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Post by Architect on Sept 4, 2014 18:07:13 GMT -5
Fight!
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Post by Architect on Sept 4, 2014 18:07:44 GMT -5
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Post by Architect on Sept 4, 2014 18:08:01 GMT -5
The Battle of Morrisanian Dunes - (1/5)
Firstly, an offer. To the first 50 Ugthanki Soldiers who come to us with the heart of another Ugthanki Swordsman in hand gets 10 Tumeken-faced Lazules.
Secondly, we mobilize our troops. Spearmen at H22 move to K20, while the Spearmen at H21 move to J19. I myself shall step back to G21 while my Bombardiers at G21 move to J20. Mages are to move to J21 and I20, while 100 rangers from each platoon move north to F18 and G18. The Riders will be my eyes and move to G15. I want to know what's out there.
May Tumeken's light guide our hearts and might, and when dusk falls, may we remain standing tall. In His Holy Name, We Pray.
Troops:
Bombardier-General Murad Demirayak - (I21 > G21) - 100%
150 - (H22 > K20) 150 - (H21 > J19) 100 - (G21 > J20) 150 - (G20 > J21) 150 - (F20 > I20) 200 - (H20 > G15) 100 - (G22 > G18) 100 - (F22 > F18) 50 - (G22) 50 - (F22)
50% Morale
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Post by Architect on Sept 4, 2014 18:08:32 GMT -5
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Post by Architect on Sept 4, 2014 18:09:09 GMT -5
I believe I only have 100 of each troop present (as the others will arrive next turn). I will wait for a remedy to this mistake before posting my turn (as this could affect troop positions). I will edit this post to make my battle turn after the situation is corrected.
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Post by Architect on Sept 4, 2014 18:09:24 GMT -5
This is the corrected map. I will edit the turn post to reflect the change in just a moment.
Morrisane Pass: Your troops move into position as your general sends the offer forward. The nearby Ugthanki riders, ignoring your offer, assumed by your aggressive movements that you were a group of bandits. He blows a horn to alert the other bandits of your location, and the camel-riders converge on your troops. They aim for your spearmen, killing off 62 of them together. Your spearmen then proceed to make minced meat of the riders, killing off around 100 of them in retaliation. There was also a skirmish between riders further north. One group of riders were en route to your army before stopping suddenly as their comrades are slaughtered. EGTC: 238 Spearmen 300 Mages 300 Archers 100 Bombardiers Bombardier-General Murad Demirayak - 100% Morale - 70%Morrisane & Co.179 Ugthanki Swordsmen More Troops Somewhere... Morale - 40%
Your troops begin to move into position towards the left path. Your riders, scouting ahead, notice that there is a large gaggle of... chickens... up ahead. On top of this, they can see that they are heading closer to the maze, rather then to the coast. Kingdom of Brantia: 200 Spearmen 200 Mages 200 Archers 200 Riders 100 Crown Infantry Gregor Reinholt - 100% (Joining the Spearmen) Morale - 50%Other: More Enemies Somewhere...
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Post by Architect on Sept 4, 2014 18:09:45 GMT -5
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Post by Architect on Sept 4, 2014 18:09:54 GMT -5
The Battle of Morrisanian Dunes - (2/5)
The Bombardier Division and the J19 Spearmen Division are to fight off the Ugthanki Cavalry at K19, while the Spearmen division at K20 moves to M20 to destroy the enemy. The Mages at I20 and J21 are to move to M21 and L21 respectively and begin to attack the Ugthanki Cavalry at N19, while the aforementioned spearmen also help battle it off.
Meanwhile, the Riders are to run from G15 to L18, while the Archers fire on the Ugthanki Cavalry at H15. I myself will move to J21, for it is high time I engage in this battle, while the archers with me (Divisions at F22 and G22) will move to J22 and I22.
May Amascut grant us power to destroy, and may our fire and blades be her envoy, and when our brothers fall as death rains upon them, may she let them rise once more to join us again. In Her Holy Name, We Pray.
Troops:
Bombardier-General Murad Demirayak - (G21 > J21) - 100%
150 - (K20 > M20) 88 - (J19) 100 - (J20) 150 - (J21 > L21) 150 - (I20 > M21) 165 - (G15 > L18) 100 - (G18) 100 - (F18) 50 - (G22 > J22) 50 - (F22 > I22)
70% Morale
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Post by Architect on Sept 4, 2014 18:10:08 GMT -5
Your troops continue forward. You eventually gain site of the mad kings maze, and of more chickens. You also hear the sounds of young people in the distance. Unfortunately you can't make out what they're doing. Kingdom of Brantia: 200 Spearmen 200 Mages 200 Archers 200 Riders 100 Crown Infantry Gregor Reinholt - 100% (Joining the Spearmen) Morale - 55% Other: More Enemies Somewhere...
Your troops take down the warriors around you. Your (J20) bombardiers are now capable of leveling up. Everything is going swimmingly thus far. Your archers aim and fire at the Ugthanki Swordsmen as they try to flee to the East. As your archers continue to watch, they see groups of Ugthanki Archers approaching from over the dunes. In the middle of them is a teen riding upon a white horse. He holds himself higher then the people around him, so it can be assumed he runs the show around here. You notice the teen look behind him to the left. He looks to the Southeast again before looking back with a slightly worried expression. EGTC: 226 Spearmen 300 Mages 300 Archers 94 Bombardiers 165 Riders Bombardier-General Murad Demirayak - 100% Morale - 80%Morrisane & Co.253 Ugthanki Swordsmen 500 Ugthanki Archers 325 Tough Guys Eli Morrisane - 100% More Troops Somewhere... Morale - 50%
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Post by Architect on Sept 4, 2014 18:10:31 GMT -5
The are to move one space north, and the other groups two spaces north, all while trying not to attract attention.
Army 100 100 100
((Edit to fix grammatical error.))
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Post by Architect on Sept 4, 2014 18:10:34 GMT -5
Rhynocs vs Wild (1/5)
Morale 50%
The rhynoc fighters mobilize from D4 and E4 to D1 and E1, the Spearmen mobilize from E3 and D3 to F1 and F2, and the Archers mobilize from E2 and D2 to G1 and G2, their objective is to bottleneck the kyatts.
50 rhynoc fighters D4 > D1
50 rhynoc fighters E4 > E1
50 spearmen E3 > F1
50 spearmen D3 > F2
50 archers E2 > G1
50 archers D2 > G2
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Post by Architect on Sept 4, 2014 18:10:44 GMT -5
The Battle of Morrisanian Dunes - (3/5)
Let us reform the line. Perhaps theses savages will tear eachother apart for us!
I shall join with my Bombardier Division. The rest of the divisions will all be giving orders. If there is any enemy charge, all units are to attack the enemy that they are best fit to kill.
Troops:
Bombardier-General Murad Demirayak - (J21 ➤ K20, Joining with Bombardiers) - 100%
138 - (M20) 88 - (J19 ➤ L18) 94 - (J20 ➤ K20) 150 - (L21 ➤ M22) 150 - (M21) 165 - (L18 ➤ L19) 100 - (G18 ➤ J18) 100 - (F18 ➤ I18) 50 - (J22 ➤ L20) 50 - (I22 ➤ K19)
80% Morale
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Post by Architect on Sept 4, 2014 18:11:01 GMT -5
Battle in Greater Catherby - Turn 1 Resolution Your troops move forward, attempting to blend in with the area. It appears you've succeeded thus far, as the bandits are presently busy with killing the wild beasts in the area. Logres Army: 100 Spearmen 100 Mages 100 Archers Morale - 60%Bandits:
190 Archers 130 Mages Morale - 60% Beasts:60 Beasts
Battle in Kyatt Glacier - Turn 1 Resolution Your troops move into position, causing enough of a ruckus as they do. Almost on cue, the Kyatts start dashing from their hiding spots heading straight for your troops. Rhynoc Army:100 Spearmen 100 Archers 100 Rhynoc Fighters Beasts:150 Kyatts
Battle in Morrisane Pass - Turn 3 Resolution Without saying a word, the Bombardier-General joins up with the bomb-slingers. The different platoons get the message and move into position. Eli watches this with an increasingly horrified expression. Soon a caravan arrives and stops before the Ugthanki Archers. "Sir! Is everything alright?" Eli looks down, then back at the Kaledam army. He can hear the merchants whispering to each other about the situation. "We will help take care of these bandits, sir! Take the Hagglers to Al Kharid!" Eli nods in a panicked manner and turns to lead the merchants away. EGTC:226 Spearmen 300 Mages 300 Archers 94 Bombardiers 165 Riders Bombardier-General Murad Demirayak - 100% Morale - 80%Morrisane & Co.253 Ugthanki Swordsmen 500 Ugthanki Archers 375 Tough Guys Eli Morrisane - 100% Morale - 50%
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Post by Architect on Sept 4, 2014 18:11:10 GMT -5
The Battle of Morrisanian Dunes - (4/5)
If the Hagglers wish to survive, then hand over the territory and they will be allowed on. Elsewise, they will perish like the rest of you. You must speak up immediately.
Spearmen are to both move to N17 and N18, and engage the enemy at O17. Myself and my Bombardiers will proceed to M18 to hurl our explosives at the same enemy. Meanwhile, Riders are to move to Q23, and our two groups of mages are to move to P20 and P21 to begin blasting at these so-called "Tough Guys". Finally, our Archers are to form three Divisions, 100 Archers Each, and move to J15, K16, and L17 in order to begin shooting any Ugthanki Cavalry still alive.
May Het prepare our swords and strengthen our arms, and when the enemy stikes, may he protect us from harm. In His Holy Name, We Pray.
Troops:
Bombardier-General Murad Demirayak - (K20, joined with Bombardiers ➤ M18) - 100%
138 - (M19 ➤ N18) 88 - (L18 ➤ N17) 94 - (K20 ➤ M18) 150 - (M22 ➤ P21) 150 - (M21 ➤ P20) 165 - (L19 ➤ Q23) 100 - (J18 ➤ J15) 100 - (I18 ➤ K16) 50 - (L20 ➤ L17) 50 - (K19 ➤ L17)
80% Morale
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Post by Architect on Sept 4, 2014 18:11:22 GMT -5
All units are to move two spaces north and two east (using a diagonal), while still trying not to attract attention (which will be impossible once the beasts are gone).
Army 100 (A10->C8) 100 (B10->D8) 100 (A11 ->C9)
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Post by Architect on Sept 4, 2014 18:11:33 GMT -5
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Post by Architect on Sept 4, 2014 18:11:52 GMT -5
Rhynocs vs Wild (2/5)
The rhynoc fighters quickly move from D1 and E1 to I1 and I2. The Archers move from G1 and G2 to H1 and H2.The spearmen move from F1 and F2 to G1 and G2. The archers are to take aim when they can.
50 rhynoc fighters D1 > I1
50 rhynoc fighters E1 > I2
50 archers G2 > H2
50 archers G1 > H1
50 spearmen F1 > G1
50 spearmen F2 > G2
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Post by Architect on Sept 4, 2014 18:11:57 GMT -5
Battle in Morrisane Pass - Turn 4 Resolution Your troops fight valiantly as they take out a large chunk of the opposing army. You whittle them down to the point where you now exceed their numbers. When the dust settles, you see Eli riding back up to the hill. "You do not have the authority to do this, Eli! Your father could send reinforcements and-" Eli hesitates, possibly contemplating whether he can do this or not. "You'll pay for this, Morrisane!" is shouted as the Hagglers run off to the North. Congratulations! Morrisane Pass is yours! (unless you REALLY feel the need to chase after the merchants.) You have gained: 3,000 , 3,000 , 1,000 , and 5,000 . On top of this, your and yield has increased by 100 each. EGTC: 95 Spearmen 282 Mages 277 Archers 165 Riders 94 Bombardiers Bombardier-General Murad Demirayak - 100% Morale - 100%Allied Forces:183 Ugthanki Swordsmen 476 Ugthanki Archers 50 Tough Guys
Battle in Melzars Maze - Turn 3 Resolution You've discovered a most diabolical plot! These were no ordinary chickens - they were EVIL CHICKENS!!! Shocking surprises aside, the evil chickens begin conjuring up magical flames to throw at your troops as the Brantians begin slinging attacks left and right. When the dust settles, Gregor quickly identifies the leader of the Evil Chickens up ahead. Oh, and you manage to spot some of the youths through the dense trees all rushing into Melzars Maze. Kingdom of Brantia: 146 Spearmen 144 Mages 160 Archers 100 Riders 50 Crown Infantry Gregor Reinholt - 100% (Joining the Spearmen) Morale - 60%Evil Chickens
340 Evil Chickens Cockscomb Chickenscratch - 100% Locals:50 Spearmen 15 Archers Morale - 90%
Battle in Greater Catherby - Turn 2 Resolution Your troops continue to sneak around as the bandits are busy with beasts. As the last of the wild animals are defeated, the Bandits still seem too preoccupied to notice your group. Logres Army: 100 Spearmen 100 Mages 100 Archers Morale - 60%Bandits:185 Archers 125 Mages Morale - 70%
Battle in Kyatt Glacier - Turn 2 Resolution The Kyatts pounce, killing off a chunk of your rhynoc fighters. This, of course, could be construed as a mistake - as when the Kyatts look down, instead of seeing their prey dead, they see a small group of feral rhynocs rip them to shreds. The archers in the back helped out as well, of course. You can also hear the pitter patter of kyatts to the South. Rhynoc Army: 100 Spearmen 100 Archers 56 Rhynoc Fighters 22 Berserk RhynoccsBeasts: 50 Kyatts More Enemies Somewhere...
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Post by Architect on Sept 4, 2014 18:12:13 GMT -5
Battle for Melzar's MazeRound 4: Let the Feathers Fly Inconceivable. The vast majority of the world's chickens can only kill with their beaks, yet these ones have somehow learned how to use magic. Truly, this world has fallen to deplorable depths since the Cataclysm.
Though battered, my Crown Infantry use Sanctuary and advance to G-13, attacking both of the Evil Chicken squads adjacent to that square. The Spearman platoon in I-13 moves to G-12 and assists the Crown Infantry. The Archer platoon in I-15 provides fire support, while the Archer platoon in J-15 marches to J-14 before firing on the Chickens in G-11. To make room, my Mages move up to I-12 and J-12 and focus fire on the Chickens in J-10, assisted by the Spearman platoon in J-13, which advances to J-11 to engage. My Riders circle around to F-11 and hit the Chickens in H-10 from the western flank; trample the poultry into paste!
Should any of the Chickens try to flee, all of my men can use their remaining Movement Points to chase them. They must not be allowed to escape.
With each hour that passes, I seek more and more to see the cowardly face of my true enemy; one who would use children and animals to fight.
Crusader Force (60% Morale): 146 144 160 100 50 - Protected by Sanctuary Gregor Reinholt - 100%
Enemy Force: 340 Evil Chickens Cockscomb Chickenscratch - 100%
Edit 1: Moved Spearman squad in J-13. Edit 2: Actually used my Riders, wee!
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Post by Architect on Sept 4, 2014 18:12:34 GMT -5
Battle in Melzars Maze - Turn 4 Resolution After a hesitant standstill, all troops charge forward. The crown infantry, in the name of their fallen brethren, and with the assistance of their spearmen, archer, and rider comrades defeat a bulk of the chickens, as the other group takes out a nice chunk. Gregor and his spearmen found themselves surrounded for a few moments. The evil chickens took this opportunity to blast magic at the Captain-General, who raised his hand to create a holy barrier against the attack. As Gregor lowered the shield, he looked behind to see his spearmen backing away. With a grin both knowing and serene, Gregor rushed forward and slammed his hammer into the ground, creating a four-pointed blast of energy where the chickens stood. Gregor looked up to see Cockscomb standing a ways away. Cockscomb and his minions begin making a mad dash out of there. Gregor was about to give chase before he heard the youths yelling from the maze. At this point, a minion conjures up a magical fireball and launches it at the nearby kegs against the wall. The building promptly blows up, and then quickly catches fire due to the precautions put in place by the chickens. Many of the chickens die in the resulting explosion. Brantian Army: 118 Spearmen 112 Mages 160 Archers 93 Riders Gregor Reinholt - 91% Morale - 50%Locals:### Spearmen ### Archers
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Post by Architect on Sept 4, 2014 18:12:45 GMT -5
The Logrean move three space (NE2, then E1) to G6 and destroy the enemy starting with the southern group). The moves to E7 and the to D7. The fire on the enemy, beginning with the northern group until they are destroyed. The assist in destroying the northern group of .
Army
100 (D8->G6) 100 (C8->E7)
100 (C9->D7)
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Post by Architect on Sept 4, 2014 18:12:53 GMT -5
Battle for Melzar's MazeRound 5: Gallus Gallus Mortiferus Perhaps there is no hidden master, no dark puppeteer. That Chicken not only spoke; it did so with seething malice. It killed dozens of children and sacrificed the rest of its comrades just to escape. By Saradomin's Light, I swear that Cockscomb Chickenscratch will die a slow and painful death.
For now, all we can do is settle in Melzar's Maze and prevent something like this from ever happening again. I wish to know more of the young martyrs; once the flames die down, investigate the Maze and see where they came from and what they were doing here.
Crusader Force (50% Morale): 118 112 160 93 42 Gregor Reinholt - 91%
Enemy Force: Defeated!
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Post by Architect on Sept 4, 2014 18:12:59 GMT -5
Battle at Greater Catherby - Turn 3 Resolution The bandits are quickly taken out by the combined efforts of your troops. The noise of the clash is heard by a nearby group of archers, who volleys a few shots against your spearmen. Also - your mages report that they feel a slight sensation the closer they are to the coast. It is unknown what this means as of now. Logres Army:81 Spearmen 89 Mages 91 Archers Morale - 70% Bandits:75 Mages 80 Archers Morale - 80%
Battle in Melzars Maze - Turn Resolution 5 The flames continued to burn into the night as Gregor and his troops tried to wait it out. At some point, Gregor turns to check on his troops, who are obviously drained from this experience. He orders his men to return to camp, saying they will return another day. His men tried to protest, not wanting to look weak in front of the Captain-General, but they were relieved nonetheless to leave this forsaken site. A few days later, a group of pious villagers came to pay their respects. They managed to find some small rowboats sitting along the coast to Lake Falador. One villager offers that the youths may have came from NE or NW Asgarnia. Despite everything... Congratulations! You have claimed Melzar's Maze! You have gained 4,500 , 2,000 , 1,000 , and 5,000 . On top of this, your (Wood)and resources have increased by 100 each!
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Post by Architect on Sept 4, 2014 18:13:06 GMT -5
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Post by Architect on Sept 4, 2014 18:13:19 GMT -5
Your troops quickly kill off the enemy archer. The enemy troops that walked into the fog poke out of it every so often, moving very randomly. One group of mages steps out of the fog and happens to notice your troops to the North. Logres Army:76 Spearmen 72 Mages 91 Archers Morale - 70% Bandits:125 Mages 80 Archers Morale - 60%
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Post by Architect on Sept 4, 2014 18:13:29 GMT -5
Rhynocs vs Wild (3/5)
The rhynoc fighters quickly move from I1 and I2 back to D1 and E1. The Archers move from H1 and H2 back to G1 and G2. The spearmen move from G1 and G2 back to F1 and F2. The archers are to prepare to fire yet again. The berserk rhynoc fighters are to well...do what they do.
28 rhynoc fighters I1 > D1
28 rhynoc fighters I2 > EI
22 (rf) berserk rhynoc fighters ? > ?
50 archers H2 > G2
50 archers H1 > G1
50 spearmen G1 > F1
50 spearmen G2 > F2
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Post by Architect on Sept 4, 2014 18:13:39 GMT -5
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Post by Architect on Sept 4, 2014 18:13:53 GMT -5
Battle in Kyatt Glacier - Turn 4 Resolution The kyatts are promptly pounded into submission by the might of the rhynoc fighters. The rest of your troops move into position as they see some more kyatts running in from deeper in the caves. Rhynoc Army:100 Spearmen 100 Archers 56 Rhynoc Fighters 22 Angry Rhynocs Beasts:125 Kyatts
Battle in Greater Catherby - Turn 5 Resolution Indeed, you successfully kill the approaching mages. Your group is feeling much less tense about the situation, having done so well thus far. As this part of the battle comes to a close, you see the fog begin to clear. A group of archers exits the fog and notices your little group as well. BUT FREEZEFRAME! This battle will continue next month, with your reinforcements of 400 troops arriving promptly. Congratulations on your swift assassinations, and you may post your turn~ Logres Army:76 Spearmen 57 Mages 76 Archers Morale - 90% Bandits:80 Archers 75 Mages Morale - 40%
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Post by Architect on Sept 4, 2014 18:14:04 GMT -5
Rhynocs vs Wild (4/5)
Everyone is to stay where they are, they are moving toward us so we can bottleneck them, and the archers are to well still prepare to fire to assist everyone else.
28 rhynoc fighters
28 rhynoc fighters
22 (rf) berserk rhynoc fighters ? > ?
50 archers
50 archers
50 spearmen
50 spearmen
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Post by Architect on Sept 4, 2014 18:14:17 GMT -5
Battle in Kyatt Glacier - Turn 4 Resolution The berserk rhynocs defeat the kyatts in front of them before their bloodlust sends them towards the oncoming crowd. Your archers managed to take down 40 kyatts from two groups as they bound across the ice. Fun fact - Kyatts can only run in straight lines, so their approach was lessened by their right-angle movements. Rhynoc Army:100 Spearmen 100 Archers 56 Rhynoc Fighters 22 Angry Rhynocs - 1 turn remaining Beasts:85 Kyatts
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