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Post by 2stanton on Sept 6, 2014 17:45:01 GMT -5
Rhynocs vs More Wild (5/5)
The spearmen move from Q16 to N16 and the archers from R16 back to M16. The archers are to fire upon the group of 50 kyatts to attempt to thin their numbers. And try to avoid the mammoths.
200 spearmen Q16 > N16
100 archers R16 > M16
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Post by Siroki Adminson on Sept 6, 2014 18:07:28 GMT -5
Battle in Mammoth Strip - Turn 5 Resolution Your troops dodge as fast as they can from the stampeding mammoths, who trample and impale the kyatts in their path. Your archers, attempting to follow orders, shoot down some of the remaining kyatts, who seem to be staring at the sea. Suddenly, your rhynocs realize something horribly important. Their general, Sigurd, was en route to this area! And the Mammoths don't appear to be ceasing their charge! What can they do!? *CRRRZCCCHHHH* The rhynocs look up - A large spire has risen from the water! Your troops steel themselves for a possible new enemy... Until... Wait... Is... Is that a narwhal? ... A really BIG narwhal!? It looks at your rhynocs expectantly. You could swear it was smiling... WELP, FREEZEFRAME! Time to mull that over as you await your next turn! Before you begin to worry - NO, the mammoths are NOT going to leave the region and trample all over your precious capital. You may now post your turn. Rhynoc Army:169 Spearmen 100 Archers Morale - 30% Beasts 1:275 Mammoths Beasts 2:42 Kyatts Beasts 3:Giant Narwhal - 100%
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Post by 2stanton on Sept 9, 2014 10:25:06 GMT -5
Rhynocs vs More Wild Round 2 (1/5)
Well...that narwhal is a big surpise, none the less we need to kill the kyatts first. The spearmen move from N16 to L14 and the archers from M16 to K14, both are to attack the last group of kyatts.
169 spearmen N16 > L14
100 archers M16 > K14
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Post by Architect on Sept 9, 2014 11:36:36 GMT -5
Battle in Mammoth Strip 2: Round 1Your Spearmen and Archers move into position and attack the wild kyatts! Caught between Rhynocs to the west and Mammoths to the east, the kyatts fight valiantly, but still perish; they take 20 with them. Regardless, the victory raises your men's Morale. One of the kyatts, the last of its group, snarls and dodges the spears stabbed at him. He runs northwards, towards the narwhal, who starts barking with glee. One of your Archers' arrows fells the beast; it comes skidding to a bloody halt just out of the narwhal's grasp. The narwhal appears to reach for the corpse, but can't leave the water. The Mammoths, meanwhile, have reached the eastern border, but seem wary to continue on. They huff, puff, and stomp, then prepare to charge westward in the same zig-zag pattern as before! It appears that your Warmonger will arrive in Battle Round 3, if the battle does not end by then. Hold out! Rhynoc Army: 149 Spearmen 100 Archers Morale - 40%Beasts 1:175 Mammoths Beasts 3:Giant Narwhal - 100% Health
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Post by 2stanton on Sept 9, 2014 11:57:33 GMT -5
Rhynocs vs More Wild Round 2 (2/5)
Hm... the narwhal seems to want the kyatt corpse.... 5 spearmen are to detach from the group of spearmen to push the kyatt carcass into it's reach, The rest of the troops are to remain where they are for now unless the mammoths somehow charge strait at them, the mammoths will run out of steam...eventually.
5 spearmen L14 > wherever they need to go to push the carcass?
144 spearmen L14
100 archers K14
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Post by Architect on Sept 9, 2014 12:23:53 GMT -5
Mammoth Strip Battle 2: Round 2The narwhal starts pounding the frozen shore with glee as your Spearmen push the kyatt within reach. He devours the corpse, grunting and snorting. When he's finished his meal, his horn glows with blinding teal light. Your Spearmen and Archers shield their eyes, but the stampeding Mammoths lack both the mental capacity and the proper limb placement to do so. Disoriented, they crash into the water, pushed forward by the mass of their collected herd, and are swallowed by the icy waters. With a full belly, the narwhal pushes off into the sea and disappears. Congratulations! You've claimed the Mammoth Strip. You find 1,000 , 2,000 , 2,000 , and 3,000 in a cache tucked into the cliffs. The region will surely spawn more beasts and will never run out of rocks, so your and Yields are increased by 100 each.Rhynoc Army: 149 Spearmen 100 Archers Morale - 40%
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Post by Thorlah on Sept 9, 2014 18:51:40 GMT -5
Fate Dictates: 1/5 (Round 2)
Eagle's Peak: EGP Battle
Reinforcements remain in place.
Forces on the mountain will proceed forward, cautiously, as they had before. Again. Sorry fellas. This one ins't a very exciting order, but a vital one regardless. ... Soon, we will reach the end of the path.
Silent Riders will move to G12 (outside). Riders will move to G14 (outside). Spearmen of I18, take position up at G15. Archers of M18, to H18. Mages of N18, to I18.
Keep up the assault!
Spearmen of I14, to I9 Mages of I15, to I10. Archers of I16, to I11. Spearmen of I19, to I14
Army 40 | G17->G12 100 | H18->G14 60 | I14->I9 50 | I15->I10 50 | I16->I11 60 | I18->G15 50 | M18->H18 50 |N18->I18
40 | (N23) 10 | (O24) 100 | I19->I14 70 | (N24) 30 | (M24) 20 | (Q24)
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Post by Architect on Sept 9, 2014 21:07:26 GMT -5
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Post by Thorlah on Sept 9, 2014 23:40:10 GMT -5
Fate Dictates: 2/5 (Round 2)
Eagle's Peak: EGP Battle
Reinforcements, it's time to move out.
Men on the mountain, it seems you have taken quite the liberty with the concept of "stealth" and have caused some animals to scurry your way. Their dust clouds are visible from the high vantage point, and from the foot of the mountain. Silent Riders will take point, and the riders will ready for maneuvering.
Men inside the mountain, continue onward. I assume there is a way through to the other side there.
Silent Riders will move to H8 (outside). Riders will move to G8 (outside). Spearmen of G15, take position up at G10. Archers of H18, to G13. Mages of I18, to G14.
Keep up the assault!
Spearmen of I9, to I6* (and outside, if there's a way out) Mages of I10, to J6*. Archers of I11, to I7. Spearmen of I14, to J10
Army 40 | G12->H8 100 | G14->G8 60 | I9->I6* (exit to outside the mountain, if possible) 50 | I10->J6* 50 | I11->I7 60 | G15->G10 50 | H18->G13 50 |I18->G14
40 | N23->T21 10 | O24->T24 100 | I14->I9 70 | N24->S24 30 | M24->R24 20 | Q24->U24
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Post by Architect on Sept 10, 2014 0:21:55 GMT -5
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Post by Thorlah on Sept 10, 2014 0:37:58 GMT -5
Fate Dictates: 3/5 (Round 2)
Eagle's Peak: EGP Battle
End this men! For the sanctity of the realm, may we at last find peace!
Men on the mountain, ready yourselves for the next attack!
Men inside the mountain, continue onward. Flank the foes heading up the path.
Silent Riders will stay at H8, and draw fire. (outside). Riders will move to J7 (outside). Spearmen of G10, take position up at I7, and attack any foes in your way. Archers of G13, to G9. Mages of G14, to G10.
Keep up the assault!
Spearmen of K4, to O3, and be noisy and boisterous. Get the enemy to attack you here! You hold the element of surprise! Mages of J6, to L3. Archers of I7, to K3. Spearmen of J10, to K6
Army 40 | (H8) 100 | G8->J7 60 | K4->O3* (draw attention of and attack foes of O5 if they come to you) 50 | J6->L3 50 | I7->K3 60 | G10->I7 50 | G13->G9 50 |G14->G10
40 | T21->U20 10 | T24->T21 100 | J10->K6 70 | S24->U21 30 | R24->T20 20 | U24->U22
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Post by Architect on Sept 10, 2014 1:23:03 GMT -5
Eagles' Peak Battle 2: Round 3 The second half of the battle begins in earnest! On the path: Again, the Neccesiomorph group in I8 attacks your Silent Riders, and again they are thrashed by Curses until none remain alive. You lose 2 in the assault. Your Riders circle around and charge into the group of 50 Necessiomorphs in J8; they trample 41 into the ground, with your Spearmen moving in to finish the job. 8 die in the process. Outside the northern exit: Your Spearmen draw the attention of the Necessiomorph pack, but are unable to pin the wild beasts down in O5. This actually works to your advantage, however, for the beasts fall within range of your Archers and Mages! All Necessiomorphs are slaughtered by the combined assault, but the maneuver costs the lives of 6 . On the mountain's southeastern edge: The rabid Necessiomorphs charge at your Silent Riders, felling 8 but losing 39 of their own in the process. By the time your Archers and Mages move into range and unleash their projectiles, the remaining Necessiomorphs are too few to kill even one more Zarosian soldier. Congratulations! The land of Eagles' Peak is now yours. You find 2,200 , 3,000 , 2,000 , and 3,000 hidden amongst the piles of stone strewn throughout the mountain. The region will be a suitable source of 100 and 100 .Zarosian Path Force: 60 50 50 92 33
Zarosian Cavern Force: 142 38 38
Zarosian Reinforcements: 32 10 20 70 30 Beasts:0 Necessiomorphs
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Post by Architect on Sept 10, 2014 19:31:09 GMT -5
[attr="class","saradomin-container2"] Battle for Draynor Woods - Prelude - [newclass=.saradomin-container2]width: 900px; border:1px solid #000000; background-color:#0f68ed; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.saradomin]background-color:#ffffff; border-top:1px solid #000000; border-bottom:1px solid #000000; padding-top:5px; padding-left:5px; padding-right:5px; padding-bottom:5px;[/newclass]
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Post by Jasband on Sept 12, 2014 9:03:29 GMT -5
Pah. Though the Kinshra are many, with the army of Pastelle, this should be a victory. I'll auto-resolve the battle.
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Post by Architect on Sept 12, 2014 9:58:08 GMT -5
[attr="class","saradomin-container2"] Battle for Draynor Woods - Auto-Resolution - [attr="class","saradomin"] What a glorious battle! The Pastellieans moved first, with a line of War Dancers in the front and a line of Harlequins in the back. 500 Harlequins sayed behind and begun dancing, singing, and playing instruments... except their performance was not a cheerful, harmonious one, but a discordant song that numbed the senses and addled the mind. In practical terms, it did much to reduce the Morale of the enemy. Though you tried to move your units in support, the Pastellians insisted you remain behind so that their carefully-crafted plan could work. The Kinshra's Dark Riders, mounted Cavalry with Magic-based attacks, engaged the War Dancers, who nimbly dodged the spells and remained largely unscathed. Inevitably, some of them were killed; as they fell, more War Dancers moved up from the reserve and took their place. Within an hour, the Dark Riders were slain. The Kinshra moved their Dark Knights, heavy Melee infantry, forward next. The Pastellians had taken too many losses to risk the outcome by standing alone; your Archers and Mages marched behind the War Dancers and provided ranged support, while your infantry stood behind the Harlequins should the enemy make it through the Dancers. Fortunately, the combined effect of the War Dancers' skill and the Harlequins' performance meant that the Dark Knights didn't remain in combat for long. Their Morale broke and they routed in fear and defeat. Your men were able to capture a handful of Dark Knights, perfect for interrogation. Once the bloodshed had ceased, Madrilonna, an ancient spirit of the Woods, appeared and requested sanctuary. She revealed that it had been she who the Kinshra were searching so earnestly for. As agreed, the Pastellians promptly left the region, leaving the fates of the Kinshra prisoners and Madrilonna up to you. Congratulations! You have claimed Draynor Woods! As per your agreement with Chuckles, Pastelle will leave the region - and its spoils - to you. That means you gain 3,000 , 3,000 , 2,000 , and 2,000 ! Also, your and Yields have been increased by 100.Brantian Force [80% Morale] 150 | Idle 50 | Idle 100 | Idle 50 | Idle 100 | Idle 50 | Idle 40 | IdlePastellian Force [65% Morale] 712 War Dancers | Idle 1,000 Harlequins | Idle Chuckles the Clown - 100% HealthKinshra Force [0% Morale]Destroyed! [newclass=.saradomin-container2]width: width: 900px; border:1px solid #000000; background-color:#0f68ed; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.saradomin]background-color:#ffffff; border-top:1px solid #000000; border-bottom:1px solid #000000; padding-top:5px; padding-left:5px; padding-right:5px; padding-bottom:5px;[/newclass]
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Post by Architect on Sept 14, 2014 10:03:14 GMT -5
[attr="class","despan-container2"] Battle for Haga Highlands - Prelude - [attr="class","despan"] Your army arrives in the Highlands and looks upon the monkeys' settlement. They're scrambling around, trying to prepare a defense. They've equipped spears that look more like toothpicks. Your men laugh heartily upon seeing them. This should be quick. Desertling Force [50% Morale] 210 | Idle 225 | Idle 5 Ballistae | IdleMonkey Force [50% Morale]375 Settlers [newclass=.despan-container2]width: 900px; border:1px solid #000000; background-color:#ff6600; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.despan]background-color:#ffffff; border-top:1px solid #000000; border-bottom:1px solid #000000; padding-top:5px; padding-left:5px; padding-right:5px; padding-bottom:5px;[/newclass]
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Post by Lime on Sept 14, 2014 10:21:02 GMT -5
The Battle of Highlands - (1/5)
Standard marching orders, that's all. The Board says we need to take the region, and they don't care how we do it, so I don't intend for there to be a single ape standing by the end of this.
Bombardiers are to move Southwest, to M12 and N12. Knights are just to move south, to R15 and S15. Ballistae are to be wheeled to M11.
Troops:
112 - (R7 ➤ M12) 113 - (S7 ➤ N12) 105 - (R8 ➤ R15) 105 - (S8 ➤ S15) 5 Ballistae - (Q7 ➤ M11)
50% Morale
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Post by Architect on Sept 14, 2014 10:37:18 GMT -5
[attr="class","despan-container2"] Battle for Haga Highlands - Round 1 - [attr="class","despan"] Your soldiers move as ordered. In reponse, the monkeys scramble into a psuedo-schiltron formation; they group together and point their spears outwards in all directions. Not that it'll help them much. Desertling Force [50% Morale] 210 | Marching 225 | Marching 5 Ballistae | MarchingMonkey Force [50% Morale]375 Settlers [newclass=.despan-container2]width: 900px; border:1px solid #9a9a9a; background-color:#ff6600; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.despan]background-color:#ffffff; border-top:1px solid #9a9a9a; border-bottom:1px solid #9a9a9a; padding-top:5px; padding-left:5px; padding-right:5px; padding-bottom:5px;[/newclass]
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Post by Lime on Sept 14, 2014 10:43:42 GMT -5
The Battle of Highlands - (2/5)
It seems the Monkeys have come out for their defense. How novel.
Bombardiers at M12 and N12 are to move to K14 and L15 respectively, and to Bombard the Monkeys at J16 and K17 respectively. Meanwhile, the Knights are to sweep in from the east, the ones at R15 moving to K16 and S15 moving to L17. They're also to attack J16 and K17. Finally, the Ballistae are to move to J13. They're to target primarily the Monkeys at I17.
Troops:
112 - (M12 ➤ K14) 113 - (N12 ➤ L15) 105 - (R15 ➤ K16) 105 - (S15 ➤ L17) 5 Ballistae - (M11 ➤ J13)
50% Morale
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Post by Architect on Sept 14, 2014 11:26:26 GMT -5
[attr="class","despan-container2"] Battle for Haga Highlands - Round 2 - [attr="class","despan"] Engagement! While your Bombardiers and Ballistae are moving up, your Knights yell out various battle-cries and insults as they spur their steeds forward. Well, they're charging - that's good - into a wall of spears - that's bad. The Knights smashing the Settlers in J16 kill 37 and lose 8. The Knights hitting K17 trample 31 and lose 8 of their own as well. Perhaps not THAT bad. After that, your Bombardiers are ready to start slingin'. The Bombadiers in K14 target what remains of the monkeys in J16, killing 29. The Bombardiers in L15 aim for the monkeys in K17, killing 36. Your Ballistae set up and start firing into the monkeys in I17. 4 out of 5 hit their targets, killing 28 monkeys. In reponse, the monkeys panic and break their formation. The Settlers in J18 move over to L18 and attack your Knights, killing 10 while losing 31 of their own. The Settlers in J17 attack the Knights in K16; they kill 12 and lose 28. The Settlers in I16 move up to target your Bombardiers, felling 8 at the cost of 33 of their own. The monkeys' Morale is visibly shaken, while yours is bolstered. Desertling Force [60% Morale] 104 | K14 | Fighting 113 | L15 | Fighting 85 | K16 | Fighting 87 | L17 | Fighting 5 Ballistae | J13 | FiringMonkey Force [30% Morale]122 Settlers [newclass=.despan-container2]width: 900px; border:1px solid #9a9a9a; background-color:#ff6600; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.despan]background-color:#ffffff; border-top:1px solid #9a9a9a; border-bottom:1px solid #9a9a9a; padding-top:5px; padding-left:5px; padding-right:5px; padding-bottom:5px;[/newclass]
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Post by Lime on Sept 14, 2014 11:37:04 GMT -5
The Battle of Highlands - (3/5)
Finally, some action! Flay them all!
The Bombardiers at K14 are to bomb down the Apes who've made a run for our ballistae, the ones at J14. They should all be dead promptly. The Bombardiers at L15 are to continue bombing down the apes at J17.
The Knights at L17 are to fight the Apes at L18. The Knights at K16, on the other hand, are to split into two groups. 45 fighting the monkeys at J16, and 40 fighting the monkeys at K17.
The Ballistae are to continue firing, but on the chimps at J17.
Troops:
104 - (K14) 113 - (L15) 45 - (K16) 40 - (K16) 87 - (L17) 5 Ballistae - (J13)
60% Morale
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Post by Architect on Sept 14, 2014 12:04:16 GMT -5
[attr="class","despan-container2"] Battle for Haga Highlands - Round 3 - [attr="class","despan"] The battle continues. The Settlers in J14 are finished off by bombs, costing the lives of 2 . Your Bombardiers in L15 target the monkeys in J17, killing 40. The last of the monkeys are finished off by your Ballistae. Your Knights follow your orders as well; the ones in K16 destroy the Settlers in both J16 and K17, at the cost of 3 . Your Knights in L17 kill 30 Settlers in L18, losing 6 in retaliation. With only 14 Settlers remaining, their Morale is completely broken and they begin to flee. Congratulations! You've -Wait, what's that? From the south, you notice massive clouds of sand rising into the air. More monkeys?! These are not the rag-wearing, toothpick-wielding Settlers you just slaughtered, however. They're dressed in uniform, armed with professional weaponry, and some are even... riding horses. They move in a tight formation surrounding a monkey in the middle, presumably their leader. He confirms this by opening his mouth. Desertling Force [70% Morale] 102 | K14 | Idle 113 | L15 | Idle 82 | K16 | Idle 81 | L17 | Idle 5 Ballistae | J13 | IdleMonkey Force [0% Morale]14 Settlers | Routing Monkey Expeditionary Enforcement [50% Morale]500 Musketeers | D12 | Idle 500 Musketeers | C13 | Idle 250 Hussars | B13 | Idle 250 Hussars | D11 | Idle 200 Conquistadors | C11 | Idle 200 Conquistadors | B12 | Idle Lord Aieekiook (100%) | C12 | Idle [newclass=.despan-container2]width: 900px; border:1px solid #9a9a9a; background-color:#ff6600; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.despan]background-color:#ffffff; border-top:1px solid #9a9a9a; border-bottom:1px solid #9a9a9a; padding-top:5px; padding-left:5px; padding-right:5px; padding-bottom:5px;[/newclass]
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Post by Lime on Sept 14, 2014 12:25:42 GMT -5
Go to Hell.
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Post by Architect on Sept 14, 2014 12:39:37 GMT -5
[attr="class","despan-container2"] Battle for Haga Highlands - Conclusion - [attr="class","despan"] With this, Lord Aieekiook leads his men southwards. Now... Congratulations! You've claimed the Haga Highlands. You loot the monkeys' settlement for 4,000 , 2,000 , 2,000 , and 3,000 . The trees growing near the many oases spread throughout the Highlands increase your Yield by 200.However, you're at war with the Ape Atoll Expedition faction. Your Reputation is -100, and under Active Treaties, list "At War". [newclass=.despan-container2]width: 900px; border:1px solid #9a9a9a; background-color:#ff6600; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.despan]background-color:#ffffff; border-top:1px solid #9a9a9a; border-bottom:1px solid #9a9a9a; padding-top:5px; padding-left:5px; padding-right:5px; padding-bottom:5px;[/newclass]
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Post by Siroki Adminson on Sept 16, 2014 22:56:39 GMT -5
[attr="class","zamorak-container2"] Battle for North Myre - Prelude - [attr="class","zamorak"] Your troops arrive in North Myre. As you may well be aware, there are many trees up ahead. From what your scouts say, there is no easy way around them. Looks like all there is to do is go forward! Zamorakian Force:200 (sp) | Idle 200 (sw) | Idle 300 (ma) | Idle 200 (a) | Idle 150 (ri) | Idle Enemies:More enemies somewhere...! [newclass=.zamorak-container2]width: 900px; border:1px solid #000000; background-color:#e80f0f; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.zamorak]background-color:#ffffff; border-top:1px solid #000000; border-bottom:1px solid #000000; padding-top:5px; padding-left:5px; padding-right:5px; padding-bottom:5px;[/newclass] [attr="class","desert-container2"] Battle for Uzer - Prelude - [attr="class","desert"] Your troops arrive in Uzer. Indeed, there is a wall up ahead. EGTC Force:95 (sp) | Idle 282 (ma) | Idle 277 (a) | Idle 165 (ri) | Idle 94 (bo) | Idle Bombardier-General Demirayak - 100% Eli Morrisane - 100% Kali's ForcesMore enemies somewhere...! [newclass=.desert-container2]width: width: 900px; border:1px solid #000000; background-color:#ff6600; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.desert]background-color:#ffffff; border-top:1px solid #000000; border-bottom:1px solid #000000; padding-top:5px; padding-left:5px; padding-right:5px; padding-bottom:5px;[/newclass]
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Post by Lime on Sept 17, 2014 7:26:26 GMT -5
The Battle of Uzer - (1/5)
Remember, my soldiers. Discipline and good movement usually lead to victory. That, some good iron, and the grace of the gods. Let us begin.
Our Archers, Mages, and Spearmen are to proceed to F9, F11, and G13. Meanwhile, I shall join the squadron of Bombardiers and proceed with them to F10, while Eli Morrisane does the same with the riders. Both the Riders and the Morrisane will proceed to I7.
Finally, the Cannons are to move to E13, and the Battering rams are to move from B13 and B14 to G11 and G12 respectively.
May Het bring us strength and help us topple this wall, and may Icthlarin judge us mercifully, despite the sins of others.
Troops: Bombardier-General Demirayak - 100% (A10 ➤ F10) (Merging with Bombardiers) Eli Morrisane - 100% (A11 ➤ I7) (Merging with Riders)
277 - (A9 ➤ F9) 282 - (A12 ➤ F11) 165 - (C11 ➤ I7) 95 - (B12 ➤ G13) 94 T1 - (B10 ➤ F10)
5 Cannons - (A13 ➤ E13) Battering Ram - (B13 ➤ G11) Battering Ram - (B14 ➤ G12)
70% Morale
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Post by Siroki Adminson on Sept 17, 2014 7:41:03 GMT -5
[attr="class","despan-container2"] Battle for Uzer - Turn 1 Resolution - [attr="class","despan"] Your troops move closer to the walls of Uzer. Woohoo! EGTC Army:95 (Spearmen) 282 (ma) 277 (Archers) 165 (ri) 94 T1 (bo) 5 Cannons 2 Battering Rams Bombardier-General Demirayak - 100% Eli Morrisane - 100% 70% Morale Kali's ForcesMore enemies somewhere... [newclass=.despan-container2]width: 900px; border:1px solid #9a9a9a; background-color:#ff6600; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.despan]background-color:#ffffff; border-top:1px solid #9a9a9a; border-bottom:1px solid #9a9a9a; padding-top:5px; padding-left:5px; padding-right:5px; padding-bottom:5px;[/newclass]
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Post by Lime on Sept 17, 2014 7:56:36 GMT -5
The Battle of Uzer - (2/5)
Okay, men. Now, we shall finish our formation while we bring the wall down.
Firstly, our two battering rams are to move from G11 to K11, and from G12 to K12, where they shall begin battering down the gates of this wall. Our cannons are to wheel over to I13, and fire on the walls at L13. With luck, the wall will come down swiftly.
Now, though, we shall move our troops into position. Eli and the Riders will be moving to I9, to give a better vantage into whatever lies beyond the walls, while the Archers shall be moving to K10, and the mages move to K14. When the walls comes down, they're to shred any hostile that comes out. Finally, I and the Bombardiers will be moving to I12, and the spearmen will be moving to J12.
May Tumeken's Light shine down on us, and grant us the wisdom to tell right from wrong.
Troops: Bombardier-General Demirayak - 100% (F10 ➤ I12) Eli Morrisane - 100% (I7 ➤ I9)
277 - (F9 ➤ K10) 282 - (F11 ➤ K14) 165 - (I7 ➤ I9) 95 - (G13 ➤ J12) 94 T1 - (F10 ➤ I12)
5 Cannons - (E13 ➤ I13, Firing on L13) Battering Ram - (G11 ➤ K11) Battering Ram - (G12 ➤ K12)
70% Morale
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Post by Siroki Adminson on Sept 17, 2014 8:26:34 GMT -5
[attr="class","despan-container2"] Battle for Uzer - Turn 2 Resolution - [attr="class","despan"] Your troops begin their siege on the grounds, dealing a nice amount of damage on the walls and gates. As your army moves into position, your mages suddenly hear movement from around the corner. As they turn, suddenly three packs of hellhounds materialize nearby. The closest ones release a large howl that forms into a shockwave, killing off 30 mages. Your mages retaliate - but as their magical projectiles approach, tentacles fly out from the hounds and absorb most of the attack. EGTC Army:95 Spearmen 282 Mages 277 Archers 165 Riders 94 T1 Bombardiers 5 Cannons 2 Battering Rams Bombardier-General Demirayak - 100% Eli Morrisane - 100% 70% Morale Kali's Forces193 Hellhounds More troops somewhere... [newclass=.despan-container2]width: width: 900px; border:1px solid #9a9a9a; background-color:#ff6600; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.despan]background-color:#ffffff; border-top:1px solid #9a9a9a; border-bottom:1px solid #9a9a9a; padding-top:5px; padding-left:5px; padding-right:5px; padding-bottom:5px;[/newclass]
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Post by Lime on Sept 17, 2014 8:40:16 GMT -5
The Battle of Uzer - (3/5)
And now, we fight, men. Steel your nerves!
Mages, get out of there. Move to J11 at once. But we can't let those Helldogs go uncontested. Archers are to move to J14 and kill off the dogs at J17 and K18 (127 rangers going for the 93 dogs, the remaining 150 going for the 50), while the Bombardiers and I are going to move to H16, and fight the dogs at I18. The Cannons are to abandon their assault against the walls, it wasn't going well anyways, and begin firing on the 93 Helldogs in particular. The Spearmen are to move south to J16, and fight the 93 Helldogs. All else, Hold Position, and Battering rams, bring down those walls.
May Apmeken smile on us, and may Crondis let our prey tremble.
Troops: Bombardier-General Demirayak - 100% (I12 ➤ H16) Eli Morrisane - 100% (I9)
277 - (K10 ➤ J14) 252 - (K14 ➤ J11) 165 - (I9) 95 - (J12 ➤ J16) 94 T1 - (I12 ➤ H16)
5 Cannons - (I13, Firing on J17) Battering Ram - (K11) Battering Ram - (K12)
70% Morale
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