* Knight Lorimette was <<print $lori>>.\n* We have a(n) <<print $troops>> number of troops.\n* Our troops are outfitted in <<print $armour>>.\n* We currently have <<print $vp>> Victory Points of a requisite <<print $need4win>>.\n* <<print $turncount>> turn(s) elapsed. (Ignore after wait phase.)
Marcus has given too much of herself in trying to assist Lucius with his spell. She does not make it out of the battle alive.\n\nBAD END
How are we doing for troops?\n\n[[Optimal troop numbers|OptimalTroops]]\n[[Suboptimal but sufficient troops|SufficientTroops]]\n[[Insufficient troops|InsufficientTroops]]
Current status of battle:\n\n<<display debugblock>>\n\nThe Sylgardian army is ahead of us. The battle is impending. Far to the left of the funneled clearing, a cliff wall rises 10 meters high. To the right a dense forest sprawls. A thin layer of snow pads the ground, softening the footsteps of our troops and those of these opponents.\n\nThe force which holds their ground may have the advantage, but if we hold out too long, reinforcements for the enemy will arrive, and we will have a far greater force to contend with.\n\nIs it best if we press forward now so that we can be on the offensive? The Sylgardians know their land better than we do, and they have been awaiting our arrival, so they may be prepared for us, but if we make a surprising assault we may catch them off-guard. It's still very early in the day.\n\nOn the other hand, we can wait and let them make the first move. and see if we can't be better prepared for their assault.\n\nWhat should we do?\n\n[[Make the first move.|firstmove]]\n[[Hold back and prepare.|waitandprep2]]
Was Enemy Magus Adamus captured?\n\n[[He was captured, but not made loyal|Start2][$adamus = "traitor"]]\n[[He was captured and converted by Rubus.|Start2][$adamus = "loyal"]]\n[[He wasn't captured.|Start2][$adamus= "free"]]\n
Sending Rubus to the frontlines without support was a mistake. Rubus is powerful, but he isn't a god. He takes out a massive number of troops, but is killed himself shortly afterwards. +20VP\n<<set $vp += 20>>\n\n[[Let's march.|march]]
We have three choices:\n\nNick and his men can lead an attack straight down the main road, towards the oncoming troops, but this will only delay them, and fighting them beyond our starting position might negate any defensive measures we've taken.\n\nThey can lead an attack through the forest, where the enemy won't see us coming. However, they know these woods better than us, so this might be a risky maneuver. <<if $scout eq true and $scoutlocale eq "forest">>In addition, we have heard concerning reports about the forest.<<endif>>\n\nThey can also lead an attack along the rocky outcroppings to our other side. The Sylgardians are on horseback and may not be able to navigate these cliffs as well as our reindeer can. However, we do not know precisely what the terrain is like. <<if $scout eq true and $scoutlocale eq "cliff">>When our scouts return they will be able to tell us more.<<endif>>\n\nAttack via the:\n* [[Main Road|waitsomemore][$nickb1 = true ; $b1attackpath = "mainroad"]]\n* [[Forest|waitsomemore][$nickb1 = true ; $b1attackpath = "forest"]]\n* [[Cliffside|waitsomemore][$nickb1 = true ; $b1attackpath = "cliff"]]
We have waited too long, and it would seem that the Sylgardians have received the reinforcements they were awaiting, and now are on the advance! [-10 VP]<<set $vp += -10>>\n\n<<display debugblock>>\n\n[[Prepare for for battle!|enemyattacksfirst2]]
If we have done nothing, and have not disrupted the attack form the forest by sending Nick's guard into the woods, the Sylgardians will continue their assault from the woods and loop around behind our army. Their ranged attacks will stop once their army is in place in behind ours. Any large scale effort from our mechanists will be thwarted, and our healers will have to relocate, putting us at a disadvantage. [-?? VP] Our forces will be pushed towards the cliff: [[Dire straits.|b4badlook]]\n\n\n[if $firebombs eq true] If we have prepped the firebombs, we are now using them to push back the enemy. This will be a huge destructive force, and will scare back the troops in the woods. We fire at the oncoming lines, so long as we can avoid our own men, and fire into the woods as well. The woods may catch on fire at this point, driving out the Sylgardians or killing them. This is a big bonus. [+?? VP]\n\n[if $b1fire eq true] If we are using the oil/lye solution, this is being implemented now, with fuel being thrown onto the enemy, and perhaps also at the woods.\n\n* [if $b1fireignite eq "torch"] If we have decided to light the blazes manually, this will happen at this point. However this is dangerous, and those who do it may end up dead themselves...\n\n* [if $b1fireignite eq "arrow"] We are at far too close quarters at this point to do this. We will need to make another choice.\n\n* [if $b1fireignite eq "rubus"] If we have asked Rubus to light the flame and he is not otherwise occupied, he can do so now. If you have asked Rubus to do something else, but Marcus has learned fire magic, then she can step up at this time and light the blaze. If that is not possible, you will have to pull Rubus off his other task (too complicated?) or just switch to using the torches.\n\n** However... this trick is much harder to pull off when we are in such close quarters, and some of the fuel has gotten to the grounds where our men are as well! The battlefield becomes a scorching inferno, making it difficult for both sides. The bonus for this one is... [?? VP]\n\n\n[if $poisoncloud eq true] If we have chosen to make the poison cloud now, the poison will be unleashed.\n\n* [if $windwall eq true] If we have had Rubus create the windwall as well, the poison will be directed properly at the Sylgardians. This will be a huge bonus. [+?? VP]\n\n* [if $windwall neq true] If for some reason we have not had Rubus create the windwall to go along with this, our troops will be poisoned as well. This is VERY BAD, big negative. [-?? VP]\n\n\n[if $windwall eq true] If we have created the windwall but done NOTHING ELSE, then see the Dire Straits option, because at this point the Sylgardians are going to stop their ranged attacks anyway, if they make it around us.\n\n\n[if $b1attackpath eq "cliff"] If we have previously sent Nick's riders along the rocky path, they can circle around behind the Sylgardian troops and win us some last minute points: [[b4cliffattack]]
Start of battle <<set $vp = 0>>\n\nWhat happened to Knight Lorimette?\n\n[[We let her go.|Start1][$lori = "released"]]\n[[We captured her.|Start1][$lori = "captured"]]\n[[We captured and tortured her.|Start1][$lori= "tortured"]]\n[[We killed her.|Start1][$lori = "killed"]]
The battle is won! We have probably lost some men, but we did well on the whole, and can move on to the free day, and then the siege.\n\nWe shouldn't treat the losses lightly, of course. Anything that happens in tomorrow's free day is going to be not especially on the upbeat side.
<<display debugblock>>\n\nIf we have sent out scouts, now is the time that we will hear back from them:\n\n* If we sent them along the cliffs, we will find out about a weak fault in the rocks. It's good to know this in case we want to advance along the cliffs, but also, James might mention, this is a good point to set explosives on and cause a small landslide. If you like you can tell him to go and set up the charges. If you have earlier asked him to prepare bombs, this can be a use for them (or you can stick with the original and launch them at the enemy). Setting the charges would need to be done right away to make sure they are ready. [$b3setcharges = true]\n\n* If we sent them into the forest, someone who we recognize to have been in the scouting party will make their way back, bedraggled, and let everyone know about the traps and the troops stationed in the forest.\n\nIf we have sent our contingent of riders, led by Nick, through the forest, Nick will return and inform you of the poor situation there as well, having lost a number of men to what was waiting for them there. However, we did at least delay them some and throw off their plans of ambush by doing this. [?? VP]\n\n\n[if $scoutlocale neq "forest"] If we have not sent out scouts into the forest, at this time the Sylgardians will begin to attack from the woods, leading an assault on two sides.\n\n[if $firebombs eq true] If we have prepped firebombs and we are not using them up on the cliffs (and have not busied the mechanists with doing this), now is the time that we can lob them at the enemy.\n\n[if $b1fire eq true] If we have decided to scorch the land with oil/lye, now will be the time to fire these.\n\n\nIf Rubus is not busy lighting the field ahead, he can create a wind wall to redirect the arrows of the Sylgardians back towards them. [$windwall = true]\n\nLucius can create a poisonous/noxious gas of some sort that will ward off the enemy. [$poisoncloud = true]\n\n\n[[Whatever happens, we move on.|b4]]
March against the enemy\n\n\n[[Let's march.|waitsomemore]]
Our troops have suffered greatly, but Lucius can still bring them up to snuff. However, this is going to take far more effort and energy than is normally applied to healing. Marcus can offer her skills if she has healing magic. However, it isn't clear how much she can really help.\n\n[[Let Lucius handle this.|LUCIUS ALONE]]\n[[Marcus has healing magic and is going to help out.|MARCUS HELPS]]
<<display debugblock>>\n\nWe have now been cornered at the face of the cliff, with Sylgardian troops surrounding!\n\n[if $b1attackpath eq "cliff"] If we have previously sent Nick's riders along the rocky path, they can circle around behind the Sylgardian troops and win us some last minute points by confusing the Sylgardians, buying us a bit more time to fight back. [+?? VP]\n\n[if $poisoncloud neq true] If we have chosen not to use the poison cloud earlier, we can utilize that option now if we choose to. [$poisoncloud = true]\n\n[if $windwall neq true] If we have not already had Rubus create a wind wall, he can offer that solution now as a means of directing the poison cloud. [Possibly another option could be offered here as a means of distracting the player from the smartest option, or for simplicity's sake Rubus could do this automatically if need be. [$windwall = true]\n\n[[Move on.|b4lastchance]]
At this juncture we will determine whether the battle is safely being won, or whether we will have to resort to desperate measures. This might be a couple different scenes, depending on how we got to this point.\n\nIf we have enough points for victory at this time, the game will advance to a final victorious moment, at which point we have successfully overcome the Sylgardian forces: [[VICTORY]]\n\nHowever, if we do not have enough points for victory, we will be given a choice of several desperate options [which are probably insta-win buttons? if we reach this point and are far too far away to win (<10 VP or something similarly awful), maybe we just get slaughtered and don't even get these options? we'll have to figure how that works math wise):\n\n\n* King Alastor, if we had optimal or sufficient troops to start, will suggest one last all out attack, something that will sacrifice a number of our troops, but likely ensure our victory. Playing it safe is out the window here. [[FINAL ASSUALT]]\n\n* Rubus can create a spell (using Nick's blood) that will instantly kill all Sylgardians in the area. That of course will include our troops (including Nick), and all those of pure Sylgardian blood opposing. The amount of energy it takes would cost Rubus's life as well. This will ensure victory, but is a VERY BAD CHOICE. Leads to a Bad End. [[EVIL SPELL]]\n\n* Many of our troops are wounded, but Lucius can create a huge healing spell to bring them all back up to snuff. However, this will cost him his life. The MC perhaps can assist, if she has learned healing magic, but in the end her efforts won't help for much, or will cost her her life as well. This is very risky and will bring about at least one friendly death. [[SACRIFICE THE CLERIC]]\n\n* If all hope is lost and we don't want to resort to tragic means, we can always surrender, and see what the Sylgardians will have in store for our army: [[SURRENDER]]\n
YOU HAVE BEEN WAITING FOR <<print $waitorderct>> hours.\n\n<<if $waitorderct lt 2>>The troops are getting restless.\n<<else if $waitorderct lt 3>>The troops are muttering. \ns1 "%(charname)s has no confidence in us."\n<<else>>The troops are muttering angrily. \ns1 "Is Orthera a nation of cowards?"<<endif>>\n\nIt is wise to wait first and see what the enemy will do before you go charging blindly into battle. The troops are yet far off in the horizon.\n\nEach preparation item will take 1 hour for you to coordinate. If you wait too long to attack, Sylgardian reinforcements will arrive and they will advance, strengthened. Perhaps there's some way to force them to strike first, so you can gain an advantage?\n\nSo far you have issued the following orders:\n<<if $pikes eq true>> - James and his men are going to coordinate an effort to place some pikes in the ground that will help deflect and divert the Sylgardian cavalry.<<endif>>\n<<if $mudfield eq true>> - Rubus is going to turn the field to mud to make moving across the terrain more difficult for anyone who attempts it.<<endif>>\n<<if $scout eq true>> - Nick is going to lead a group of scouts <<if $scoutlocale eq "cliff">>along the cliffs<<else>>through the forest<<endif>>, to see what can be determined about the enemy.<<endif>>\n<<if $elixir eq true>> - Lucius is going to craft an elixir that will increase the fighting potential of the troops, at the possible expense of some of their later strength or health.<<endif>>\n<<if $shamelori eq true>> - Commander Lorimette is being prepared for her walk of shame in front of her troops.<<endif>>\n<<if $pikes eq false>>James has the idea of setting up pikes so that the Sylgardian cavalry will have trouble charging us. This will also require that we hang back behind this line, in order for it to be effective, at least until the cavalry are out of the way.\n[[Set up pikes.|waitandprep2][$pikes = true ; $waitorderct += 1]]<<endif>>\n\n<<if $mudfield eq false>>Rubus suggests that, as a means of manipulating the field, he could make the terrain more difficult to move upon for any troops that are heavily armoured. Anyone or anything that moves upon it will become unsettled.\n[[Muddy the battlefield.|waitandprep2][$mudfield = true ; $waitorderct += 1]]<<endif>>\n\n<<if $scout eq false>>Nick's men are readying themselves for battle during the wait, but the men are growing anxious. While the preparations are happening, those who are not busying themselves otherwise need a way to be useful. Nick could oversee a contigent of scouts to see if we can't learn more about the enemy and the battlefield.\n[[Send out some scouts.|scoutchoice]]<<endif>>\n\n<<if $troops neq "optimal" and $elixir eq false>>\s\nKing Alastor is concerned about our troop numbers, and the fighting prowess of our troops after marching such a long distance. He would like to see them more fit for battle, perhaps phenomenally so. Lucius suggests that we could perhaps synthesize an elixir that would increase their vigour and fighting potential. He warns, however, that it would have the potential of weakening them greatly for later combat, possibly even shorten their lifespans. Alastor does not necessarily see this as a downside, and encourages the idea.\n[[Craft the elixir.|waitandprep2][$elixir = true ; $waitorderct += 1]]<<endif>>\n\n<<if $lori eq "captured" and $shamelori eq false>>a "I have an idea."\na "We've captured Commander Lorimette. What do you think it would do for morale to parade her in front of her own army?\n[[Use Commander Lorimette to mock her army.|waitstageinterim][$shamelori=true; $enemyattacksfirst=true]] <<endif>>\n\n[[Insist on waiting for the enemy to attack first so that your preparations are effective|waitstageinterim][$waituntilenemyattacks=true]]\n[[We can't wait for them to attack. Strike first|waitstageinterim][$cantwait=true]]\n
The Sylgardian riders have come ahead of their rangers and reached us, charging straight towards our front lines!\n\n<<if $pikes eq true>>Fortunately, because we installed that barrier of pikes beforehand, their riders have to stop short or change their paths. Those who don't are forcefully thrown from their mounts as the horses rear back or are injured. The ground is littered with those more inept.\n\nThe Sylgardians who safely dismount continue forward.\n <<if $mudfield eq true>>\nBecause of the unfavourable terrain we put ahead of them, some of them slip as they rush forward, and fall, making advance more difficult for those behind them. <<if $armour eq "leather">>Fortunately our men are outfitted in leather armour, which makes it easier for them to move forward and get the advantage! [+5 VP]<<set $vp += 5>><<else>>However, our troops are also wearing heavy armour, which makes it just as difficult to move. Those on reindeer can still press forward past the pike line where possible, but it is becoming a bit of a quagmire out there. [-10 VP]<<set $vp += -10>><<endif>>\n <<else>>\nOur melee troops rush forward to meet the assault, battling the enemies who are now on foot, while our rangers continue to aim past our men to strike the enemy.\n <<endif>>\n\n<<else>>Their riders plow forward into our front lines, forcing our army back from our position. [-5 VP]<<set $vp += -5>>\n\n<<if $nickb1 eq false>><<if $mudfield neq true>>Our mounted forces push forward to challenge the oncoming riders, and a fierce battle ensues.<<else>>The field is slippery thanks to the mud Rubus created, but it doesnt prove much of a challenge for those on horseback. However, the men advancing on foot are having a good deal of trouble slogging through the mud. <<if $armour eq "leather">> Our men, on the other hand, in their much lighter armour are having a good deal less trouble navigating the field, and can advance easily on the Sylgardians. [+5 VP]<<set $vp += 5>><<else>>Unfortunately our men are heavily outfitted as well, which makes moving through the mud somewhat difficult for us as well. [-5 VP]<<set $vp += -5>><<endif>><<endif>>\n<<endif>>\n<<endif>>\n\n[[What happens next?|b3]]
<<if $pikes eq true && $mudfield eq true>><<display mudpikes>><<endif>>\n\n<<if $pikes eq true>>At the behest of James the men have set up pikes that will make it difficult for the Sylgardian cavalry to charge. [+10 VP]<<set $vp += 10>><<if $badpikes eq true>> However, some of these pikes are positioned in the mud, and will not necessarily hold up very well when the time comes. [-5 VP] The pikes will only be useful if the Sylgardians go on the offensive.<<set $vp += -5>><<endif>><<endif>>\n\n<<if $mudfield eq true>>Rubus has muddied the battlefield, which will make moving across the terrain more difficult for anyone advancing across it. [This can be harmful later if you've outfitted your troops in something heavy.] The terrain will harm whoever advances first. [+10 VP]<<set $vp += 10>><<endif>>\n\n<<if $scout eq true>>Nick has sent out some scouts <<if $scoutlocale eq "cliff">>along the cliffs<<else>>through the forest<<endif>>, to see what can be determined about the enemy. With any luck, they should be able to report back soon.<<endif>>\n\n<<if $elixir eq true>>Lucius is busy crafting a (potentially dangerous) elixir to increase the abilities of our troops. This should be ready before we have to advance. [+30 VP]<<set $vp += 30>><<endif>>\n\n<<if $enemyattacksfirst eq true>>The Sylgardians are enraged to see their Commander Lorimette in chains, and make preparations to attack you on your own turf! [+15 VP]<<set $vp+=15>>\n[[Prepare to be attacked!|enemyattacksfirst]]\n<<endif>>\n<<if $waituntilenemyattacks eq true>>You wait for hours. Eventually, sylgardian reinforcements arrive! The enemy force moves forward to strike! [[Prepare to be attacked!|waituntilenemyattacks]]\n<<endif>>\n<<if $cantwait eq true>>The soldiers are getting restless. We can't wait. It's time to strike! [[Move forward!|cantwait]]\n<<endif>>\n\n
This is one final, last-ditch attack, which we will be putting all of our power into. Nick will head the charge, likely. Many men will not make it out of this. Nick will probably die as well. However, their efforts will not be in vain, as this will ensure that the battle has been won.\n\n[[BITTER VICTORY]]
Battle of Arendy (Multiphase Mode Protype)
The Sylgardian troops are just about upon us, so we've got no time to waste!\n\n<<if $jamesb1 eq true and $firebombs eq true>>James and his men are busy preparing the firebombs that they can use to lob at the enemy.<<endif>><<if $jamesb1 eq true and $bl1fire eq true>>James and his men are busy preparing the fuel for the fire that we are going to let loose on the Sylgardians! <<if $b1fireignite eq "rubus">>Rubus is preparing to get into position to ignite the fuel once it is put in place.<<endif>><<endif>>\n\nOur ranged units have launched a counterattack against the Sylgardians, firing bows and crossbows ahead at them. <<if $jamesb1 eq true and $assistrangers eq true>> James is helping to give tactical orders to the rangers, which has increased the effectiveness of their assault!<<endif>> Rubus is also enchanting our arrows, which makes them fly faster, their aim even more true. [+10 VP]<<set $vp += 10>><<endif>>\n\n<<if $nickb1 eq true>>Nick and his men have launched a charge <<if $b1attackpath eq "mainroad">>[[head on|b2forwardcharge]]!<<elseif $b1attackpath eq forest>>into the forest, to see if they can get around the enemy troops, and perhaps attack them laterally or from the rear.<<else>>along the cliffline. They will be highly exposed to enemy attacks there, but if we are lucky, the Sylgardians have not thought of attacking from that direction, especially considering their horses are not well suited to that terrain.<<endif>>\n\n<<if $b1attackpath neq "mainroad">>Other than this, we will see what happens when the Sylgardians [[approach closer|b2sylgardassault]].
[This is where the scene will differ if we have Nick's men charge directly ahead while the Sylgardians are also charging us.\n\nWhat will happen here? I'm not sure just yet, but we need to figure out if any additional solutions need to be offered on this path, where it will intersect with the other path, if at all, and how the shared solutions from other paths will come in to this one. We also should not forget about the scouts, who should be returning shortly (if you sent them out)...]\n\nNick and his cavalry are rushing out to meet the oncoming Sylgardians!\n\n[if pikewall eq true] Unfortunately, they rushed out past the pikes we put up to divert the Sylgardian riders, rendering them ineffective.\n\n[if mudfield eq true] Our riders are clashing with those of the Sylgardians above the muddy terrain. Anyone who is on foot will be having trouble with their movement, unless they are in light armour. This includes our troops as well. (If wearing heavy armour -10 VP, else +5VP)\n\n\n[[What happens next?|b3]]
buncha dudes <<set $need4win = 70>><<set $troops = "optimal">>\n\nWhat will our troops be armoured in? Leather armour will not protect us as well, but will afford more maneuverability. Chain armour is much heavier, but will withstand more of an attack.\n\n[[Leather|Start3][$leatherarmour = true ; $armour = "leather"]]\n[[Chain|Start3][$chainarmour = true ; $armour = "chain"]]
It's a shame, but it seems that you can't force the Sylgardians to attack first without risking their reinforcements arriving.\n\n[[Move Forward|wastedpreparations]]
Rubus uses Nick's Sylgardian blood (they don't use Marcus's because there's no way Nick would let her; he agrees to it because he knows that she won't be killed in the spell and he's an awful sap who probably values her life above his fellow Sylgardians), to craft a spell that will only affect Sylgardians, with the assumption that it can probably be targetted only at the enemy.\n\nAs it turns out, it cannot, and while the enemy is greatly sickened or wiped out, it also manages to affect a number of our men in the vicinity as well. This of course includes Nick, who has the strongest link to the spell, it having been his blood involved.\n\nBy these despicable means, the battle is won, but morale is far too low afterwards to do much meaningful. In addition, now that we have shown this sort of sick ability, there is no reason for the Sylgardians to have the gall to oppose Orthera still. This would probably trigger a surrender from Queen Charlotte, and put an end to the conflict entirely. But at what cost?\n\n-VERY BAD END-
Current status:\n<<display debugblock>>\n\nTroop morale suffered slightly as a result of waiting so long.[-2 VP]<<set $vp -= 2>>\n\nIt's a shame, but you weren't able to force the Sylgardians to attack first. Our force will have to be the one that strikes first.\n\n[[Let's march.|march]]
The attack is too obvious! +0 VP! <<set $vp += 0>>\n\n[[Let's march.|march]]
There are a couple of choices, if we want to send out our scouts to get some more intel. We can either send them through the forest, or up along the cliffs. If they go along the cliffs they can move much more quickly, but there is a greater chance of being spotted by the enemy. If they go through the forest there will be more cover. However the Sylgardians know these woods far better than we do, and may suspect an approach from the forest.\n\nWhich way should we send the scouts?\n\n[[Cliffs|waitandprep2][$scout = true ; $scoutlocale = "cliff" ; $waitorderct += 1]]\n[[Forest|waitandprep2][$scout = true ; $scoutlocale = "forest" ; $waitorderct += 1]]
If we could get some oil onto the opposing ground, says James, then we might be able to light it on fire and scare off the oncoming troops. We could use the catapults and toss it with sacks or such. But we need some way to set it on fire once that happens.\n\nWe could send some of our men out with torches, but that would put them right into the fray.\n\nWe could use flaming arrows but we would have to be very careful about how we fire them.\n\nRubus has fire magic and could set fire to the oil, but he would need to be at the front lines to do so.\n\nWhich should we try?\n\n[[Torches.|waitsomemore][$b1fire = true ; $b1fireignite = "torch" ; $jamesb1 = true]]\n[[Flaming arrows.|waitsomemore][$b1fire = true ; $b1fireignite = "arrow" ; $jamesb1 = true]]\n[[Have Rubus do it.|waitsomemore][$b1fire = true ; $b1fireignite = "rubus" ; $jamesb1 = true]]
<<if $adamus eq "traitor">>Adamus goes full traitor and joins the enemy! -20VP! \n<<set $vp -= 20>>\n<<endif>>\n<<if $adamus eq "loyal">>Adamus' familiarity with the enemy lets him execute a devastating strike, and he is able to slip away in the confusion by pretending he is still allied with the Sylgardian force. +25VP. <<set $vp+=25>>\n<<endif>>\n\n[[Let's march.|march]]
<<if $pikes eq true>>\nThe time we spent preparing the pikes was well-spent. The enemy struggle to mount an attack. +5 VP! <<set $vp += 5>>\n<<endif>>\n\n<<if $mudfield eq true>>\nThe enemy struggles in the muddy field. +5 VP! <<set $vp += 5>>\n<<if $armor eq "chain">>Our soldiers heavy armor hurts them, too, though! -5 VP! <<set $vp -= 5>>\n<<endif>>\n<<if $armor eq "leather">>Our own soldiers easily navigate the field in their light armor.\n<<endif>>\n<<endif>>\n\n\n[[To battle!|waitsomemore]]
Current status:\n<<display debugblock>>\n\nThe soldiers became a little restless while you waited.[-1 VP]<<set $vp -= 1>>\n\nIt's a shame, but you weren't able to force the Sylgardians to attack first. Our force will have to be the one that strikes first.\n\n[[Let's march.|march]]
You decided to muddy the field ahead of you while the fellows were setting up your post defense system, oh no! That was a pretty bad idea, so now your pikes are not going to hold up very well (you didn't have time to coordinate what was going where).\n\nYou've got the pikes in place anyhow, but it's doubtful how effective they will be in battle.<<set $mudfield2 = true>><<set $badpikes = true>>\n\n[Anti-Syngergy]\n\n<html><hr/></html>
Our forces are moving to meet eachother on the field.\n\n<<if $scout eq true and $scoutlocale eq "forest">>There are reports of a commotion in the forest. The scouts we sent out there still have not returned, so there is no telling what that skirmish could be. However it is probably safe to assume there are enemies in the woods.<<endif>><<if $scout eq true and $scoutlocale eq "cliff">>We still have not heard any report from the scouts that we sent out.<<endif>>\n\n<<if $jamesb1 neq true>>James suggests that he could prepare some explosives to launch at the enemy. He also notes that we do have oil that has been used on the machinery, which could prove to be highly flammable, were there some way to set it on fire. The simplest tactic at this time, however, would probably be to just have him help out the bowmen.\n\n[[Prepare some explosives.|waitsomemore][$firebombs = true ; $jamesb1 = true]]\n[[Consider the oil solution.|b1firechoice]]\n[[Have James direct the bowmen.|waitsomemore][$assistrangers = true ; $jamesb1 = true]]<<else>>We are going to have James and his men <<if $firebombs eq true>>prepare some firebombs<<elseif $b1fire eq true>>light the field on fire<<else>>assist the bowmen<<endif>>.<<endif>>\n\n<<if $nickb1 neq true>>Nick wants to stay on the defensive, but his men are ready and capable of leading a charge against the onslaught, if need be.\n\n[[Stay on the defensive.|waitsomemore][$nickb1 = true]]\n[[Lead a charge against the oncoming army.|b1nickattack]]<<else>>Nick and his men are going to lead a charge <<if $b1attackpath eq "mainroad">>along the main road.<<elseif $b1attackpath eq "forest">>through the forest.<<else>>along the cliffside.<<endif>>\n<<endif>>\n\n[[Time to move on!|battle1]]
<<if $pikes eq true>>\nThe time we spent preparing the pikes was wasted, as we're now moving beyond their line. [-10VP]<<set $vp-=10>>\n<<endif>>\n\n<<if $mudfield eq true>>\nMuddying the field ended up hurting US. The soldiers struggle over the muddy field. [-15VP] <<set $vp-=15>>\n<<endif>>\n\n[[Move Forward|waitsomemore]]
The enemy was prepared for that! The knights are killed! -10 VP! <<set $vp += -10>>\n\n[[Let's march.|march]]
We've decided to take the offensive.\n\nn "Striking immediately is unexpected, and may give us an advantage if we do exactly the right thing."\nn "However, we can only launch a single unexpected attack before the element of surprise is lost, and we can't execute these plans simultaneously without a means of synchronizing movement."\n\n((If you developed SIGNAL ARROWS with the James/Rubus combo, you can execute multiple plans at once and really own this phase))\n\n[[Send a phalanx of Knights to run through the ranks of the enemy (probably bad-- they're prepared for this. -10VP).|firstmoveknights]]\n[[Send Fox's assassins to take out high-value targets (+5 VP if you don't torture Lor, +20 VP if you did.)|firstmoveassassins]]\n[[Send Rubus in as a surprise attacker (really dumb move! +20VP but Rubus dies)|firstmoverubus]]\n<<if $adamus eq "loyal" or $adamus eq "traitor">>\n[[Send Rubus's pet mage in as a surprise attacker (only if you have converted him-- he survives because he's familiar with the enemy) +25VP|firstmoveadamus]]<<endif>>\n[[Send a wagon full of black powder towards the enemy and detonate it with fire arrows (doesn't work, it's way too obvious) +0VP|firstmovewagonexplosives]]\n
Marcus, having learned healing magic long ago, can't let Lucius do this alone. She can choose to help him just a bit, and preserve herself, or else give it her all.\n\nIf she chooses to give it her all, Lucius is opposed to the idea (perhaps only if you have enough points with him), and will advise you against it, claiming that he can handle it on his own, and that it will likely cost Marcus her life if she tries to emulate what he does.\n\nIf she still chooses to give it her utmost, Lucius's healing will be greatly assisted, and will most certainly work, but Marcus's life will be lost in the process: [[DEATH]]\n\n(Although, if we wanted perhaps to be kinder to the player, Marcus's efforts will save Lucius and only leave her (and Lucius) unconscious and greatly weakened. She would come back to long after the battle has been won.)\n\nIf she chooses to only give some of her energy to the healing, stopping when she starts to feel weak, we (the writers) can decide whether this would still leave Lucius to die, or perhaps only put him out of commission for a while. [[BITTER VICTORY]]\n\nEither way, should Lucius make it out of this, the player should gain a boatload of points with him.
not very many dudes <<set $need4win = 100>><<set $troops = "insufficient">>\n\nWhat will our troops be armoured in? Leather armour will not protect us as well, but will afford more maneuverability. Chain armour is much heavier, but will withstand more of an attack.\n\n[[Leather|Start3][$leatherarmour = true ; $armour = "leather"]]\n[[Chain|Start3][$chainarmour = true ; $armour = "chain"]]
<<if $lori eq "tortured">>Commander Lorimette's intel allows the assassins to take out high-value targets! +20VP! \n<<set $vp += 20>>\n<<else>>Without intel, the Assassins fail to take out any high-value targets. +5VP. <<set $vp+=5>>\n<<endif>>\n\n[[Let's march.|march]]
Waiting long enough, reinforcements arrive and the Sylgardians move against you!\n\n[[They're advancing with reinforcements!|sylgardadvance]]
The Sylgardian troops are just about upon us, so we've got no time to waste! The rangers have begun to fire upon us. shields up, front lines!\n\n<<if $jamesb1 eq true and $firebombs eq true>>James and his men are busy preparing the firebombs that they can use to lob at the enemy.<<endif>><<if $jamesb1 eq true and $bl1fire eq true>>James and his men are busy preparing the fuel for the fire that we are going to let loose on the Sylgardians! <<if $b1fireignite eq "rubus">>Rubus is preparing to get into position to ignite the fuel once it is put in place.<<endif>><<endif>>\n\nOur ranged units have launched a counterattack against the Sylgardians, firing bows and crossbows ahead at them. <<if $jamesb1 eq true and $assistrangers eq true>> James is helping to give tactical orders to the rangers, which has increased the effectiveness of their assault! [+5 VP]<<set $vp += 5>><<endif>><<if $b1fireignite neq "rubus">> We could increase this even more if we have Rubus enchant our arrows, which will make them fly faster, perhaps their aim even more true. [[Enchant the arrows.|battle1-2]]<<endif>>\n\n<<if $nickb1 eq true>>Nick and his men have launched a charge <<if $b1attackpath eq "mainroad">>[[head on|b2forwardcharge]]!<<elseif $b1attackpath eq forest>>into the forest, to see if they can get around the enemy troops, and perhaps attack them laterally or from the rear. We will have to wait and see what happens.<<else>>along the cliffline. They will be highly exposed to enemy attacks there, but if we are lucky, the Sylgardians have not thought of attacking from that direction, especially considering their horses are not well suited to that terrain. We will have to wait and see what happens.<<endif>><<endif>>\n\n<<if $b1attackpath neq "mainroad">>Other than this, we will see what happens when the Sylgardians [[approach closer|b2sylgardassault]].
The battle is won, but at a great cost to our men. Things are not going to be very good moralewise, but we did at least defeat the Sylgardians. If we have the will, we can continue on towards the capital.
not as many dudes <<set $need4win = 85>><<set $troops = "sufficient">>\n\nWhat will our troops be armoured in? Leather armour will not protect us as well, but will afford more maneuverability. Chain armour is much heavier, but will withstand more of an attack.\n\n[[Leather|Start3][$leatherarmour = true ; $armour = "leather"]]\n[[Chain|Start3][$chainarmour = true ; $armour = "chain"]]
Lucius is able to heal all of the troops, but it costs him all his life's energy. He collapses, dead. If you have been pursuing his path, it is, obviously cut horribly short.\n\nHowever, via his sacrifice, you have achieved victory. Congratulations...?\n\n[[BITTER VICTORY]]
Nick and his men have gone along the cliffside and can now position themselves behind the Sylgardian army. This should slow their assault some because it is distracting. This should give us a nice bonus. [+?? VP]\n\nIn addition, with the troops we have on our side we can get -them-, or at least part of their forces, trapped closer to the cliff.\n\n[if $b3setcharges eq true] If we have set the charges along the cliff previously, we can now use them to detonate the weak fault we discovered to create a small landslide, taking out the Sylgardian troops who are positioned below. This should give us a very good bonus. [+?? VP]\n\nAt this point we are at a tipping point. Let's judge our progress at the [[MOMENTOFFATE]].
The enemy is attacking you before their reinforcements arrive! Taunting them was successful!\n\n[[How will your defenses perform?!|enemyattacksfirst2]]
Q@A
If we have still done nothing at this juncture (because the player is daft??), we simply move on to the [[MOMENTOFFATE]].\n\n[if $poisoncloud eq true] If we have chosen to make the poison cloud now, the poison will be unleashed.\n\n* [if $windwall eq true] If we have had Rubus create the windwall as well, the poison will be directed properly at the Sylgardians. This will be a huge bonus. [+?? VP]\n\n* [if $windwall neq true] If for some reason we have not had Rubus create the windwall to go along with this, our troops will be poisoned as well. This is VERY BAD, big negative. [-?? VP]\n\n\nWhatever has just happened, we leave it all to Althea's judgement in the [[MOMENTOFFATE]].
If we have spared Knight Lorimette and were civil to her when she spoke to us at the start of the battle, she may do us a kindness in turn, and spare our lives. However at this point the battle is, of course, surely lost.\n\nIf we choose to continue the story here, the MC can have a chance to speak with Queen Charlotte, and if she plays her cards right/chooses to, end up in her service. This is a potential semi-Bad End.\n\n\nHOWEVER\n\nIf we killed or captured Knight Lorimette, surrender is as bad as simply losing, as the Sylgardians are not going to take pity on us. This is a BAD END and everyone dies.\n\n\nEither way this option is pretty much GAME OVER