1st Corp, though often detached when circumstances call for independent operations.

breakdowns of Juliana's Divisions

Juliana's divisions are about 75% mounted. Soldiers ranked Deca (leader of a squad of 10) higher have magical items (about 10% at lower ranks, higher as ranks increase). Most troops are from Bergdhoven but not all are Flaems. Officers are all of Flaemish descent. Juliana leaves the command of her divisions to her uncle and to the brigadiers. Juliana's divisions are the most magically-orientated in the Grand Army, with two mage banners instead of the typical one per division, given the affinity for and overall nature Flaemish talent for magic.


the following applies to both the 3rd and 11th Divisions.

1st Banner (The 'Hetzer' Banner): 120 elite (M5) human cavalry armed with slings and staffs, riding warhorses; plus 4 sergeants (M7), 2 Lieutenants (M9) and a captain (M11)

This banner serves as the eyes and ears of the division and serve a reconnaissance and scouting function. Of the banner's 4 platoons of 3 squads of 10, typical tasking would be as follows.

1st Platoon - reconnaissance using a variety of spells such as invisibility, Charm Person, ESP, Clairvoyance, Fly etc..
2nd and 3rd Platoons - specially trained unit in ambush, counter insurgency, and mage suppression tactics. Main mission is counter enemy mage operations and target mages on the field of battle. Spells are generally offensive and reconnaissance orientated.
4th Platoon - a typical combat mage unit, with spellcasters with offensive and defensive spells available. Generally used as support of the first two platoons when independently deployed.


2nd Banner (The Flammenwerfer Banner): 240 (M3) human cavalry armed with slings and staffs, riding warhorses; plus 8 sergeants (M5), 4 Lieutenants (M7) and a captain (M10, Fire Master 3)

the central unit in the division of Juliana. The mages carry offensive and defensive spells and magical items are generally geared toward mass dectruction, and fire protection from their own magics. Every Deca and above is armed with at least a wand of fireballs... provided to the banner, and property of the banner, by the Verlien and Vlaardoen families over the years.


Banner 3 - 240 heavy Foot (F3) with long swords, daggers shields and chain mail; 8 sergeants (F5); 2 Lieutenants (F7) 1 captain (F9)

used for protecting the 2nd Banner from hand to hand attacks

Banner 4- 240 mounted infantries (F2) with bows, long swords, daggers, banded armor. ; 8 sergeants (F4); 2 Lieutenants (F6) 1 captain (F8) riding normal horses.

tactically the banner is generally for flanking maneuvers and support of the 2nd banner



after dinner hahah... the 2nd Corp...
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Thu Jul 23, 2009 2:48 am

Now up... the Glantrian 2nd Corp.

back to the Glantrian TOE



Warden of the Marches, Supreme Commander of the Grand Army of Glantri: Prince Jaggar

1st Corp : Prince Morphail, deputy Commander: Sir Anton Vlaardoen

6th, 16th divisions: Morphail's divisions.
Commanded by the respective Brigadier Generals: Gustav Staliniov (F14) and Alexei Rodimistev (M17) when Morphail serves as unified Corp Commander

3rd, 11th divisions: Juliana's divisions, commanded by Anton Vlaardoen .
Commanded by the respective Brigadier Generals: Chanash Teval (W15), and Pieter Horkan (F14) when Anton serves as Deputy Corp Commander




Introducing the Glantrian 2nd Corp

2nd Corp: Prince Brannart, deputy Commander: Herr Sigmund von Drachenfels

4th, 9th Divisions: Brannart's divisions
Commanded by the respective Brigadier Generals: Aiden McDonald (F18) and Julian McPherson(M12) when Brannart serves as unified Corp Commander

1st, 14th Divisions : Jaggar's divisions
Commanded by the respective Brigadier Generals: Heinrich Kruger (M18) and Hans Grüber (F15) when Jaggar serves as the Warden of the Marches.

general peacetime deployments of the 2nd corp.

4th Division - Ft. Sablestone
9th Division - 1st, 2nd, 3rd Banners Ft. Sablestone
4th Banner - Glenmoorloch
1st Division - 1st, 3rd, 4th Banners Glantri City
2nd Banner - Leenz
14th Division - Ft. Nordling


Brannarts's 4th and 9th Divisions

Division Commander - 4th and 9th Divisions: Prince Brannart McGregor (M33, 33HD Lich, Death Master 4th)

Brigadiers - 4th Div: Aiden McDonald (F18), 9th: Julian McPherson(M12)

Head Mage- 4th Division: Lord Alaisdair McAllister (M14) 9th Division: Lord Eachainn McDougall (M13, Dragon Master 3rd)

Knight- Sir Robert McGregor (F13, plate +3, two handed claymore+3, Ring of Spell Turning, war horse), Alec Macbeth (F19, Plate +4, two handed claymore +4, war horse)

Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Fort Sablestone

Peacetime Deployment - Protecting Glantri from bandits, monsters out of mountains, and watching the border with Sind.

War deployment: defense of western border are the division's primary tasking.

breakdowns of Brannart's Divisions

Brannart's army is only about 15 % mounted. Only officers have magical items (about 1%). The troops are almost entirely Klantyrean. All officers are from Klantyre. This unit's strength lies in the battle enthusiasm (which sometimes verges on the berserk) of its Kaelic foot soldiers (who form most of the units troops). Brannart always never bothers to check on his army, only taking active command in emergency or invasion. Aiden McDonald, the Brigadier of the 4th Division has all the power and support in the divisions. Aiden is, of course, a member of the Fellowship Of the Claymore and it has infiltrated all ranks of these divisions.


the following applies to both the 4th and 9th Divisions.

1st Banner (the 'Johnny Walker Reds'): 120 elite (M3) human cavalry armed with slings and staffs, riding warhorses; plus 4 sergeants (M5), 2 Lieutenants (M7) and a captain (M9)

Far from being the typical sissy mages, these wizards are as tough in fight with a staff as any veteran fighter with their sword, and have no reservation about closing in on a foe and bashing their heads in with staves. All have had advance training with their weapons as well as their spell-casting abilities, mages generally have above average strenth, dexterity, and constitution. An intimidating, and very potent Banner.

2nd Banner: 240 heavy Foot (F4) with two-hand claymores, daggers, and chain mail; 8 sergeants (F6); 2 Lieutenants (F7) 1 captain (F9)

favorite tactical move is to close with an enemy and split them down the middle as quickly as possible to make it back to the pub for the afternoon pint and a shot.

3rd Banner: as 2nd Banner

4th Banner : as 2nd Banner

Jaggar's 1st and 14th Divisions

Division Commander - 1st and 14th Divisions: Prince Jaggar von Drachenfels
Deputy Division Commander - 1st and 14th Divisions Herr Signund von Drachenfels (M18)

Brigadiers - 1st Div: Heinrich Kruger (M18) 14th: Hans Grüber (F15)

Head Mage- 1st Div: Frau Hildegard Von Drachenfels (M19, Earth Master 4th) 14th Div: Sir Maximilian Hiltier (M18)

Knight- 1st Div: Hans von Shtrout, Jaggar's personal guard (F20, two handed sword+3, golden plate armor+4, riding war horse) 14th Div: Frederick Steiner (F13, plate +3, Shield +4 of Haste, Longsword +4, , war horse)

Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Fort Nordling

Peacetime Deployment - Protecting northern Glantri from bandits, and monsters coming down out of the mountains.

War deployment: defense of northern border are the division's primary tasking. Since this border is rarely direct threatened, it's primary tasking would be defense of the western frontier in conjunction with Brannart's divisions.

breakdowns of Jaggar's Divisions

Jaggar's First Division is the best equipped and trained division in the Grand Army of Glantri. The 14th Division may have perhaps, in time, come to be the equal of the First Division. However Prince Jaggar, being the military genius that he is, did what other his other commanders did not do and instead of creating a second division to match their 'first' division he created the 14th with a different mission and different organization. As such there are separate breakdowns for the two divisions of Prince Jaggar.

Jaggar's 1st Division: Jaggar's First is fully mounted, and as mentioned before, is the best equipped and trained division in the Grand Army of Glantri. Soldiers of Deca status and higher all have magical items (about 12%). Jaggar and Rolf have many constructs that they can add to the unit (stats not included). All officers of the First, even down to the Deca's, are combat veterans and experienced and capable commanders. The First has undergone extensive training in small unit, combined-arms tactics so while they still are organized in the Glantrian TOE in 4 Banners they actually can operate and deploy effectively on a smaller scale, or as a traditional force. Tactics are taught down to the lowliest foot soldier and personal initiative is rewarded not frowned upon even with the highly disciplined Hattian tradition. A highly motivated, and well trained force

1st banner- elite scout and shock company: 50 mounted commandos (F5) armed with short swords, daggers and leather armor+1 mounted on light riding horses; 50 mounted infiltrators (T5) short swords, nets, daggers +1 and leather armor+1 mounted on light riding horses; 20 battlemages (W5) staffs and daggers, mounted on light riding horses; 6 sergeants (4F6;2W6) ;2 Lieutenants (F8, M8); 1 captain (M10).


2nd Banner: 210 heavy foot(F3) with longswords, chain mail and large metal shields; 7 sergeants (F4); 2 Lieutenant (F6)
1 captain (F8). All equipped with riding horses for quick reaction on the battlefield and will dismount before fighting.


3rd Banner: 210 mounted archers (F2) with long bows, short swords and banded mail on riding horses; 7 sergeants (F4); 2 Lieutenants (F6), Captain (F8)

4th Banner (the Blitzkrieg battalion): 120 elite mounted mages (M5) armed with slings and staffs, riding warhorses; plus 4 sergeants (M7), 1 Lieutenant (M9); 180 heavy cavalries (F5) with lances, longswords, and full plate armour ; 6 sergeants (F6); 2 Lieutenant (F8); 1 Captain (M12)


The Blitzkrieg battalion is the perfect model of combined-arms in action. Tested and used to devastating effect in the war against Thar during the Great War. Basically the mages punch a hole in the enemy lines where the heavy cavalry can flow through to fan out in the enemies rear where they can then strike the enemy from behind or disrupt command and control or supplies. The banner can operate on it's own however the other banners are trained, from experience of working in conjunction with, and in support of, the 4th Banner

Jaggar's 14th Division

The 14th Division, though a line unit, is probably better thought of as a specialized support division. Thought of by Prince Jaggar to serve a particular need for troops trained in siege warfare, it is not normally meant to be deployed on it's own but in support of other units. The division trains rigorously in Ft. Nordling with Prince Jaggar in regular attendance.

1st Banner (der Pioniers) 120 pioniers (M3) armed with slings; plus 4 sergeants (M5), 2 Lieutenants (M7) and a captain (M10)

The soldiers of the 1st banner are selected for their knowledge and expertise in engineering. These mages are trained (and being cross-trained) in everything from overseeing the construction of defensive works to supervising the use of siege equipment. The banner has basic combat training and can serve as a basic combat mage unit but it's value is more for it's expertise rather than for pure one-on-one combat.

2nd Banner: 240 crossbowmen (F2) light crossbows, short swords, chain mail; 8 sergeants (F4); 2 Lieutenants (F6) 1 captain (F7)

specially trained banner in tactics for holding a besieged position.

3rd Banner: 240 medium foot (F2) pikes, short swords, shields, chain armour; 8 sergeants (F3); 2 Lieutenants (F5) 1 Captain (F7)

specially trained banner in urban warfare tactics.

4th Banner: same as 3rd banner


tomorrow... the 3rd Corp...
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Thu Jul 23, 2009 9:44 pm

thanks for the nice comments and PMs..... I promised a start on the 3rd Corp... but I'm off to see Yes and Asia in an hour or so may not get to it tonight hahah..

to get psyched up.... yeah buddy....

http://www.youtube.com/watch?v=tDauhYWp-bg
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Sat Jul 25, 2009 2:29 am

Now up... the Glantrian 3rd Corp. 'The Shield of the East'.

back to the Glantrian TOE



Warden of the Marches, Supreme Commander of the Grand Army of Glantri: Prince Jaggar

1st Corp: Prince Morphail, deputy Commander: Sir Anton Vlaardoen

6th, 16th divisions: Morphail's divisions.
Commanded by the respective Brigadier Generals: Gustav Staliniov (F14) and Alexei Rodimistev (M17) when Morphail serves as unified Corp Commander

3rd, 11th divisions: Juliana's divisions, commanded by Anton Vlaardoen .
Commanded by the respective Brigadier Generals: Chanash Teval (W15), and Pieter Horkan (F14) when Anton serves as Deputy Corp Commander

2nd Corp: Prince Brannart, deputy Commander: Herr Sigmund von Drachenfels

4th, 9th Divisions: Brannart's divisions
Commanded by the respective Brigadier Generals: Aiden McDonald (F18) and Julian McPherson(M12) when Brannart serves as unified Corp Commander

1st, 14th Divisions : Jaggar's divisions
Commanded by the respective Brigadier Generals: Heinrich Kruger (M18) and Hans Grüber (F15) when Jaggar serves as the Warden of the Marches.



Introducing the Glantrian 3rd Corp

3rd Corp: Princess Carnelia, deputy Commander: Prince Jherek

2nd, 10th Divisions: Carnelia's divisions
Commanded by the respective Brigadier Generals: Don Diego de Belcadiz (E9) and Miguelito de Belcadiz (E8) when Carnelia serves as unified Corp Commander

5th, 13th's divisions: Jherek's divisions
Commanded by the respective Brigadier Generals: Subutai Virayana (F24) and Goibban Bushgu (M16) when Jherek serves as the Deputy Corp Commander.

general peacetime deployments of the 3rd corp.

2nd Division - Ft. Monteleone
10th Division - 1st, 4th Banners New Alvar
2nd, 3rd Banners Tristan
5th Division - Bramya Camp
13th Division - 1st, 2nd, 3rd Banners Skullhorn Pass Camp
4th Banner Braastar



Carnelia's Divisions

Division Commander - 2nd and 10th Divisions: Prince Dona Carnelia de Belcadiz y Fedorias (EL10, attack rank J, Witch 5th)

Brigadiers - 2nd Div: Don Diego de Belcadiz (E9), 10th Div: Miguelito de Belcadiz (E8)

Head Mage - 2nd Div: Rafael Montoya (M19), 10th Div: Don Fernando de Casanegra (EW11)

Knight- 2nd Div: Don Cristobal Narciso Mendoza Leornardo (EL10 AL D), 10th Div: Ferrera human (F24),

Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Fort Monteleone

Peacetime Deployment - watching and protecting the SE borders of Glantri from the Khan of Ethengar, and humanoids of the Broken Lands

War deployment: defense of the southern and eastern borders are the division's primary tasking.

breakdowns of Carnelia's Divisions

Carnelia's divisions are about 50% mounted. Soldiers of sergeant status or higher and the scout unit have magical items (about 5%). About 60% of the troops are elves from Belcadiz and Satolas and about 40% are humans from Belcadiz area and the capitol. The humans and elves get along pretty well, as long as they are divided into two regiments. Officers are all Belcadizian - humans and elves. Carnelia will prefer leading her army herself as she is a warrior heroin among her people


the following applies to both the 2nd and 10th Divisions.

1st Banner (Els Orelluts): 60 elite (E3) scouts armed with bows and rapiers, and 60 human scouts (T4) with bows and short swords, ; plus 2 sergeants (E5), 2 sergeants (T5) 60 2 Lieutenants (E6,T6) and a captain (E8).
All are mounting on standard riding horses for maximum mobility.

this is the scouting banner of the Belcadiz division.


2nd Banner (Los Boquerones): 240 heavy Foot (F3) with long swords, daggers, shields and chain mail; 8 sergeants (F5); 2 Lieutenants (F7) 1 captain (F9)

The 2nd Banner is drawn from human fighters from the principality of Belcadiz and from residents of Glantri City.

3rd Banner (Los Periquitos): 240 Elf fighers (E2) with rapiers, shield, can chain; 8 sergeants (E4), 2 Lieutenants (E6), 1 Captain (E8)

The 3rd banner is tactically aligned, and trained for hand to hand combat. The Banner is often deployed along with the 2nd Banner in close-in combat.

4th Banner (Los Chicharreros); 240 Elf mage (E3) with rapiers, daggars and leather; 8 sergeants (E5), 2 Lieutenants (E7), 1 Captain (E9), all mounted on riding horses.

The 4th Banner is the magical arm of the Belcadiz division, though skilled like all Belcadiz with the rapier. The banner is deployed as the divisions reserve or shock troops in combat but can be used when the need arises to be deployed into hand to hand combat.

Jherek's Divisions

Division Commander 5th and 13th divisions: Prince Jherek Virayana IV (M36, Dream Master 5th)

Brigadiers - 5th Div: Subutai Virayana (F24), 13th Div: Goibban Bushgu (M16)

Head Mage - 5th Div: Lan-Syn Viryana (M17 Dream Master 4th), 10th Div: Kogotal Goihan (M18)

Knight- 2nd Div: Kassar (F30, Plate +5, Lance +4, Short Bow +2, Longsword +3, riding superior warhorse), 10th Div: Tuda Solem (F24, Leather +5, Short Bow +4, 20 Arrows +3, riding superior warhorse)

Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Bramya Camp

Peacetime Deployment - watching and protecting eastern border from the Khan of Ethengar

War deployment: primary mission of the divisions is the defense of Skullhorn Pass..at any and all costs. Seconday mission is the defense of Bramya and Glantri east of the Colossus Mountains untill reinforcements can be brought from Glantri City to hold the pass in case of a major invasion.

breakdowns of Jherek's Divisions

Jherek's divisions are is fully mounted. Soldiers of sergeant status and higher have magical items (about 5%). The entire division is almost totally made of Krondahary warriors. All the Banners are highly trained and have the unique ability of shooting missiles, and casting spells while riding. Spellcasters of the 1st Banner are recruited from Krondaharian noble families, and service within the banner is generally 'expected' of young male arcaner nobles. The divisions take their responsibility as defenders of Glantri to the east very seriously knowing the cultural bias, and distrust, that still exists among some in Glantri.

the following applies to both the 5th and 13th divisions

1st Banner ('The White Lions'): 120 elite (M3) human cavalry armed with slings and staffs, riding warhorses; plus 4 sergeants (M5), 2 Lieutenants (M7) and a captain (M9). All mounted on superior riding horses.

unlike many divisions where the 1st Banner is the scout, reconnaissance unit the Krondahar divisions use the 1st banner as a combat formation usually holding it in reserve or as shock troops. Due to the upper class, noble membership of the Banners every mage in the banner has at least one magical item. Many of them are gifts from family members who served in the Banner themselves in their generation. Most of the Banner have been educated at the Great School and have learned special techniques for casting spells while riding.

2nd Banner ('The Black Lions'): 240 Brateks (T4) daggars and short bows; 8 sergeants (F6); 2 Lieutenants (F7) 1 captain (F9). All mounted on riding horses

The scout and ambush Banner of the Krondahar division.

3rd Banner('The Blue Lions'): 240 elite cavalry (F3) short bows, lance, banded armor, riding superior riding horses; 8 sergeants (F5), 2 Lieutenants (F7), 1 Captain (F9)

4th Banner ('The Grey Lions'): as 3rd Banner

The 3rd and 4th Banners are the main combat formations of the Krondahar divisions
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Sat Jul 25, 2009 7:45 pm

I saved the most fun for last. Due to changes in the campaign world since GAZ 3 and AC 1000. I had to improvise the most here. If anyone is interested and has questions, free free to ask. I based this on my campaign world, where the 'Great Crater' did not happen (hated that) instead Blackhill was devastated during Thar's invasion but still exists and is recovering. Volospin, and his wife Serena, were not killed by a meteor but 'killed' during the attack Alphatian Grand Masters during the last days of the war (as you might imagine, next to Glantri City, their might came down hardest on the Glantrian-Alphatians). Which still allowed me to introduce Dolores Hillsbury. Not as Queen of Fenswick (a STUPID PWA plot machination in my opinion... she might be hot and have some influence.. but come on!!) but as the successor to Volospin as Princess of Blackhill. Thylera left for Alphatia during the war and is now in the HW and out of this campaign, and Lathan, who survived the Great War, was given suitable financial incentives had no problem stepping aside for his 'half-sister'. Allowing him to be used IMC as the future Almanacs have him used. An 'evil' within Glantri, with reasons for wanting to see Glantri destroyed from within with Zzonga.

Now up....the Glantrian 4th Corp. 'The Wild Bunch'

back to the Glantrian TOE



Warden of the Marches, Supreme Commander of the Grand Army of Glantri: Prince Jaggar

1st Corp: Prince Morphail, deputy Commander: Sir Anton Vlaardoen

6th, 16th divisions: Morphail's divisions.
Commanded by the respective Brigadier Generals: Gustav Staliniov (F14) and Alexei Rodimistev (M17) when Morphail serves as unified Corp Commander

3rd, 11th divisions: Juliana's divisions, commanded by Anton Vlaardoen .
Commanded by the respective Brigadier Generals: Chanash Teval (W15), and Pieter Horkan (F14) when Anton serves as Deputy Corp Commander

2nd Corp: Prince Brannart, deputy Commander: Herr Sigmund von Drachenfels

4th, 9th Divisions: Brannart's divisions
Commanded by the respective Brigadier Generals: Aiden McDonald (F18) and Julian McPherson(M12) when Brannart serves as unified Corp Commander

1st, 14th Divisions : Jaggar's divisions
Commanded by the respective Brigadier Generals: Heinrich Kruger (M18) and Hans Grüber (F15) when Jaggar serves as the Warden of the Marches.

3rd Corp: Princess Carnelia, deputy Commander: Prince Jherek

2nd, 10th Divisions: Carnelia's divisions
Commanded by the respective Brigadier Generals: Don Diego de Belcadiz (E9) and Miguelito de Belcadiz (E8) when Carnelia serves as unified Corp Commander

5th, 13th's divisions: Jherek's divisions
Commanded by the respective Brigadier Generals: Subutai Virayana (F24) and Goibban Bushgu (M16) when Jherek serves as the Deputy Corp Commander.

Introducing the Glantrian 4th Corp

4th Corp: Prince Malachie, deputy Commander: Princess Carlotina

7th, 12th Divisions: Malachie's divisions
Commanded by the respective Brigadier Generals: Firstiri (M20 Air Master 4th) and Georges Saveroy (F16 WWO5) when Malachie serves as unified Corp Commander

8th, 15th's divisions: Carlotina's divisions
Commanded by the respective Brigadier Generals: Sire Qenildor Erewan (EL10 Attack Rank D) and Swiftsword (E9) when Carlotina serves as the Deputy Corp Commander.

general peacetime deployments of the 4th corp.

7th Division - Glantri City
12th Division - 1st, 4th Banners Vyonnes
2nd Banner Loupmont
3rd Banner Eriadna
8th Division - Huledain Camp
15th Division - 1st, 2nd Banners Elleroyn
3rd, 4th Banners Erendyl

Malachie's Divisions



Division Commander - 7th and 12th Divisions: Prince Malachie du Marais (M13, WWO10)

Brigadiers - 7th Div: Firstiri (M20 Air Master 4th); 12th Div: Georges Saveroy (F16 WWO5)

Head Mage - 7th Div: Lord Borodin (M11 Air Master 3rd), 12th Div: Sire Michel Leconte (M16, Dragon Master 4th)

Knight- 7th Div: Sire Richard d'Amberville (F12, WWO7), 12th Div: Gladdis (EL 10 Attack Rank E)

Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Vyonnes

Peacetime Deployment - the 7th and 12th rotate between training while stationed in Glantri City and maintenance of law and order, and patrols of surrounding area in their particular areas of deployments

(micky's note.... these two divisions will not be under 'peacetime deployment' until AC 1011.
see this section under Carlotina's divisions. These two units will be deployed to southern Glantri in support of Erewan)


War deployment: defense of the southern border and general reserve.

breakdowns of Malachies Divisions

Malachie's 7th division is the most geo-politically mixed of any in the Grand Army. The 7th Division is the reorganized remnant of Volospin's Division which suffered high losses (60%) during the Great War. With Volospin's death, and the keen tactical mind of Malachie being shown to the council during the Great War, Volospin's command was given to Prince Malachie. He quickly drew upon the Averoignian population for replacements and reinforcements during the last days of the Great War. The mixed, Averoignian/Alphatian nature of the division remains through the reorganization of AC 1010. The division roughly breaks 60% Alphatian and 40% Averoignian.

Malachie's 12th Division was drawn mainly but not exclusively from New Averoigne and from Moray-Malinbois. Roughly 90% of the 12th division is from those two Principalities and the remaining 10% from other areas of Glantri. The divisions are about 50% mounted. Soldiers of sergeant status and above have magical items (about 2%).


The Glantrian 7th Division.

This division is mix of combat hardened veterans and green replacement troops due to the severe losses this division took in the Great War. The green replacements were drawn mainly from Averoignian reserve units who then stayed on active duty after the war, to make a career of the army. Thus the division has been stationed in Glantri City since the end of the Kol/Erewan conflict for extensive training since the division has had little time to work together and become a cohesive unit. Prince Malachie is sensitive to the pride of the Glantrian-Alphatians and recruitment of Alphatians is a priority of his. Retirements within the division will be replaced with Alphatians when possible. As noted previously, Alphatians consist of roughly 60% of the division and Averoignians the remaining 40%. Officers are primarily Alphatian, but Averoignians can and will be promoted upon merit.

1st Banner ('Volospin's Pride'): 120 elite (M4) human cavalry armed with slings and staffs, riding warhorses; plus 4 sergeants (M6), 2 Lieutenants (M8) and a captain (M10 Air Master 3rd) All riding warhorses

The 1st Banner suffered the least losses during the war and is the most cohesive and experienced unit of the division. It is completely Alphatian in composition. Losses during the war were replaced by Alphatian mages who wanted to serve with Volospin in defense of Blackhill, and later those that wanted to keep this source of Glantrian-Alphatian pride strong and pure in the post Great War years.


2nd Banner: 240 cavalry (F2) with bows and swords; 8 sergeants (F4), 2 Lieutenants (F6), 1 captain (F8) All riding warhorses


3rd Banner: 240 heavy foot (F2) with sword, shield, and chain armor; 8 sergeants (F4), 2 Lieutenants (F6), 1 captain (F8). Riding horses for transportation only

4th Banner : as 3rd Banner

The Glantrian 12th Division

The 12th Division like all the 'new' divisions in the Glantrian army are not necessarily new formations in AC 1010 but were 'reserve' formations during the Great War that were not demobilized but were officially brought into the Grand Army. Of course not everyone who served in those reserve divisions stayed on to make a 'career' of the army and went back to civilian life, so the division were filled out with new recruits in 1010. So like the rest of the new divisions of the Glantrian army these divisions are not as cohesive or as well trained as the more established divisions (the original eight) and will require more years of training and cohesiveness before they become as effective as their brother units. By 1015 they should be as powerful and well trained as the original eight. Giving Glantri a rather powerful active-duty military force in which to counter forces.

The 12th Division is overwhelmingly Averoignian in composition. Since it is well known that Morlay-Malinbois has a signficant were-population it should be noted, even though they are legal citizens there and in the free-territories of Glantri, Malachie has not organized any of the were-population into his divisions. That is not to say that there might not be were-creatures of high level in the divisions. It has been rumored that some of the reserve units during The Great War were of were-population. However at this point and time Malachie has decided not to incorporate them into the official army TOE. As noted above roughly 90% of the division is drawn from New Averoigne and from Morlay-Malinbois. The remaining 10% is from other parts of Glantri.

1st Banner ('Le Calvaire Magie'): 120 elite (M3) human cavalry armed with slings and staffs, riding warhorses; plus 4 sergeants (M5), 2 Lieutenants (M7) and a captain (M9) All riding warhorses

2nd Banner ('Le éclaireur de Averoigne'): 240 cavalry (F2) with bows and swords; 8 sergeants (F4), 2 Lieutenants (F6), 1 captain (F8) All riding warhorses

3rd Banner (Chasseurs-Volontaires de Averoigne): 240 foot (F2) with sword, shield, and chain armor; 8 sergeants (F4), 2 Lieutenants (F6), 1 captain (F8). Riding horses for transportation only

4th Banner (Chasseurs-Volontaires de Morlay-Malinbois) : as 3rd Banner


Carlotina's Divisions



Division Commander - 7th and 12th Divisions: Princecess Carlotina Erewan (EW16 Rune Master 5th)

Brigadiers - 8th Div: Sire Qenildor Erewan (EL10 Attack Rank D), 15th Div: Swiftsword (E9)

Head Mage - 7th Div and 12th Div: Lady Eleesa Erewan (EW18 Rune Master 4th), Lady Norelia (EW12 Rune Master 4th)

Knight- none

Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Erendyl

Peacetime Deployment - there hasn't been peace for Erewan and for it's divisions in years

(micky's note: this TOE is based on a reorgnization of the Glantrian army after the end of the Great War, for Erewan the conflict with the Humanoids will continue into 1010-1011 until Kol managed to gain 'control' of the humanoids of the western Broken Lands and the border with Erewan shifts from outright war to uneasy peace. Erewan did not dissolve it's reserve units until 1012 when the Western Broken Lands were annexed by Glantri and Kol made a Prince of Glantri. For the sake of time.. my time hahah. I did not draw up any of those reserve units. However as all of this is a work in progress, and open-ended and I'm enjoying the hell out of it, I might just do it, but in a separate section. That will be for those who might want to play out any future invasions, like I will when my campaign I am running gets to the Ethengar invasion of 1015.)

War deployment: protection of Erewan and southern Glantri, west of the Vesubian River from the humanoids of the Broken Lands

breakdowns of Carlotina's Divisions

Carlotina's divisions are 100% mounted, a small percentage are on flying mounts. Troops of Deca status and up have magical items, as well as special units (about 25%). Although Carlotina trusts her brigadier, she takes active command of her division whenever she can, trying to stop the humanoids of the broken lands and the Great Crater. Carlotina's army is sometimes assisted by other divisions, but this hardly helps to relieve her troops. Carlotina's division is entirely made up of Erewan elves. They are highly skilled, and experienced as the result of years of continuous wars with the humanoids.

the following applies to both the 8th and 15th Divisions.

1st Banner ('Aliana's Pride'): 70 elite airborne cavalries (E4) lances, long swords+1, shields and chain mails+1 on pegasi; 50 elite airborne knights (E5) equipment same as above on griffons; 8 sergeants (E6), 2 Lieutenants (E8) 1 captain (E10) sergeants and Lieutenants on pegasus. The captain is mounted on a Griffon.

After Lady Aliana Nyraviel's death Princess Carlotina took over and became the sponsor of Nyraviel's knights. She intended to keep them as a private force of hers, but the events of the war changed that and she made them a regular part of her divisions, and the Grand Army of Glantri. Very elite and experienced combat veterans. Along with Jaggar's Blitzkrieg Battalion the best individual combat unit in the Glantrian army.

2nd Banner ('Red Arrowheads'): 240 archers (E3) long bows, short swords, daggers, leather armour; 8 sergeants (E4), 2 Lieutenants (E6), 1 captain (E8) All mounted on riding horses.

3rd Banner ('Tree-huggers') : 240 light cavalries (E3) lances, long swords, daggers, shields, leather armour; 8 sergeants (E4), 2 Lieutenants (E6), 1 Captain (E8). All mounted on warhorses

4th Banner : 240 mounted infantries (E3) long swords, daggers, shields, leather armor; 4 sergeants (E4), 2 Lieutenants (E6), 1 captain (E8) All mounted on riding horses
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Sat Jul 25, 2009 9:06 pm

since he came up in regards to the 4th Kol.

Next up.... the domesticated Pests... Glantri's Irregular troops... The Corp of Kol. The unofficial 5th Corp of the Grand Army of Glantri.

First off.. some background. Going by Andrew Thiesen's excellent write-up of the Great Cratar... and twisting it to my own ends as usual.

reprinted from Andrew's work on Pandius...

Principality of New Kolland

Surface: 3,808 sq. miles (68 hexes) - note: this does not include subterranean area.
Population: 8,200 humanoids (total population includes only those tribes directly subservient to Kol)
Kolland: 4,200
Orcus Dominicus: 1,500
Goblinia: 1,400
Ogrelords: 750
Trollburg: 350

Net Income: Negligible

New Kolland, also called South Monsterland, is the home of the humanoids of the Great Crater. Despite the prince's best efforts, attempts to tax the populace have met with no gain. The primary source of income is a monthly tribute to the ruler of gains made from raiding and looting. As those gains are most often in non-monetary tender (cattle, stolen weapons and armour, etc.), New Kolland does not generate any appreciable amount of income to contribute to the crown. This does not bother the Council overmuch, as their main concern is that the humanoids are kept in some degree of control.

Recently, the Prince of New Kolland has been selling off mineral rights in the area, as well as issuing hunting permits (for the non-intelligent monsters in the area only) at considerable prices in an attempt to raise some form of viable income. The region is rich in mineral resources, but it is difficult to organise the humanoids to mine the area.

Tribes of New Kolland

Kolland: The tribe of Kolland (for which the principality is named) makes its home in the area surrounding Prince Kol's siege of Blackstone. The hilly terrain around the capital is similar to that of the Kollander's former home in the Broken Lands.

The Kollanders also live in the extensive caverns immediately below Blackstone, along the southwestern edge of the Great Crater. Their subterranean home is sufficiently far removed from those of other humanoids such that Kollanders are rarely disturbed by outside raids. The sole exception to this are the Trollburgers, who sometimes roam into Kolland by way of their caverns beneath the kobold lands.

The population of Kolland is primarily kobolds, with common orcs and gnolls being the two most prominent lesser races.

Orcus Dominicus: The tribe of Orcus Dominicus consists of the former members of Orcus Rex, in the Broken Lands. After having led the hordes of the tribe to Glantri, their leader King Thar seemingly abandoned them. This has led to some degree of resentment amongst the orcs towards their former ruler.

Currently, they occupy the subterranean caverns of the southeastern Great Crater, and the eastern edge of Marrow Lake. In the far east, their tunnels gradually rise and connect up with the subterranean regions of Orcus Rex, in the Broken Lands. They share a subterranean lake with their neighbours, the Trollburgians, which is fed by a tributary of Lake Amsorak.

Orcus Dominicans get along surprisingly well with the Kollanders and their aboveground neighbours, the Ogrelords. Border wars with Goblinians along Marrow Lake are not uncommon, and the Dominicans are constantly on guard against their Trollburgian neighbours.

The population of Orcus Dominicus is mainly common orcs, with lesser populations of kobolds and gnolls.

Goblinia: The tribe of Gobland resides almost entirely underground, occupying the northern end of the Great Crater in caverns beneath Ohr'r and Tombstone. The only surface regions they lay claim are the ash pits and rocky wastes that surround the northern portions of Marrow Lake.

Goblinians get along well with their bugbear cousins above them, but often find themselves at odds with the tribe of Orcus Dominicus, their neighbours to the east, and the trolls of Trollburg to the south, who like to roam the marshlands. They are sufficiently far removed from the hated Kollanders that clashes between the two tribes are rare. Skirmishes with Shadow Elf troops in the eastern caverns near Orcus Rex are common.

The population of Goblinia consists almost exclusively of goblins and bugbears, though hobgoblins are not uncommon.

Ogrelords: The Ogrelords are a loose confederacy of remnants of the tribes of Ogremoor, South Gnollistand, Hobgobland, and Red Orcland. As their respective tribal leaders broke up the hordes in anticipation of conquests elsewhere (ie, Alebane and Hutai-Khan), or for a mass migration (ie, Hool and Nizam-Pasha), those hordes that opted to remain in the region were eventually forced together out of necessity. Other, stronger tribes took over the surrounding subterranean lands, and the hordes had to learn to cooperate in order to maintain their ground.

The hordes of the Ogrelords occupy the caverns along the eastern rim of the Great Crater, and often emerge into the hills of southern Glantri to stage raids. Their cavern system eventually slopes down and connects with the subterranean regions of Ogremoor, in the Broken Lands.

They get along amiably with the humanoids of Orcus Dominicus, who occupy the caverns below them, as well as with the bugbears of Ohr'r- though the bugbears and Ogrelords sometimes raid one another during slow months. Encounters with Shadow Elves in the caverns near Ogremoor are infrequent, but their greatest enemies are the Hill Giants and Bargda of New Threat, who have made repeated attempts to force the hordes of the Ogrelords to work for them.

Virtually any sort of humanoid can be found amongst the population of this disparate tribe.

Trollburg: The trolls of Trollburg, are a recent addition to the tribes of the Great Crater. Having mostly remained in the Broken Lands during the Great War, they were driven out of the region by Shadow Elves seeking to regain their former city of Aengmor (c. 1012 AC). Unwanted by most of the other humanoids, they managed to find themselves a home deep beneath the caverns of Kolland, with access to the steamy, marshy areas surrounding Marrow Lake.


and comparing that to what Ohad wrote up on Kol's army...

Special Reserve Unit- Kol's Humanoid Army

This is not really a reserve unit. Kol's forces are on active duty around the Great Crater at all times. Only at times of War does the council allow for Kol's forces to enter "Glantri proper" in large numbers. Kol's army is one of the best trained armies in Glantri. The breakdown and strategies of his units do not correspond to the Glantrian way of fighting but rather to both the Thyatian and Orcish ways. The division is not mounted. Only Kol and his highest officer's carry magical weapons. 100% of the personnel are humanoids from the great crater.

Army Commander - Prince Kol (Kobold F18/W5, )

Brigadier - none

Deputy Army Commander- Subchief Frool (Kobold F9)

Head "Mage"- great shaman Juntak (Kobold F9/Druid6)

Knight-

Fighting troops: 3040

Total (including officers, aids and logistics banner): 3300

Headquarters: Kol's tower

Summer deployment:

Winter deployment banners:

War deployment: advance toward capital, than break to main fighting front.

1st regiment: "Killer Claws of Kol"

Company 1: 100 kobolds (F2) with slings and steel claw weapon, studded leather armour; 5 sergeants (F6); 1 lieutenant (F10)

Company 2: 50 orcs (F2) heavy crossbows and short swords, chain armour; 2 sergeants (F6); 1 lieutenant (F10)

Company 3: 20 gnolls light cavalries (F2) with lances, long swords, leather armour, riding war horses; 1 sergeant (F6); 1 lieutenant (F10)

This regiment is directly commanded by king/prince Kol himself.

Infantry regiments 2-13: "Citizen-Soldiers of Kol"

Companies 1-2: 85 kobolds (F1) medium infantries (F1) long swords, daggers, shields, chain mail; 3 sergeants (F3); 1 captain (F4)

Banner 5: 120 light infantries (F1) spears, short swords, leather armour; 4 sergeants (F3); 1 captain (F4)

Banner 6: 120 crossbowmen (F2) light crossbows, short swords, chain mail; 4 sergeants (F4); 1 captain (F5)

There are many other armed forces in the Great Crater and around it, but these are not under Kol's command. Some of them are even enemies of the Kobold cause.


I think the numbers add up fairly well. Out of a population of eight thousand or so, Kol can field an army of 3 thousand. I think that ratio might be a bit higher, but only in case of a direct invasion of New Kolland. For the sake of deploying in Glantri, in conjuction with it's armies I think that ratio is pretty good. So we can figure that Kol could sent an army of 3,500 to Glantri if it was requested. Making it the numerical equivalent to a Glantrian army corp. Now one thing I notice with Ohad's is the lack of other humanoid tribes within Kol's armies. I think it should be, and would be modeled on Thar's legion. Taking the best of the various subordinate races and making a force loyal to him. Trained by the Thyatin-inspired Kobolds. That is the basis I am going to work with in taking Ohad's and Andrew's work and coming up with a definitive army of New Kolland. As I noted in the write-up of the 4th Corp, my campaign world is a bit different from canon write ups. There is no Great Cratar IMC, however the Broken Lands are still divided into the western and eastern broken lands. The Humanoids still occupy the western half, the eastern half was decimated by the HK during the Great War and was followed by the floods of Dwarves and Shadow Elves. In AC 1012 the western broken lands were annexed by Glantri and put under the administration of Kol, Prince Kol. That difference in the campaigns should not make any real difference in this write up since the numbers will still jive just some locations might be a bit different. However in my campaign the Humanoids will have a distinct advantage over those in a GC campaign. They sit right on the trade routes through the Broken lands between Glantri and Darokin. Not to threaten.. but to tax and bring in income for services, including hahhaha... protection... through the still dangerous journey.

anyway... any thoughts are appreciated. I'll crunch some numbers and post my thoughts on the military strength and make-up of New Kolland later on. Time to enjoy some birthday cake. My wife gave me a day off from chores today to screw around on the computer hahah.
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Sat Jul 25, 2009 9:34 pm

God my wife can cook....


hmmm...


from PWA1

population Western Broken Lands... 28,000..

that is a hell of lot of humanoids.... maybe time for a new thread to hash this out if anyone has any thoughts...and more internet and print research on my end.. even after Thar leaves the Broken Lands.. presumably with his tribe of orcs and some others loyal to him and not Kol and Dolores.... PWAIII (1012) lists the population of the western broken (the area under Kol) still at 25,000.

so what is the population of humanoids under Kol... 8 or 25 thousand.. that is a big discrepancy..
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Sat Jul 25, 2009 10:05 pm

from GAZ 10.. something to work off of...

Bugburbia (haha.. always loved that) - 2156 square miles of territory in the Broken Lands, 2820 HD of humanoids.

what happened to the Bugbears post WotI... Thar?, Kol, Alebane and his misadventures until his bad luck caught up with him in Rockhome, or independent of all of them?

High Gobliny - 2690 sq miles of territory in the Broken Lands, 2780 HD of humanoids

Gaz 10, suggest Doth would not side with Thar seeing how he jealous he was of Thar and Yazar... but most sources seem to say they would.. and did with Kol. Putting the goblins in Kol's column.

Hobgoblinland - 2080 sq miles of territory, 2420 HD of humanoids

what has become of Hutai-Khan and the Hobgoblins?

Kol - 3360 sq miles, 3770 HD of humanoids

I think we know which way the Kobolds went hahah

Ogremoor - 4,168 sq miles, 4280 HD of humanoids

we know that Ogremoor and Alebane stay independent of Kol and Thar through the PWA and almanacs...

Orcus Rex - 2820 sq miles of territory, 2940 HD of humanoids.

Can safely assume they follow Thar out of the Broken Lands and leave to the east and out of this equation...

Red Orcland - 3340 sq miles of territory, 2500 HD of humanoids

need to double check... believe they and maybe others were part of a later Almanac plot line about a mass migration to the west.. into Sind...

South Gnollistan - 3470 sq miles of territory, 2850 HD of monsters

again.. not really sure what became of the gnolls and Nizam Pasha after the WotI.

Trollhatten - 2300 sq miles of territory, 2710 HD of monsters

again not sure about the trolls.. but strongly believe they would have stayed in Trollhatten (hard to think of anyone attacking them there so they probably feel safe there) and canon-wise independent of Kol.

Yellow Orkia - 1570 sq miles of territory, 1880 HD of monsters

again.. no clue what happened to Moghul-Khan and the Yellow Orcs post WotI
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Re: Broken Lands population

Postby Gecko » Sun Jul 26, 2009 12:35 am

That's not so many. Other sources have even more:

The Italian Demography project puts the Broken Lands at 60,970 humanoids and gives a breakdown both by tribal 'kingdom' and percentages by race

some other source that I've used (though now I don't know now where the number came from) gives 55,340 and gives a detailed breakdown by race (though oddly includes 100 humans - mercenaries and bandits I guess)

Now both of those are circa AC1000 and neither of those counts Oenkmar. and certaintly not all would be under Kol by this time frame.
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Re: Broken Lands population

Postby micky » Sun Jul 26, 2009 12:37 am

Gecko wrote:That's not so many. Other sources have even more:

The Italian Demography project puts the Broken Lands at 60,970 humanoids and gives a breakdown both by tribal 'kingdom' and percentages by race

some other source that I've used (though now I don't know now where the number came from) gives 55,340 and gives a detailed breakdown by race (though oddly includes 100 humans - mercenaries and bandits I guess)

Now both of those are circa AC1000 and neither of those counts Oenkmar. and certaintly not all would be under Kol by this time frame.



awesome.. if you have any links to that stuff.. toss it my way 8-)
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Re: The Grand Army of Glantri.... revised and updated

Postby Gecko » Sun Jul 26, 2009 12:45 am

micky wrote:from GAZ 10.. something to work off of...

Bugburbia (haha.. always loved that) - 2156 square miles of territory in the Broken Lands, 2820 HD of humanoids.

what happened to the Bugbears post WotI... Thar?, Kol, Alebane and his misadventures until his bad luck caught up with him in Rockhome, or independent of all of them?


Ohr'r: No longer chief of Bugburbia; the title was usurped by an upstart cub. Ohr'r doesn't care- being back in Glantri brings back memories of the good old days for him. He got in touch with friends from the Fellowship of the Pouch, and is now the Guildmaster of their branch in South Monsterland. (Okay, so all humanoids are thieves. He mainly does a lot of recruiting for his allies in the Fellowship when they need muscle or scapegoats.) He is happy with the current state of affairs in Glantri.

High Gobliny - 2690 sq miles of territory in the Broken Lands, 2780 HD of humanoids

Gaz 10, suggest Doth would not side with Thar seeing how he jealous he was of Thar and Yazar... but most sources seem to say they would.. and did with Kol. Putting the goblins in Kol's column.


Doth: Any joy at the death of his wife, Queen Yazar, was short lived. Now he is forced to pay homage to a kobold?!?!? Thar was bad enough, but Kol? He sits and schemes against King Kol, but is too ineffective a leader to present any real threat. His goblin subjects are just waiting for him to die, to replace him with a real king.

Hobgoblinland - 2080 sq miles of territory, 2420 HD of humanoids

what has become of Hutai-Khan and the Hobgoblins?


Hutai-Khan: Hutai left with Thar to wage war on Glantri. At the conclusion of the war, he returned home, throwing off the yoke of control of the hated Thar and Kol. When he heard of Alebane's expedition to Oenkmar, he rallied his hordes for a return trip to that hated place. He sought vengeance on Xilochtli. He had tracked X [meaning Xilochtli]. to the temple of Oenkmar, but was denied revenge when X. was transported away by his master (along with the blue knife). As for the defeat of the humanoids in Oenkmar...

South Gnollistan - 3470 sq miles of territory, 2850 HD of monsters

again.. not really sure what became of the gnolls and Nizam Pasha after the WotI.


Nizam-Pasha: Nizam-Pasha is hopelessly insane now (which only makes his followers all the more dedicated to him). Ranivorus wants to make use of him before he is too far gone. When Ranivorus heard of Wogar's quest, he decided to send Nizam along as well, for some sinister plan that only the immortal knows. Nizam agreed, both out of religious zeal as well as to get away from Ohr'r and the bugbears.

Trollhatten - 2300 sq miles of territory, 2710 HD of monsters

again not sure about the trolls.. but strongly believe they would have stayed in Trollhatten (hard to think of anyone attacking them there so they probably feel safe there) and canon-wise independent of Kol.


Haa'k Hordar: One of the only tribal leaders left in the Broken Lands during WotI. She didn't join Alebane in his attack on Oenkmar, preferring to stay in Trollhattan and eat. She died of old age in 1013, while sitting on her throne (trolls have short lifespans- she was really pushing it, IMO). Her trolls have been pushed out or slain; many of them went to join their besieged brethren at the keep of C'Kag.

Yellow Orkia - 1570 sq miles of territory, 1880 HD of monsters

again.. no clue what happened to Moghul-Khan and the Yellow Orcs post WotI


Moghul-Khan: Conspicuously absent from the war, Moghul-Khan remained in the Bls (with Haa'k and Alebane)- he had nothing to gain from war with Glantri. When the Heldanners raided, Moghul and his people disappeared, presumably slain. In reality, they went underground, into the tunnel system under Ethengar where the Tangut Orcs, Moghul's allies, reside. He would have been content to stay here, but for the intrusion of... [seems to be indicating Hutai-Khan]

Those entries all from Andrew Theisen's Whatever happened to ... your favourite humanoids file at the vaults. ;)
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Sun Jul 26, 2009 1:06 am

missed that article by Andrew... sounds good to me... making that canon IMC.

So to the topic at hand... New Kolland. Going with the tribes of Kobolds, Goblins, and Bugbears plus assorted free-lancers making up the population of New Kolland.

going to the numbers I derived from Gaz 10.. and going from there.. though I want to see those other numbers Gecko mentioned.

Bugbear population of..

146 (d8+1) Bugbear youngsters
139 (2d8+1) Bugbear teenagers
564 (3d8+1) Normal Bugbears
141 (4d8+2) Bugbear veterans
28 (5d8+2) and up Bugbear heroes

Goblin population of..

2086 (d8-1) Normal Goblins
278 (2d8-2) Goblin veterans
46 (3d8-3) and up Goblin heroes

and a Kobold population of..

5655 (d4) Normal Kobolds
754 (2d4) Kobold veterans
188 (3d4) and up Kobold heroes

taking a third of that as Kol's standing army using the veterans, and normal as troops, and heroes as leaders we get....

2199 Kobolds (700 Veterans, 1400 Normal Kobolds, and 99 Heroes)
803 Goblins (260 Veterans, 520 Normal Goblins, 23 Heroes)
339 Bugbears (120 Veterans, 200 Normal Bugbears, 9 Heroes)

a total force of 3292.. right in line with Ohad's number... I'll wait on finishing Kol's forces and see if the numbers of humanoids could or should be increased.
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Sun Jul 26, 2009 3:43 am

been thinking about Kol's forces... the PWA says the humanoids can mobilize up to 75% of their population during wartime. Going to save that high a mobilization for a real emergency to New Kolland and raise Kol's standing army available to Glantri to 50%. It keeps his subjects happy and busy I guess... they don't seem the type to be made happy by planting a garden or making jewelry for the upper classes hahaha.

Sort of jumping between threads here.. but believe if you compare the numbers of Humanoids available against some numbers in the PWA1 book I think we are on the right target.

using the HD and with an attempt to reasonably distribute those HD across the age and experience spectrum we get numbers like this.

I came up with a number for the Bugbear population in AC 1010.. of 1018. PWA shows the military units of the Bugbear population in AC 1010...

1 elite company of 112, and 6 regular companies of 112. A total which runs close to the 75% maximum mobilization.

so I guess I am ready to take a stab at Kol's Corp... I'd toss that together tomorrow.
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Sun Jul 26, 2009 7:02 pm

before I get into the make-up of Kol's Corp. Let's dissect exactly what is being built here.

From the years 1012 to 1014 the Principality of New Kolland included humanoids of 5 of the original 10 Humanoid nations. The Kobolds, Bugbears, Goblins, the Red Orcs, and the Gnolls. The Gnolls and Red Orcs left New Kolland on The Great Migration in AC 1014 so Kol's Corp was reorganized by the Kobold High Command in 1014 which is the unit that will presented here. I will not detail the make-up of the pre 1014 Corp since per the Almanacs the Corp will not see any action, and really is a secret weapon of Glantri, and not revealed until at least 1015.

In the other thread I've been pissing around in I have hashed out some numbers for the 3 principal groups of Humanoids that make up New Kolland.

Kobolds - in AC1000 there were 12,720 Kobolds... that jumped to 15,256 at the beginning of the invasion of Glantri and in AC1010 after 3 years of fighting, the Kobolds had a population of 7811.

Goblins - in AC1000 there were 10,480 Goblins.. that jumped to 12,711 at the beginning of the invasion of Glantri and in AC1010 after 3 years of fighting, the Goblins had a population of 6508.

Bugbears - in AC1000 there were 2,140 Bugbears... that jumped to 2551 at the beginning of the invasion of Glantri and in
AC1010 after 3 years of fighting, the Bugbears had a population of 1306.

a brush up on events between the end of the Great War and the formation of the Principality of New Kolland

1010 - fighting between Kol, and Thar for control of the humanoids. Raids by Thar into Glantri and Darokin. Synn later cows Thar into becoming Kol's subordinate. First attempt to petition Glantrian Council for an Act of Enfiefment.

Assuming no population change... losses in fighting amount to the yearly growth of the humanoids. (4%)

1011 - Thar and Alebane with their Orcs and Ogres, with assorted other forces, leave the Broken Lands to invade Rockhome. After the failure of that invasion, Thar moves into Vestland and out of the picture, and Alebane retreats into the Orclands as far as I can tell, but out of the equation here. Kol makes 2nd petition to Council showing how he has kept his humanoids under control. Some unrest at the prohibition against raiding Darokin or Glantri. Unrest put down quickly by Kol's well trained legion, showing the Council he is indeed keeping them under control, but raiding the Sind was not prohibited so Kol allows his troops to blow off steam there. Ludwig Von Hendrix arrives and provides Kol's troops superior arms and additional training. At the end of the year Kol's petition is accepted and Kol becomes a Prince of Glantri.

assuming no population change again.. losses by those that chaffed under Kol's raiding restrictions and left with Thar and Alebane offset yearly growth.

No major events happen within Kol's Principality over the next year until 1014 when Sitting Hool and Nizam Pasha take their respective nations out of the BL and west, removing them for future New Kolland equations. Outside of Kol's Principality, Alebane leads an offensive against the humanoid city of Oenkmar with the Hobgoblins, Trolls, and Yellow Orcs. After being defeated the 4 groups manage to escape the city and make it to the Orclands. Thus leaving the western broken lands, in 1014 completely to the Kobolds, Goblins, and Bugbears.

with a peaceful year in 1012 and the benefits of being part of the Glantrian state partially in evidence..lots of room to expand... trade and food aplenty and some government subsidies ...the humanoids enjoy maximum population growth.

Kobolds - (7811x1.05) -50 = 8,151 Kobolds in 1012

Goblins - (6508x1.05) - 25= 6,808 Goblins in 1012

Bugbears - (1306x1.05) -10= 1361 Bugbears in 1012

for the sake of not overdoing the details I'm going to leave those as the numbers available to Kol.. growth and deaths will cancel each other out for some time IMC. To be updated in AC 1020 when the next Glantrian census is done. This is a role-playing game, not a math assignment hahah.

So with all that explained.. and as always.. any comments or critiques are wanted... it's on to detail Kol's Corp ..
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Sun Jul 26, 2009 8:59 pm

here we go...

Now up....Kol's Corp... the unofficial Glantrian 5th Army Corp. 'The Flea-bags'

back to the Glantrian TOE



Warden of the Marches, Supreme Commander of the Grand Army of Glantri: Prince Jaggar

1st Corp: Prince Morphail, deputy Commander: Sir Anton Vlaardoen

6th, 16th divisions: Morphail's divisions.
Commanded by the respective Brigadier Generals: Gustav Staliniov (F14) and Alexei Rodimistev (M17) when Morphail serves as unified Corp Commander

3rd, 11th divisions: Juliana's divisions, commanded by Anton Vlaardoen .
Commanded by the respective Brigadier Generals: Chanash Teval (W15), and Pieter Horkan (F14) when Anton serves as Deputy Corp Commander

2nd Corp: Prince Brannart, deputy Commander: Herr Sigmund von Drachenfels

4th, 9th Divisions: Brannart's divisions
Commanded by the respective Brigadier Generals: Aiden McDonald (F18) and Julian McPherson(M12) when Brannart serves as unified Corp Commander

1st, 14th Divisions : Jaggar's divisions
Commanded by the respective Brigadier Generals: Heinrich Kruger (M18) and Hans Grüber (F15) when Jaggar serves as the Warden of the Marches.

3rd Corp: Princess Carnelia, deputy Commander: Prince Jherek

2nd, 10th Divisions: Carnelia's divisions
Commanded by the respective Brigadier Generals: Don Diego de Belcadiz (E9) and Miguelito de Belcadiz (E8) when Carnelia serves as unified Corp Commander

5th, 13th's divisions: Jherek's divisions
Commanded by the respective Brigadier Generals: Subutai Virayana (F24) and Goibban Bushgu (M16) when Jherek serves as the Deputy Corp Commander.


4th Corp: Prince Malachie, deputy Commander: Princess Carlotina

7th, 12th Divisions: Malachie's divisions
Commanded by the respective Brigadier Generals: Firstiri (M20 Air Master 4th) and Georges Saveroy (F16 WWO5) when Malachie serves as unified Corp Commander

8th, 15th's divisions: Carlotina's divisions
Commanded by the respective Brigadier Generals: Sire Qenildor Erewan (EL10 Attack Rank D) and Swiftsword (E9) when Carlotina serves as the Deputy Corp Commander.



Introducing Kol's Corp and it's Legion's

1st Legion

Prefect: Prince Kol XIV (E9)

1st Cohort - commanded by Senior Tribune Ludwig Von Hendricks (F16), serves as Prefect when Prince Kol is not in command
2nd Cohort - commanded by Tribune Adeodatus III (KO6)
3rd Cohort - commanded by Tribune Marius (KO5)
4th Cohort - commanded by Tribune Desiderius IV (KO9)
5th Cohort - commanded by Tribune Quintus the II haha (KO5)
6th Cohort - commanded by Tribune Ignatious (KO10)


2nd Legion

Prefect: Titus Titonius II (KO 16/SH 5)

1st Cohort - commanded by Senior Tribune King Doth of High Gobliny (GO15), serves as Prefect when Titus is not in command
2nd Cohort - commanded by Tribune and Chief of Bugburbia Rhunn (BU14)
3rd Cohort - commanded by Tribune Gork (GO9)
4th Cohort - commanded by Tribune Zoarh (GO7)
5th Cohort - commanded by Tribune Raorr (GO6)
6th Cohort - commanded by Tribune Ongah (GO10)


general deployment

both legions are stationed at famous Campo di Marte in New Kolland. These forces train and drill regularly and represent a 50% mobilization which could be deployed to Glantri. In case of invasion or emergency Prince Kol could call upon a 3rd legion, a reserve legion, of the same type in defense of his principality.

breakdowns of the cohorts. All the troops have good quality weapons and shields provided through Von Hendricks

1st Cohort (both 1st and 2nd legions)(Command Cohort) -

2 Centuries of elite cavalry : 200 elite Goblin Dire Wolf Riders armed with bows and hand axes, 20 sergeants (GO1), 2 Centurions (GO3)

4 Centuries of heavy elite infanty: 100 Bugbear veterans (BU1), 10 sergeants (BU2), 1 Centurion (BU3); 100 Goblin Veterans (GO1), 10 sergeants (GO2), 1 Centurion (GO3); 100 Orc veterans (OR1), 10 sergeants (OR2), 1 Centurion (OR3); and 100 Gnoll Veterans (GN1), 10 sergeants (GN2), 1 Centurion (GN3)

1 Century of elite scouts: 100 Kobold scouts (NM), 5 sergeants (KO1), 1 Centurion (KO2)

2 Centuries of Pioneers (light construction, menial labor, medical corp, and camp guard): 200 Kobold (NM) with general 'healing' skills, 20 sergeants (KO1), 1 Centurion (KO3) with artillery and engineer training.

2nd-6th Cohorts, 1st Legion

each legion has 8 Centuries of Kobold Infantry: 800 Kobold infantry (NM) shields and spears, 80 sergeants (KO1), 8 Centurions (KO2)

2nd Cohort, 2nd Legion

8 Centuries of Bugbear Infantry: 800 Bugbear Infantry (NM) shields and longswords, 80 sergeants (BU1), 8 Centurions (BU2)

3rd-6th Cohorts, 2nd Legion

each legion has 8 Centuries of Goblin Infantry: 800 Goblin infantry (NM) bows, and spears, 80 sergeants (GO1), 8 Centurions (GO2)
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Sun Jul 26, 2009 9:38 pm

and putting it all together...

The Glantrian Grand Army: 15,200 troops and support staff. Representing 2.5% of Glantri's population

Warden of the Marches, Supreme Commander of the Grand Army of Glantri: Prince Jaggar

1st Corp : Prince Morphail, deputy Commander: Sir Anton Vlaardoen

6th, 16th divisions: Morphail's divisions during peacetime.
Commanded by the respective Brigadier Generals: Gustav Staliniov (F14) and Alexei Rodimistev (M17)

3rd, 11th divisions: Juliana's divisions, commanded by Anton Vlaardoen during peacetime.
Commanded by the respective Brigadier Generals: Chanash Teval (W15), and Pieter Horkan (F14)

general peacetime deployments of the 1st corp.

6th Division - Ft. Tchernovodsk
16th Division - 1st, 2nd, 3rd Banners Ft. Tchernovodsk
4th Banner - Rymskigrad

3rd Division - 1st, 2nd, 3rd Banners Ft. Nordling
4th Banner Kopstar
11th Division - 1st, 2nd, 3rd Banners Ft. Nordling
4th Banner Linden

Morphail's 6th and 16th Divisions

Division Commander - 6th and 16th Divisions: Prince Morphail Gorevitch-Woszlany (M28, Death Master 5th)

Brigadiers - 6th Div: Alexei Rodimistev (M17), 16th: Gustav Staliniov (F14),

Head Mage- 6th Division: sir Boris Gorevitch-Woszlany (W18, Death Master 3) 16th Division: Lady Szasza Markovitch (M12, Wokan3 on flying broom)

Knight- Leonid Guncharov (F16, banded mail+2, lance+2, long sword+2, shield, riding war horse), Stanislas Putin (F22, Plate +3, Lance +2, Two Hand Sword +3/+5 vs. spellcasters, riding War Horse)

Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Fort Tchernovodsk

Peacetime Deployment - Keeping the peace in North-East Glantri and keeping an eye on the Ethengar border

War deployment: defence of eastern border from Estoniarsk to Heldannic Territories, blocking of Collosus valley opening (south of Igorov tower).

breakdowns of Morphail's Divisions

Morphail's army is about 50% mounted. Soldiers of sergeant status or higher have magical items (about 3%). All of the troops are humans from Boldavia and the north-eastern dominions. Morphail will lead only if there is a serious threat to Boldavia and Glantri, or he has some interest in the fighting. As master of necromancy, Morphail has a few surprises up his sleeve that are not part of the regular military division.

the following applies to both the 6th and 16th Divisions.

1st Banner (the Deaths-Head regiment): 120 elite (M3) human cavalry armed with slings and staffs, riding warhorses; plus 4 sergeants (M5), 2 Lieutenants (M7) and a captain (M10, Death Master 3)

troops have been specially trained by Morphail himself in tactics with undead and to control and use the undead in combat, and have protective devices and a store of protective magical devices.

2nd Banner: 120 mountaineers (F4) and 120 mountaineers (T5) climbing gear, light crossbows, short swords, daggers, leather armor; 4 sergeants (F6); 4 sergeants (Rog7); 2 Lieutenants (F8, T9) 1 captain (T12).

trained for warfare in mountainous territory. All have skill-sets geared toward mountaineering, scouting, hunting, and ambush

Banner 3 - 240 heavy Foot (F3) with long swords, daggers shields and chain mail; 8 sergeants (F5); 2 Lieutenants (F7) 1 captain (F9)

Banner 4- 240 mounted infantries (F2) with bows, long swords, daggers, banded armor. ; 8 sergeants (F4); 2 Lieutenants (F6) 1 captain (F8) riding normal horses.

Juliana's 3rd and 11th Divisions

Division Commander - 3rd and 11th Divisions: Princess Juliana Vlaardoen (M10 in AC 1010, M15 in AC 1015)
Deputy Division Commander - 3rd and 11th Divisions: Sir Anton Vlaardoen (F22, 22 HD Gold Dragon)

Princess Juliana is the titular commander of the 3rd and 11th but delegates command to her 'uncle' Anton. The Brigadiers of the divisions handle the day to day operations of the divisions. Being primarily stationed in Ft. Nordling the two divisions fall under the overall command of the Viceroy of Ft. Nordling, Prince Jaggar. Anton would assume overall command when the divisions were deployed out of Nordling.

Brigadiers - 3rd Div: Chanash Teval (M20, Fire Master of the 4th Circle), 11th Div: Pieter Horkan (F14)

Head Mage- 3rd Div: Lady Sinaria Verlien (M28, Fire Master 5th) 11th Div: Sir Pieter-Eeuwke Vandehaar (M18, Fire Master 4th)

Knight- 3rd Div: Antonie (F15, golden Plate +4, two handed sword +4, riding war horse.) 11th Div: Johan Rjevins (F14 Plate +3, Lance +2, Spear +4, riding war horse)


Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Fort Nordling

Peacetime Deployment - Maintaining law and order and patrolling up to 48 miles from their places of deployment (Ft. Nordling, Kopstar). While stationed in these locations they fall under the jurisdiction of the Viceroy (Ft. Nordling) and the Princess of Bergdhoven (Kopstar)

War deployment: Attached to the 1st Corp, though often detached when circumstances call for independent operations.

breakdowns of Juliana's Divisions

Juliana's divisions are about 75% mounted. Soldiers ranked Deca (leader of a squad of 10) higher have magical items (about 10% at lower ranks, higher as ranks increase). Most troops are from Bergdhoven but not all are Flaems. Officers are all of Flaemish descent. Juliana leaves the command of her divisions to her uncle and to the brigadiers. Juliana's divisions are the most magically-orientated in the Grand Army, with two mage banners instead of the typical one per division, given the affinity for and overall nature Flaemish talent for magic.


the following applies to both the 3rd and 11th Divisions.

1st Banner (The 'Hetzer' Banner): 120 elite (M5) human cavalry armed with slings and staffs, riding warhorses; plus 4 sergeants (M7), 2 Lieutenants (M9) and a captain (M11)

This banner serves as the eyes and ears of the division and serve a reconnaissance and scouting function. Of the banner's 4 platoons of 3 squads of 10, typical tasking would be as follows.

1st Platoon - reconnaissance using a variety of spells such as invisibility, Charm Person, ESP, Clairvoyance, Fly etc..

2nd and 3rd Platoons - specially trained unit in ambush, counter insurgency, and mage suppression tactics. Main mission is counter enemy mage operations and target mages on the field of battle. Spells are generally offensive and reconnaissance orientated.

4th Platoon - a typical combat mage unit, with spellcasters with offensive and defensive spells available. Generally used as support of the first two platoons when independently deployed.



2nd Banner (The Flammenwerfer Banner): 240 (M3) human cavalry armed with slings and staffs, riding warhorses; plus 8 sergeants (M5), 4 Lieutenants (M7) and a captain (M10, Fire Master 3)

the central unit in the division of Juliana. The mages carry offensive and defensive spells and magical items are generally geared toward mass destruction, and fire protection from their own magics. Every Deca and above is armed with at least a wand of fireballs... provided to the banner, and property of the banner, by the Verlien and Vlaardoen families over the years.


Banner 3 - 240 heavy Foot (F3) with long swords, daggers shields and chain mail; 8 sergeants (F5); 2 Lieutenants (F7) 1 captain (F9)

used for protecting the 2nd Banner from hand to hand attacks

Banner 4- 240 mounted infantries (F2) with bows, long swords, daggers, banded armor. ; 8 sergeants (F4); 2 Lieutenants (F6) 1 captain (F8) riding normal horses.

tactically the banner is generally for flanking maneuvers and support of the 2nd banner


2nd Corp: Prince Brannart, deputy Commander: Herr Sigmund von Drachenfels

4th, 9th Divisions: Brannart's divisions
Commanded by the respective Brigadier Generals: Aiden McDonald (F18) and Julian McPherson(M12) when Brannart serves as unified Corp Commander

1st, 14th Divisions : Jaggar's divisions
Commanded by the respective Brigadier Generals: Heinrich Kruger (M18) and Hans Grüber (F15) when Jaggar serves as the Warden of the Marches.

general peacetime deployments of the 2nd corp.

4th Division - Ft. Sablestone
9th Division - 1st, 2nd, 3rd Banners Ft. Sablestone
4th Banner - Glenmoorloch

1st Division - 1st, 2nd, 4th Banners Glantri City
3rd Banner - Leenz
14th Division - Glantri City


Brannarts's 4th and 9th Divisions

Division Commander - 4th and 9th Divisions: Prince Brannart McGregor (M33, 33HD Lich, Death Master 4th)

Brigadiers - 4th Div: Aiden McDonald (F18), 9th: Julian McPherson(M12)

Head Mage- 4th Division: Lord Alaisdair McAllister (M14) 9th Division: Lord Eachainn McDougall (M13, Dragon Master 3rd)

Knight- Sir Robert McGregor (F13, plate +3, two handed claymore+3, Ring of Spell Turning, war horse), Alec Macbeth (F19, Plate +4, two handed claymore +4, war horse)

Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Fort Sablestone

Peacetime Deployment - Protecting Glantri from bandits, monsters out of mountains, and watching the border with Sind.

War deployment: defense of western border are the division's primary tasking.

breakdowns of Brannart's Divisions

Brannart's army is only about 15 % mounted. Only officers have magical items (about 1%). The troops are almost entirely Klantyrean. All officers are from Klantyre. This unit's strength lies in the battle enthusiasm (which sometimes verges on the berserk) of its Kaelic foot soldiers (who form most of the units troops). Brannart always never bothers to check on his army, only taking active command in emergency or invasion. Aiden McDonald, the Brigadier of the 4th Division has all the power and support in the divisions. Aiden is, of course, a member of the Fellowship Of the Claymore and it has infiltrated all ranks of these divisions.


the following applies to both the 4th and 9th Divisions.

1st Banner (the 'Johnny Walker Reds'): 120 elite (M3) human cavalry armed with slings and staffs, riding warhorses; plus 4 sergeants (M5), 2 Lieutenants (M7) and a captain (M9)

Far from being the typical sissy mages, these wizards are as tough in fight with a staff as any veteran fighter with their sword, and have no reservation about closing in on a foe and bashing their heads in with staves. All have had advance training with their weapons as well as their spell-casting abilities, mages generally have above average strenth, dexterity, and constitution. An intimidating, and very potent Banner.

2nd Banner: 240 heavy Foot (F4) with two-hand claymores, daggers, and chain mail; 8 sergeants (F6); 2 Lieutenants (F7) 1 captain (F9)

favorite tactical move is to close with an enemy and split them down the middle as quickly as possible to make it back to the pub for the afternoon pint and a shot.

3rd Banner: as 2nd Banner

4th Banner : as 2nd Banner

Jaggar's 1st and 14th Divisions

Division Commander - 1st and 14th Divisions: Prince Jaggar von Drachenfels
Deputy Division Commander - 1st and 14th Divisions Herr Signund von Drachenfels (M18)

Brigadiers - 1st Div: Heinrich Kruger (M18) 14th: Hans Grüber (F15)

Head Mage- 1st Div: Frau Hildegard Von Drachenfels (M19, Earth Master 4th) 14th Div: Sir Maximilian Hiltier (M18)

Knight- 1st Div: Hans von Shtrout, Jaggar's personal guard (F20, two handed sword+3, golden plate armor+4, riding war horse) 14th Div: Frederick Steiner (F13, plate +3, Shield +4 of Haste, Longsword +4, , war horse)

Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Glantri City

Peacetime Deployment - Assisting the constabulary of Glantri City, patrolling the surround area of the Capital, and intensive training.

War deployment: It's primary tasking is defense of the western frontier in conjunction with Brannart's divisions. Generally the divisions are considered to be a general reserve for units of the 1st, 3rd, and 4th Corp if the western frontier is not threatened.

breakdowns of Jaggar's Divisions

Jaggar's First Division is the best equipped and trained division in the Grand Army of Glantri. The 14th Division may have perhaps, in time, come to be the equal of the First Division. However Prince Jaggar, being the military genius that he is, did what other his other commanders did not do and instead of creating a second division to match their 'first' division he created the 14th with a different mission and different organization. As such there are separate breakdowns for the two divisions of Prince Jaggar.

Jaggar's 1st Division: Jaggar's First is fully mounted, and as mentioned before, is the best equipped and trained division in the Grand Army of Glantri. Soldiers of Deca status and higher all have magical items (about 12%). Jaggar and Rolf have many constructs that they can add to the unit (stats not included). All officers of the First, even down to the Deca's, are combat veterans and experienced and capable commanders. The First has undergone extensive training in small unit, combined-arms tactics so while they still are organized in the Glantrian TOE in 4 Banners they actually can operate and deploy effectively on a smaller scale, or as a traditional force. Tactics are taught down to the lowliest foot soldier and personal initiative is rewarded not frowned upon even with the highly disciplined Hattian tradition. A highly motivated, and well trained force

1st banner- elite scout and shock company: 50 mounted commandos (F5) armed with short swords, daggers and leather armor+1 mounted on light riding horses; 50 mounted infiltrators (T5) short swords, nets, daggers +1 and leather armor+1 mounted on light riding horses; 20 battlemages (W5) staffs and daggers, mounted on light riding horses; 6 sergeants (4F6;2W6) ;2 Lieutenants (F8, M8); 1 captain (M10).


2nd Banner: 210 heavy foot(F3) with longswords, chain mail and large metal shields; 7 sergeants (F4); 2 Lieutenant (F6)
1 captain (F8). All equipped with riding horses for quick reaction on the battlefield and will dismount before fighting.


3rd Banner: 210 mounted archers (F2) with long bows, short swords and banded mail on riding horses; 7 sergeants (F4); 2 Lieutenants (F6), Captain (F8)

4th Banner (the Blitzkrieg battalion): 120 elite mounted mages (M5) armed with slings and staffs, riding warhorses; plus 4 sergeants (M7), 1 Lieutenant (M9); 180 heavy cavalries (F5) with lances, longswords, and full plate armour ; 6 sergeants (F6); 2 Lieutenant (F8); 1 Captain (M12)

The Blitzkrieg battalion is the perfect model of combined-arms in action. Tested and used to devastating effect in the war against Thar during the Great War. Basically the mages punch a hole in the enemy lines where the heavy cavalry can flow through to fan out in the enemies rear where they can then strike the enemy from behind or disrupt command and control or supplies. The banner can operate on it's own however the other banners are trained, from experience of working in conjunction with, and in support of, the 4th Banner.

Jaggar's 14th Division

The 14th Division, though a line unit, is probably better thought of as a specialized support division. Thought of by Prince Jaggar to serve a particular need for troops trained in siege warfare, it is not normally meant to be deployed on it's own but in support of other units. The division trains rigorously at the Citadel in Glantri City with Prince Jaggar in regular attendance.

1st Banner (der Pioniers) 120 pioniers (M3) armed with slings; plus 4 sergeants (M5), 2 Lieutenants (M7) and a captain (M10)

The soldiers of the 1st banner are selected for their knowledge and expertise in engineering. These mages are trained (and being cross-trained) in everything from overseeing the construction of defensive works to supervising the use of siege equipment. The banner has basic combat training and can serve as a basic combat mage unit but it's value is more for it's expertise rather than for pure one-on-one combat.

2nd Banner: 240 crossbowmen (F2) light crossbows, short swords, chain mail; 8 sergeants (F4); 2 Lieutenants (F6) 1 captain (F7)

specially trained banner in tactics for holding a besieged position.

3rd Banner: 240 medium foot (F2) pikes, short swords, shields, chain armour; 8 sergeants (F3); 2 Lieutenants (F5) 1 Captain (F7)

specially trained banner in urban warfare tactics.

4th Banner: same as 3rd banner

3rd Corp: Princess Carnelia, deputy Commander: Prince Jherek

2nd, 10th Divisions: Carnelia's divisions
Commanded by the respective Brigadier Generals: Don Diego de Belcadiz (E9) and Miguelito de Belcadiz (E8) when Carnelia serves as unified Corp Commander

5th, 13th's divisions: Jherek's divisions
Commanded by the respective Brigadier Generals: Subutai Virayana (F24) and Goibban Bushgu (M16) when Jherek serves as the Deputy Corp Commander.

general peacetime deployments of the 3rd corp.

2nd Division - Ft. Monteleone
10th Division - 1st, 4th Banners New Alvar
2nd, 3rd Banners Tristan

5th Division - 1st Banner Skullhorn Pass Tower
2nd, 3rd, 4th Banners at Bramya Camp
13th Division - 1st Banner Skullhorn Pass Tower
2nd, 3rd Banners Skullhorn Pass Camp
4th Banner Braastar



Carnelia's 2nd and 10th Divisions

Division Commander - 2nd and 10th Divisions: Prince Dona Carnelia de Belcadiz y Fedorias (EL10, attack rank J, Witch 5th)

Brigadiers - 2nd Div: Don Diego de Belcadiz (E9), 10th Div: Miguelito de Belcadiz (E8)

Head Mage - 2nd Div: Rafael Montoya (M19), 10th Div: Don Fernando de Casanegra (EW11)

Knight- 2nd Div: Don Cristobal Narciso Mendoza Leornardo (EL10 AL D), 10th Div: Ferrera human (F24),

Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Fort Monteleone

Peacetime Deployment - watching and protecting the SE borders of Glantri from the Khan of Ethengar, and humanoids of the Broken Lands

War deployment: defense of the southern and eastern borders are the division's primary tasking.

breakdowns of Carnelia's Divisions

Carnelia's divisions are about 50% mounted. Soldiers of sergeant status or higher and the scout unit have magical items (about 5%). About 60% of the troops are elves from Belcadiz and Satolas and about 40% are humans from Belcadiz area and the capitol. The humans and elves get along pretty well, as long as they are divided into two regiments. Officers are all Belcadizian - humans and elves. Carnelia will prefer leading her army herself as she is a warrior heroin among her people


the following applies to both the 2nd and 10th Divisions.

1st Banner (Els Orelluts): 60 elite (E3) scouts armed with bows and rapiers, and 60 human scouts (T4) with bows and short swords, ; plus 2 sergeants (E5), 2 sergeants (T5) 60 2 Lieutenants (E6,T6) and a captain (E8).
All are mounting on standard riding horses for maximum mobility.

this is the scouting banner of the Belcadiz division.


2nd Banner (Los Boquerones): 240 heavy Foot (F3) with long swords, daggers, shields and chain mail; 8 sergeants (F5); 2 Lieutenants (F7) 1 captain (F9)

The 2nd Banner is drawn from human fighters from the principality of Belcadiz and from residents of Glantri City.

3rd Banner (Los Periquitos): 240 Elf fighers (E2) with rapiers, shield, can chain; 8 sergeants (E4), 2 Lieutenants (E6), 1 Captain (E8)

The 3rd banner is tactically aligned, and trained for hand to hand combat. The Banner is often deployed along with the 2nd Banner in close-in combat.

4th Banner (Los Chicharreros); 240 Elf mage (E3) with rapiers, daggars and leather; 8 sergeants (E5), 2 Lieutenants (E7), 1 Captain (E9), all mounted on riding horses.

The 4th Banner is the magical arm of the Belcadiz division, though skilled like all Belcadiz with the rapier. The banner is deployed as the divisions reserve or shock troops in combat but can be used when the need arises to be deployed into hand to hand combat.

Jherek's 5th and 13th Divisions

Division Commander 5th and 13th divisions: Prince Jherek Virayana IV (M36, Dream Master 5th)

Brigadiers - 5th Div: Subutai Virayana (F24), 13th Div: Goibban Bushgu (M16)

Head Mage - 5th Div: Lan-Syn Viryana (M17 Dream Master 4th), 10th Div: Kogotal Goihan (M18)

Knight- 2nd Div: Kassar (F30, Plate +5, Lance +4, Short Bow +2, Longsword +3, riding superior warhorse), 10th Div: Tuda Solem (F24, Leather +5, Short Bow +4, 20 Arrows +3, riding superior warhorse)

Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Bramya Camp

Peacetime Deployment - watching and protecting eastern border from the Khan of Ethengar

War deployment: primary mission of the divisions is the defense of Skullhorn Pass..at any and all costs. Seconday mission is the defense of Bramya and Glantri east of the Colossus Mountains untill reinforcements can be brought from Glantri City to hold the pass in case of a major invasion.

breakdowns of Jherek's Divisions

Jherek's divisions are is fully mounted. Soldiers of sergeant status and higher have magical items (about 5%). The entire division is almost totally made of Krondahary warriors. All the Banners are highly trained and have the unique ability of shooting missiles, and casting spells while riding. Spellcasters of the 1st Banner are recruited from Krondaharian noble families, and service within the banner is generally 'expected' of young male arcaner nobles. The divisions take their responsibility as defenders of Glantri to the east very seriously knowing the cultural bias, and distrust, that still exists among some in Glantri.

the following applies to both the 5th and 13th divisions

1st Banner ('The White Lions'): 120 elite (M3) human cavalry armed with slings and staffs, riding warhorses; plus 4 sergeants (M5), 2 Lieutenants (M7) and a captain (M9). All mounted on superior riding horses.

unlike many divisions where the 1st Banner is the scout, reconnaissance unit the Krondahar divisions use the 1st banner as a combat formation usually holding it in reserve or as shock troops. Due to the upper class, noble membership of the Banners every mage in the banner has at least one magical item. Many of them are gifts from family members who served in the Banner themselves in their generation. Most of the Banner have been educated at the Great School and have learned special techniques for casting spells while riding.

2nd Banner ('The Black Lions'): 240 Brateks (T4) daggars and short bows; 8 sergeants (F6); 2 Lieutenants (F7) 1 captain (F9). All mounted on riding horses

The scout and ambush Banner of the Krondahar division.

3rd Banner('The Blue Lions'): 240 elite cavalry (F3) short bows, lance, banded armor, riding superior riding horses; 8 sergeants (F5), 2 Lieutenants (F7), 1 Captain (F9)

4th Banner ('The Grey Lions'): as 3rd Banner

The 3rd and 4th Banners are the main combat formations of the Krondahar divisions


4th Corp: Prince Malachie, deputy Commander: Princess Carlotina

7th, 12th Divisions: Malachie's divisions
Commanded by the respective Brigadier Generals: Firstiri (M20 Air Master 4th) and Georges Saveroy (F16 WWO5) when Malachie serves as unified Corp Commander

8th, 15th's divisions: Carlotina's divisions
Commanded by the respective Brigadier Generals: Sire Qenildor Erewan (EL10 Attack Rank D) and Swiftsword (E9) when Carlotina serves as the Deputy Corp Commander.

general peacetime deployments of the 4th corp.

7th Division -1st, 2nd, 3rd Banners Eriadna
4th Banner Lizzieni
12th Division - 1st, 2nd, 3rd Banners Glantri City
4th Banner Loupmont


8th Division - Huledain Camp
15th Division - 1st, 2nd Banners Elleroyn
3rd, 4th Banners Erendyl

Malachie's 7th and 12th Divisions

Division Commander - 7th and 12th Divisions: Prince Malachie du Marais (M13, WWO10)

Brigadiers - 7th Div: Firstiri (M20 Air Master 4th); 12th Div: Georges Saveroy (F16 WWO5)

Head Mage - 7th Div: Lord Borodin (M11 Air Master 3rd), 12th Div: Sire Michel Leconte (M16, Dragon Master 4th)

Knight- 7th Div: Sire Richard d'Amberville (F12, WWO7), 12th Div: Gladdis (EL 10 Attack Rank E)

Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Erianda

Peacetime Deployment - the 7th and 12th are engaging in training new recruits, maintenance of law and order, and patrols of surrounding area in their particular areas of deployments

(micky's note.... these two divisions will not be under 'peacetime deployment' until AC 1011.
see this section under Carlotina's divisions. These two units will be deployed to southern Glantri in support of Erewan)


War deployment: defense of the southern border and general reserve.

breakdowns of Malachies Divisions

Malachie's 7th division is the most geo-politically mixed of any in the Grand Army. The 7th Division is the reorganized remnant of Volospin's Division which suffered high losses (60%) during the Great War. With Volospin's death, and the keen tactical mind of Malachie being shown to the council during the Great War, Volospin's command was given to Prince Malachie. He quickly drew upon the Averoignian population for replacements and reinforcements during the last days of the Great War. The mixed, Averoignian/Alphatian nature of the division remains through the reorganization of AC 1010. The division roughly breaks 60% Alphatian and 40% Averoignian.

Malachie's 12th Division was drawn mainly but not exclusively from New Averoigne and from Moray-Malinbois. Roughly 90% of the 12th division is from those two Principalities and the remaining 10% from other areas of Glantri. The divisions are about 50% mounted. Soldiers of sergeant status and above have magical items (about 2%).


The Glantrian 7th Division.

This division is mix of combat hardened veterans and green replacement troops due to the severe losses this division took in the Great War. The green replacements were drawn mainly from Averoignian reserve units who then stayed on active duty after the war, to make a career of the army. Thus the division has been stationed in Glantri City since the end of the Kol/Erewan conflict for extensive training since the division has had little time to work together and become a cohesive unit. Prince Malachie is sensitive to the pride of the Glantrian-Alphatians and recruitment of Alphatians is a priority of his. Retirements within the division will be replaced with Alphatians when possible. As noted previously, Alphatians consist of roughly 60% of the division and Averoignians the remaining 40%. Officers are primarily Alphatian, but Averoignians can and will be promoted upon merit.

1st Banner ('Volospin's Pride'): 120 elite (M4) human cavalry armed with slings and staffs, riding warhorses; plus 4 sergeants (M6), 2 Lieutenants (M8) and a captain (M10 Air Master 3rd) All riding warhorses

The 1st Banner suffered the least losses in the division during the war and is the most cohesive and experienced unit of the division. It is completely Alphatian in composition. Losses during the war were replaced by Alphatian mages who wanted to serve with Volospin in defense of Blackhill, and later those that wanted to keep this source of Glantrian-Alphatian pride strong and pure in the post Great War years.

2nd Banner: 240 cavalry (F2) with bows and swords; 8 sergeants (F4), 2 Lieutenants (F6), 1 captain (F8) All riding warhorses


3rd Banner: 240 heavy foot (F2) with sword, shield, and chain armor; 8 sergeants (F4), 2 Lieutenants (F6), 1 captain (F8). Riding horses for transportation only

4th Banner : as 3rd Banner

The Glantrian 12th Division

The 12th Division like all the 'new' divisions in the Glantrian army are not necessarily new formations in AC 1010 but were 'reserve' formations during the Great War that were not demobilized but were officially brought into the Grand Army. Of course not everyone who served in those reserve divisions stayed on to make a 'career' of the army and went back to civilian life, so the division were filled out with new recruits in 1010. So like the rest of the new divisions of the Glantrian army these divisions are not as cohesive or as well trained as the more established divisions (the original eight) and will require more years of training and cohesiveness before they become as effective as their brother units. By 1015 they should be as powerful and well trained as the original eight. Giving Glantri a rather powerful active-duty military force in which to counter threats.

The 12th Division is overwhelmingly Averoignian in composition. Since it is well known that Morlay-Malinbois has a signficant were-population it should be noted, even though they are legal citizens there and in the free-territories of Glantri, Malachie has not organized any of the were-population into his divisions. That is not to say that there might not be were-creatures of high level in the divisions. It has been rumored that some of the reserve units during The Great War were of were-population. However at this point and time Malachie has decided not to incorporate them into the official army TOE. As noted above roughly 90% of the division is drawn from New Averoigne and from Morlay-Malinbois. The remaining 10% is from other parts of Glantri.

1st Banner ('Le Calvaire Magie'): 120 elite (M3) human cavalry armed with slings and staffs, riding warhorses; plus 4 sergeants (M5), 2 Lieutenants (M7) and a captain (M9) All riding warhorses

2nd Banner ('Le éclaireur de Averoigne'): 240 cavalry (F2) with bows and swords; 8 sergeants (F4), 2 Lieutenants (F6), 1 captain (F8) All riding warhorses

3rd Banner (Chasseurs-Volontaires de Averoigne): 240 foot (F2) with sword, shield, and chain armor; 8 sergeants (F4), 2 Lieutenants (F6), 1 captain (F8). Riding horses for transportation only

4th Banner (Chasseurs-Volontaires de Morlay-Malinbois) : as 3rd Banner


Carlotina's 7th and 12th Divisions

Division Commander - 7th and 12th Divisions: Princecess Carlotina Erewan (EW16 Rune Master 5th)

Brigadiers - 8th Div: Sire Qenildor Erewan (EL10 Attack Rank D), 15th Div: Swiftsword (E9)

Head Mage - 7th Div and 12th Div: Lady Eleesa Erewan (EW18 Rune Master 4th), Lady Norelia (EW12 Rune Master 4th)

Knight- none

Fighting troops: 860

Total (including officers, aids and logistics banner): 950

Headquarters: Erendyl

Peacetime Deployment - there hasn't been peace for Erewan and for it's divisions in years

(micky's note: this TOE is based on a reorgnization of the Glantrian army after the end of the Great War, for Erewan the conflict with the Humanoids will continue into 1010-1011 until Kol managed to gain 'control' of the humanoids of the western Broken Lands and the border with Erewan shifts from outright war to uneasy peace. Erewan did not dissolve it's reserve units until 1012 when the Western Broken Lands were annexed by Glantri and Kol made a Prince of Glantri. For the sake of time.. my time hahah. I did not draw up any of those reserve units. However as all of this is a work in progress, and open-ended and I'm enjoying the hell out of it, I might just do it, but in a separate section. That will be for those who might want to play out any future invasions, like I will when my campaign I am running gets to the Ethengar invasion of 1015.)

War deployment: protection of Erewan and southern Glantri, west of the Vesubian River from the humanoids of the Broken Lands

breakdowns of Carlotina's Divisions

Carlotina's divisions are 100% mounted, a small percentage are on flying mounts. Troops of Deca status and up have magical items, as well as special units (about 25%). Although Carlotina trusts her brigadier, she takes active command of her division whenever she can, trying to stop the humanoids of the broken lands and the Great Crater. Carlotina's army is sometimes assisted by other divisions, but this hardly helps to relieve her troops. Carlotina's division is entirely made up of Erewan elves. They are highly skilled, and experienced as the result of years of continuous wars with the humanoids.

the following applies to both the 8th and 15th Divisions.

1st Banner ('Aliana's Pride'): 70 elite airborne cavalries (E4) lances, long swords+1, shields and chain mails+1 on pegasi; 50 elite airborne knights (E5) equipment same as above on griffons; 8 sergeants (E6), 2 Lieutenants (E8) 1 captain (E10) sergeants and Lieutenants on pegasus. The captain is mounted on a Griffon.

After Lady Aliana Nyraviel's death Princess Carlotina took over and became the sponsor of Nyraviel's knights. She intended to keep them as a private force of hers, but the events of the war changed that and she made them a regular part of her divisions, and the Grand Army of Glantri. Very elite and experienced combat veterans. Along with Jaggar's Blitzkrieg Battalion the best individual combat unit in the Glantrian army.

2nd Banner ('Red Arrowheads'): 240 archers (E3) long bows, short swords, daggers, leather armour; 8 sergeants (E4), 2 Lieutenants (E6), 1 captain (E8) All mounted on riding horses.

3rd Banner ('Tree-huggers') : 240 light cavalries (E3) lances, long swords, daggers, shields, leather armour; 8 sergeants (E4), 2 Lieutenants (E6), 1 Captain (E8). All mounted on warhorses

4th Banner ('Orc slayers'): 240 mounted infantries (E3) long swords, daggers, shields, leather armor; 4 sergeants (E4), 2 Lieutenants (E6), 1 captain (E8) All mounted on riding horses


Not included in the Glantrian TOE.. but an auxiliary force available to Glantri

Kol's Corp and it's Legion's

1st Legion

Prefect: Prince Kol XIV (E9)

1st Cohort - commanded by Senior Tribune Ludwig Von Hendricks (F16), serves as Prefect when Prince Kol is not in command
2nd Cohort - commanded by Tribune Adeodatus III (KO6)
3rd Cohort - commanded by Tribune Marius (KO5)
4th Cohort - commanded by Tribune Desiderius IV (KO9)
5th Cohort - commanded by Tribune Quintus the II haha (KO5)
6th Cohort - commanded by Tribune Ignatious (KO10)


2nd Legion

Prefect: Titus Titonius II (KO 16/SH 5)

1st Cohort - commanded by Senior Tribune King Doth of High Gobliny (GO15), serves as Prefect when Titus is not in command
2nd Cohort - commanded by Tribune and Chief of Bugburbia Rhunn (BU14)
3rd Cohort - commanded by Tribune Gork (GO9)
4th Cohort - commanded by Tribune Zoarh (GO7)
5th Cohort - commanded by Tribune Raorr (GO6)
6th Cohort - commanded by Tribune Ongah (GO10)


general deployment

both legions are stationed at famous Campo di Marte in New Kolland. These forces train and drill regularly and represent a 50% mobilization which could be deployed to Glantri. In case of invasion or emergency Prince Kol could call upon a 3rd legion, a reserve legion, of the same type in defense of his principality.

breakdowns of the cohorts. All the troops have good quality weapons and shields provided through Von Hendricks

1st Cohort (both 1st and 2nd legions)(Command Cohort) -

2 Centuries of elite cavalry : 200 elite Goblin Dire Wolf Riders armed with bows and hand axes, 20 sergeants (GO1), 2 Centurions (GO3)

4 Centuries of heavy elite infanty: 100 Bugbear veterans (BU1), 10 sergeants (BU2), 1 Centurion (BU3); 100 Goblin Veterans (GO1), 10 sergeants (GO2), 1 Centurion (GO3); 100 Orc veterans (OR1), 10 sergeants (OR2), 1 Centurion (OR3); and 100 Gnoll Veterans (GN1), 10 sergeants (GN2), 1 Centurion (GN3)

1 Century of elite scouts: 100 Kobold scouts (NM), 5 sergeants (KO1), 1 Centurion (KO2)

2 Centuries of Pioneers (light construction, menial labor, medical corp, and camp guard): 200 Kobold (NM) with general 'healing' skills, 20 sergeants (KO1), 1 Centurion (KO3) with artillery and engineer training.

2nd-6th Cohorts, 1st Legion

each legion has 8 Centuries of Kobold Infantry: 800 Kobold infantry (NM) shields and spears, 80 sergeants (KO1), 8 Centurions (KO2)

2nd Cohort, 2nd Legion

8 Centuries of Bugbear Infantry: 800 Bugbear Infantry (NM) shields and longswords, 80 sergeants (BU1), 8 Centurions (BU2)

3rd-6th Cohorts, 2nd Legion

each legion has 8 Centuries of Goblin Infantry: 800 Goblin infantry (NM) bows, and spears, 80 sergeants (GO1), 8 Centurions (GO2)
Last edited by micky on Sat Sep 12, 2009 10:23 pm, edited 5 times in total.
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Sun Aug 16, 2009 7:50 pm

updated some deployments after writing up the Principality of Bramya and since I'm here... let's add some more..

reprinted with permission from 'The War Machine' revised and updated by Prince Jaggar Von Drachenfels and Lord Eachainn McDougall (©The Piazza Press, Glantri City, Glantri 994,1014)

taken from Chapter 3. Simply titled.... Ethengar.

'An invasion by the Khan would be the realization of every nightmare those who live in the east have ever had. The men of the Steppes are a bloodthristy, dishonorable, cowardly lot who will neither take nor ask for quarter. For such a threat a strategy to combat an invasion by the Khan must be planned and training by the divisions must be geared to the possibility of such an event. Glantri has long had a standing tactical and strategy plan for dealing with an invasion by the horsemen of the steppes and was detailed in the first edition of The War Machine. Since the first publication in 994, many things have changed in Glantri, which calls for an updated and revised notion of how to defend our homeland if the Khan should invade.

The invasion of the humanoids under Thar in 1007 underlined a basic weakness in Glantri's military structure that was not realized until it was too late to correct. Of all the nations in this region of Mystara Glantri had the smallest, by percentage, standing military force. As of the AC 1000 census Glantri had a population of 780,000. The Glantrian Grand Army consisted of 8 divsions of 950 men and women (includes logistics banner) which made the percentage of military to total population an incredible 0.974% of the total population. It was believed that the superior quality of those troops would more than make up for the size. Sadly the invasion by Thar showed the Glantrian High Command that those numbers were simply not sufficient to project power in a timely manner. In chapter 2 we detailed the new expansion of the Glantrian Grand Army to reflect the lessons learned in the Great War. Today that percentage has increased to 2.5% with the expansion of the Grand Army to 16 divisions.

Other changes have come to Glantri since the first edition of the War Machine was printed. The plague of the late years of the Great War devastated the population of Glantri in conjunction with losses in the war against Thar then the Alphatians. The last census, in AC 1010, puts the population of Glantri at just over 600,000. Also the regions closest to Ethengar have been more settled, with the establishment of the Principality of Bramya and the continuing expansion of Boldavians settling the eastern Czaikow Hills. All these changes require a new plan of defense for Glantri and in this chapter we will detail the defense of Glantri in the event of a full scale invasion from the east. To help with that we will explore the following topics.

I. Ethengarian military strength
II. Likely avenues of attack from the east
III. Defense of Boldavia
IV. Defense of Bramya
V. Defense of the Lower Vesubian Valley.
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Mon Aug 17, 2009 1:20 am

taken from the section of Ethengarian military strength...

'Reliable intelligence provided to the Glantrian High command puts the Ethengarian standing miilitary strength at approximately 9468 men in 9 Ethengarian hordes. One source of intelligence (codename GAZ12) has put this as the total force the Ethengarians can put in the field. The Glantrian High Command is extremely dubious of this number since it is well known that Ethengar is a warrior culture and men and women are taught to ride and shoot a bow from the time they can walk. A second source (codename PWA 1) has estimated that that the Ethengarians could in time of need mobilize up to 1/3 their population for attack or for defense. Latest estimates put the Ethengarian population at 330,000. That would mean that Ethengar could enter Glantri with a force as large as 110,000 experienced horse warriors. It is opinion of Glantrian Military Intelligences that the lower estimate would be no more than a nuisance, or a large scale raid, but the higher estimate would be a catastrophic event for Glantri and require maximum mobilization for defense of the Principalities......'

'.... assuming the Ethengarians can mobilize such a large force they would well trained with the bow and on the horse and touch individual fighters but would have the same weaknesses as mobilized forces and reserves everywhere. While they might be good individual fighters, as our reserves are, they are not trained in large scale military movements and tactics nor are the leaders of such formations...'

'.....The Ethengarian Horde is comprised of 10 banners of 100 men plus officers. The horde uses superior mobility to probe and assault weak points in an enemies line. The Horde is built for a mobile action not a stand up fight. The Horde is most effective on open ground, much less effective when mobility is restricted. The archers of the Ethengarian hordes are among the finest in the world and are capable of shooting accurately on a galloping horse.....'

'...intelligence has determined that the Khan has brought mercenaries to his encampment, specialists in warfare. Dwarves have been sighted heading out to the elite Horde known as the Keshak. Intelligence believe they are being taught siege warfare and may have access to siege weapons. Intelligence regrets that they have not been able to confirm this, as two agents were lost trying to penetrate the Keshak camp. It is their considered opinion that this is a distinct possibility and one that must be planned for...'

'..... the greatest advantage Glantri has over the Ethengar is our mastery of magic. The Horsemen have their own wizards, called hakomon, intelligence likens them to hedge wizards and probably would be no threat to a nation of wizards....'
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Sat Aug 22, 2009 12:06 am

excerpt taken from section two: II. 'Likely avenues of attack from the east'

It is the Glantrian High Commands considered opinion that there are three possible avenues of attack, from which the hordes of Ethengar might try to invade through.

1. The most likely, with a probability estimated at 75% would be an axis of advance through the Dul-Anur Valley into the heart of the Boldavian region.

2. Intelligence believes the likelihood of the primary axis of advance coming through Bramya and Skullhorn Pass to be at 5%. Colonel Klink of the Intelligence Operative said it best: 'Even the Khan wouldn't be stupid enough to believe he can force his way through the Pass and it's defenses. We could only be so lucky if he did.'

3. Intelligence has downgraded since the last intelligence estimate the possibility of the Khan taking a southerly route in between the Colossus Mounts and the Broken Lands. Intelligence puts the probability of invasion from this southerly route at 20% with changes in the geo-political world. The Shadow Elves have replaced the humanoids in the eastern broken lands and Intelligence believes that the Hordes would be reluctant to leave such a powerful foe, one known to have a good relationship with Glantri, on it's flanks and it it's rear as it advanced through the narrow portal between the Eastern Broken Lands and the Colossus Mounts. It is also the most heavily defended approach to Glantri City, having neither natural features (Skullhorn Pass) or distance from the heart of Glantri (Boldavia) as means of defense. A strike through the southern approaches would be the most dangerous as it would be the shortest and most direct and accessable way for the Hordes to reach the Capital. It has to be assumed that the Khan is aware that our primary defensive posture is geared to stop such an advance, not mention passing through or near two Elven Principality with their high percentage of warrior/mages. Intelligence concludes that while such an attack is possible it is the less likely of the two realistic axis of invasions by Ethengar.
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Tue Aug 25, 2009 2:33 am

coming back to this since I've put my Glantrian dominion project on temporary hold for a bit while I; first find a good program that a computer idiot like me can use, then attempt to play around with mapping the suburbs of Glantri City (fleshing out the suburbs in the main goal of the Glantri City entry since the main city has pretty well been done in canon).

excerpt taken from section III. The defense of Boldavia

As noted in the last section, an attack by the Khan of Ethengar is thought to most likely have it's primary objective the conquest of Boldavia as a prelude to advancing into the heart of Glantri. The reasons for intelligence believing so were touched upon in Section II. The other two axis of advance, through Bramya, or in the Belcadiz gap have distinct tactical disadvantages for the Khan. An advance into Bramya and into Skullhorn Gap would leave both the northern and southern flanks open to envelopment and flanking attacks. An advance into the Belcadiz Gap would leave the Khan open potentially to attacks from the flank and the rear. By advancing into Boldavia in conjunction, intelligence would presume, a secondary thrust into Bramya would leave the Khan with his flanks secured and his lanes of retreat open.

Currently one-half of the Glantrian 1st Corp, Morphail's 6th and 16th Division are stationed in Boldavia at Fort Tchernovodsk. Those troops number close to 2,000 men. The Principality of Boldavia and the Free Province of the Western Czaikow Hills maintain independent forces as well which put the standing troops currently in the region at close to 3000. Intelligence has identified 5 likely scenarios likely in invasion of the Boldavian region.

1. A small scale raid (100-5000 warriors).
2. A large scale raid (5000-10000 warriors)
3. An attack in force (10,000-25,000 warriors)
4. A major invasion (25,000-50,000 warriors)
5. A catastrophic Invasion (50,000+ warriors)

Colonel Klink, head of Glantrian Military Intelligence, briefly detailed his estimations of force projection based on those five scenarios.

It is Colonel Klink's estimation that Morphail's divisions plus the regional forces could easily deal with the 1st scenario and would be a local matter handled directly by Prince Morphail. In the second scenario, it is most likely that Tchernovodsk would be isolated along with Morphail's divisions. They are believed adaquate to hold the fortress but it would be necessary to call up the division of Princess Juliana to drive back the forces exploiting the encirclement of the Fortress and it's forces, and to finally relieve the Fortress. Anything more than a large scale raid (condition 2 attack) would be a more serious affair, especially in the unlikely event our intelligence fails to give us advance notice of the attack and we were left with only the two divisions of Morphail in Boldavia. In the next section we will detail the defensive doctrine our forces are to take in Boldavia in level 3 situations and above. In the case of an attack higher than level 2, the Warden of the Marches Prinz Jaggar would take operational command of the situation.

tomorrow we will spell out Glantrian Defensive Doctrine for our commanders in the event of a level 3 and above attack in the Boldavian region.
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Sun Nov 27, 2016 6:42 pm

giving this a bump... looking for any thoughts.. old or new on the Ethengarian military.

As I look to detail the invasion of Glantri in 1015...and as my own campaign advances toward gaming this out... it really doesn't add up.. the events of the Almanac... against the numbers and firepower.. not to mention the fine details of an outnumbered, heavily underguned in magic.. attacking a LONG warned defender... defending high ground.. fortified positions.

In reality.. the Khan should have never made it out of Boldavia much less all the way to Glantri City. I would like to balance what fandom gave us versus the scrutiny of the fine tactical details. That means Ethengar needs something extra to do what the Almanac crew had it do... rather than just another Synn being bad plot device...
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Re: The Grand Army of Glantri.... revised and updated

Postby Robin » Sun Nov 27, 2016 9:50 pm

Colonel Klink's ???
woehaha...infusing British TV comedy...lol... also infusing the madonna with the big boobies??? :P
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Re: The Grand Army of Glantri.... revised and updated

Postby micky » Mon Nov 28, 2016 1:00 am

heheh... I do try to liven this stuff up man...

can't wait to get back to this project... what little self discipline I do have is pointing me toward New Averoigne now.. the Holy Grail of Glantrian exposition first. .then one can eat ones dessert after that...
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