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Post by Lime on Nov 14, 2014 18:21:19 GMT -5
[attr="class","seren-container2"] Battle for East Isafdar - Turn 2 Report - [attr="class","seren"] Things go great in the south, and not so great in the North. North first. It seems that you sent your Sorcerers into the woods. These dark, cramped woods are very difficult to see and cast spells in for these magic troops, but not so difficult for Wolves to conceal themselves in and attack on their own. Combined with the fact that a magical soldier isn't much use against the swift predator covered in its magic-resistant hide... well, long story short, 100 sorcerers enter, and 89 run out screaming. One of them yells "I got one! I got one!" as he flees the forest with his comrades. The Wolves are still in there. Now for the South... The Wolves pounce upon your soldiers, who have created a body shield around you, Warcheif Gerillar. This gives them some advantage... but not much. Wolves die by the dozen, and before you know it, the entire western side of the wolf pack lays dead, with only 6 of your own Soldiers, three archers and three spearmen, lying with them. Your mages, crossbowmen, and Vipers fight valiantly, and large amounts of wolves fall before them. Ten, twenty, fifty... it doesn't matter. You outnumbered them fiercely, and only the mages were ineffective against the wolves. Finally, your Vipers see their chance. They hurl their poison at the biggest pack of wolves and jump back near the forest. All the wolves are soaked in the venom, and seventeen fall to the ground, writhing and spasming. They'll be dead in a few minutes. All and all, the dramatic cost of the ambush and the fearsome poison crush the wolves' morale down to 20%, while your morale stays steady despite the Sorcerers' Woods Incident in the north of the battle. Serens Army:97 Spearmen 200 Swordsmen 221 Mages 89 Sorcerers 147 Archers 84 Crossbowmen 100 Riders 150 Knights 61 Green Vipers - [CD: 3 ] Warchief Marwyn Gerillar - 100% Morale: 100% Enemy Forces:251 Wolves [53 Poisoned - 3 ] Morale: 20% [newclass=.seren-container2]width: width: 900px; border:1px solid #000000; background-color:#00bfff; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.seren]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 Yuhkon on Nov 15, 2014 7:03:17 GMT -5
Battle for East Isafdar - Turn 3 BLAST!
Sorcerers, get your butts out of there! Head to F17; perhaps you can provide some cover fire for our southern troops. Northern vipers, I want you to head into the woods and find those wolves. You are trained for skulking around and using the forests to your advantage. Kill them all, but if you're overwhelmed, use your bombs to smoke them out of the forest. Our swordsmen will be waiting to slash them down at D17 should they come out whimpering
Northern/western forces: Knights, head to O16, and riders to M17. Get in position for charging at the southern wolves next. Northern spearmen, head to I18; archers, stay behind them like you are now and take up position at I17. Mages, head to I14 and stay there.
Southern forces: Mages, retreat to F24. You can provide suppressing fire from there, ineffective as though your spells may be. Spearmen, take the mages' place at G22 and finish off those wolves at H22. Vipers, head to H23 and finish off the wolves you poisoned. I will attach myself to your squad and help you. The crossbowmen will step back to H24 and help you out. Archers, go forward to G23 so you're in range to hit the wolves at I22/J23.
KILL THEM ALL!
Southern forces: 47 : F22 -> G22 71 : G22 -> F24 47 : E23 _> G23 84 : I24 -> H24 11 : E24 -> H23 Warchier Marwyn Gerillar: G24; attached to vipers
Western forces: 50 : I13 -> I18 200 G14 -> D17 150 : F12 -> I14 89 : D14 -> F17 100 : I12 -> I17 100 : M9 -> M17 150 : 09 -> O16 50 : E13 -> forest
Edit: adjusted troop numbers
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Post by Lime on Nov 15, 2014 7:59:32 GMT -5
[attr="class","seren-container2"] Battle for East Isafdar - Turn 3 Report - [attr="class","seren"] The battle continues in the north, as your Vipers bravely step into the woods. They can barely see, but they use their keen senses holistically and move to B14, right where the wolves on. Then hatch a brilliant idea. They throw their poison at the wolves just as they pounce! All in all, three vipers were lost, but the wolves started running southeast to escape whatever's making their blood turn to molten metal. Your Sorcerors and Swordsmen see the wolves emerge from the wood and prepare to fight them, but all of them have dropped dead by the time they reach the Soldier's feet. In the south, your introduction into the battle has done wonders. The combination of all your forces on the Poisoned Wolves means that those wolves had a death SO HARD that a Tirannwn Animal Rights Defense Society has almost formed JUST to file a complaint about how brutally your treated those wolves. Your mages and spearmen manage to snuff out the wolves at H22, while your Archers manage to kill some of the wolves at I22. But then the wolves at I22 decide to get revenge for their fallen brethren, and attack the Vipers. Not a mistake they'll ever make again, as they all die and only three vipers fall with them. Oh, and one of those mutts manage to bite off one of Warchief Gerillar's fingers. The remaining wolves fight against the nearest forces there are, but really, there's only 79 left. Their morale is flailing while yours is cruising at the max. Serens Army:89 Spearmen 200 Swordsmen 221 Mages 89 Sorcerers 147 Archers 80 Crossbowmen 100 Riders 150 Knights 55 Green Vipers - [8 - CD: 2 , 47 - CD: 3 ] Warchief Marwyn Gerillar - 98% Morale: 100% Enemy Forces:79 Wolves Morale: 5% [newclass=.seren-container2]width: width: 900px; border:1px solid #000000; background-color:#00bfff; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.seren]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 Yuhkon on Nov 16, 2014 7:19:15 GMT -5
Battle for East Isafdar - Turn 4 SON OF A- GIVE MY PINKY BACK YOU FETID FLEABAG! RAAAAARGH!
Ugh... if those prissy animal rights farts from TARDS show up, I'll be shaking their hands in my fancy new fur coat. No, better yet, I'll have them shake my ACTI-FIST!. I'M the beast, boys: they should be protecting ME, not these mongrels!
Swordsmen, head to F21 and finisho off those G21 wolves; sorcerers, head to G18 and help them out, will ya? Southern crossbowmen, archers, spearmen, vipers and mages: we're getting those at I24. The northern spearmen will move to I23 and archers to I21 to help us out. And just as a precaution, I want riders to move to K21 and knights to M21.
Pound 'em into the pound, boys! THE DEATH POUND!
Southern forces: 39 : G22 71 : F24 47 : G23 80 : H24 8 : H23 Warchier Marwyn Gerillar: H23, attached to vipers
Northern forces: 50 : I18 -> I23 200 E17 -> F21 150 : I14 89 : F17 -> G18 100 : I17 -> I21 100 : M17 -> K21 150 : O16 -> M21 47 : B14
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Post by Lime on Nov 16, 2014 8:20:59 GMT -5
[attr="class","seren-container2"] Battle for East Isafdar - Finale - [attr="class","seren"] You don't really need a battle turn to know how it went. The wolves fall like flies. The 29 wolves in one pack drop before your swordsmen's steel and your spearmens' pikes, taking only three swordsmen with them. The wolves in the 50 wolf pack try and run... but end up running straight into your knights and riders. They don't last too long, either, as they take 7 Knights and 7 Riders with them. They would've lasted one more round... if your archers hadn't finished the deed first. So, now that all that grim business is settled... Congratulations! You have claimed the East Isafdar Region! With it, you gain a resource cache of 3,000 , 3,000 , 500 , 500 , and 750 ! Your collection caps are also boosted by 100 and 100 each turn!Serens Army:89 Spearmen 197 Swordsmen 221 Mages 89 Sorcerers 147 Archers 80 Crossbowmen 93 Riders 143 Knights 55 Green Vipers - [8 - CD: 1 , 47 - CD: 2 ] Warchief Marwyn Gerillar - 98% Morale: 100% Enemy Forces:None! Morale: 0% [newclass=.seren-container2]width: width: 900px; border:1px solid #000000; background-color:#00bfff; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.seren]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 Nov 27, 2014 0:36:33 GMT -5
[attr="class","sara-container2"] Battle of the Mudskipper Ithsmus - Prelude - [attr="class","sara"] Your men march into the Mudskipper Point Ithsmus. At this point, it's very narrow. As a matter of fact, it looks like the land has been pinched together by some guargantuan being. On either side of this narrow bridge of land is a steep shelf of beach, that goes down hundreds of meters vertically just a few dozen horizontally out to sea. The waters are choppy. Your troops, a really bulky amount, shuffle about and stay away from tall grass on either side. This grass seems tall enough to hide a man, but not a mounted one. Non-cavalry troops can use this as cover. In the distance, you hear some marching, and moaning, and some yelling. People are coming your way, but you can't see them. Oh, and before I forget, I'm reinstating the Sector Maximum for this battle. Each sector on the battlemap can hold, at maximum, 150 troops. Brantian Army: 350 Spearmen 300 Archers 300 Mages 200 Swordsmen 100 Crossbowmen 150 Riders 100 Knights 450 Crown Infantrymen Morale - 100%Enemies: More Foes Somewhere...![newclass=.sara-container2]width: width: 900px; border:1px solid #000000; background-color:#0f68ed; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.sara]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 Nov 28, 2014 12:20:56 GMT -5
Battle for Mudskipper IsthmusRound 1: Quite a Pinch Can't see the enemy, eh? I wonder what's concealing them. Regardless, there's no doubt that the enemy is somewhere nearby, so we'll prepare. Riders in P3: Let a brave man step forth, or draw lots; whichever method you choose. He will ride to Q11 and report on what lies beyond. Meanwhile, the rest of my men will assume an Iron Fist formation: Spearmen in M3 will move to P7, flanked on either side by one Swordsman unit (O7, Q7), who themselves are flanked by the remaining 2 Spearman units (N7, R7). My Crossbowmen will move behind the center Spearman unit (P6), flanked by Archers (O6, Q6) and Mages (N6, R6). Crown Infantry will form the rearguard in O-Q5, while my Knights will stand by in M5 and the rest of my Riders will move to S5. I will personally bolster the Spearmen in P7. Brantian Army: 150 | M3 → P7 100 | N3 → N7 100 | M4 → R7 100 | O4 → O7 100 | N5 → Q7 150 | L1 → Q6 150 | K2 → O6 100 | P1 → P6 150 | N2 → R6 150 | O2 → N6 1 | P3 → Q11 149 | P3 → S5 100 | L3 → M5 150 | P5 150 | P6 → Q5 150 | N6 → O5 Morale - 100%Enemies: More Foes Somewhere...!
By the way, Gregor's with this army.
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Post by Lime on Nov 28, 2014 16:38:00 GMT -5
It doesn't list Gregor as with the movement orders in your turn. EDiT: My mistake. Some more information: since Gregor does count as a troop, merging him to a Grouping within a sector won't be allowed if it the troops in the sector and the Paragon together go over 150, the cap in this case. I'll stick him at P8. If you would like to change your orders, just PM me before making your next BT and I'll change it in light of this. Otherwise, this post will become the BT. [attr="class","sara-container2"] Battle of the Mudskipper Ithsmus - Prelude - [attr="class","sara"] Your men form the roadblock, and that one rider surges forth. He finds a marching group of Black Knights, and promptly gets shouted at. At this point, your rider asks what they're doing. Brantian Army: 350 Spearmen 300 Archers 300 Mages 200 Swordsmen 100 Crossbowmen 150 Riders 100 Knights 450 Crown Infantrymen Morale - 100%Black Knight Forces: 50 Black Warriors 50 Knights More Foes Somewhere...! Morale - 100%More Foes Somewhere...![newclass=.sara-container2]width: width: 900px; border:1px solid #000000; background-color:#0f68ed; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.sara]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 Nov 29, 2014 17:21:54 GMT -5
The entire point of Champion Paragons is to provide a bonus to a unit they attach to. Even if Gregor has to take up his own tile, can he be considered attached to the Spearmen if he moves with them?
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Post by Lime on Nov 30, 2014 9:20:25 GMT -5
Alright, turns out you WERE right (but I'm still mad that you suggested reworking the entire champion system just because I told you to move ONE spearman) so I'll fix it.
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Post by Jasband on Nov 30, 2014 20:12:48 GMT -5
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Post by Lime on Nov 30, 2014 20:46:58 GMT -5
[attr="class","sara-container2"] Battle of the Mudskipper Ithsmus - Turn 2 Report - [attr="class","sara"] Before responding, the Black Knights advance. Their troupe, now seen at their fullest potential, boasts 700 troops. But more importantly, you see several nymphs being guarded... no, escorted, by these Warriors. All of them appear to be made of wood. Dryads, most like. They march up close to your lone rider, and this commander walks up closer to your roadblock. The seas begin to look more choppy. Brantian Army: 350 Spearmen 300 Archers 300 Mages 200 Swordsmen 100 Crossbowmen 150 Riders 100 Knights 450 Crown Infantrymen Gregor Reinholt - 100% Health Morale - 100%Black Knight Slavers: 200 Black Knights 150 Knights 150 Spearmen 6 Dryad Slave Groups Morale - 100%More Foes Somewhere...![newclass=.sara-container2]width: width: 900px; border:1px solid #000000; background-color:#0f68ed; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.sara]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 Dec 1, 2014 19:14:50 GMT -5
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Post by Lime on Dec 1, 2014 20:34:10 GMT -5
[attr="class","sara-container2"] Battle of the Mudskipper Ithsmus - Turn 3 Report - [attr="class","sara"] They did not have to wait long. Suddenly, in a fearsome display, fifteen-foot-tall sharkmen leap out of the seas and dash out to the unaware group of Black Knights. The Black Knights are taken unawares, and Three Hundred of their men die, as well as your one rider. As the men are eaten to bits, you see the Dryad Slaves shinkle their shackles and try to get away from the Predators. It's difficult, as they're all bound up! You also see the sharks have strange mollusks attached to the base of their fins and the underside of their... "chins" I suppose you could call them. If Sharkmen had such a thing. You also notice that the Sharkmen seem to be getting more and more angry the more blood and flesh they guzzle down. Overall, the Black Knights' Morale (and soldier count) is dropping drastically and even your own troops are a tad spooked. Brantian Army: 350 Spearmen 300 Archers 300 Mages 200 Swordsmen 100 Crossbowmen 149 Riders 100 Knights 450 Crown Infantrymen Gregor Reinholt - 100% Health Morale - 85%Black Knight Slavers: 78 Black Knights 50 Knights 77 Spearmen 6 Dryad Slave Groups Morale - 30%Slug-Controlled Rigatu 899 Rigatu Predators Frenzy - 40%
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Post by Jasband on Dec 2, 2014 11:39:05 GMT -5
Battle for Mudskipper IsthmusRound 4: Excellent! Another Battle in Which We Don't Kill a Single Black Knight. This is Great for Diplomacy! Great! Men, we have an enemy in front of us and a clear objective. These beasts may be furious, but if we falter, then not only will we die here, we'll let those innocent dryads be slain as well. That, we cannot allow. You've faced evil screaming chickens with me; these things are nothing in comparison. I want to let the Kinshra kill as many of those things as they can, but their incompetence means they probably won't make a difference. Though perhaps these new monstrosities would've attacked the dryads on their own; perhaps the Kinshra are to thank for bringing them to us, so we can save them. Regardless, the core of my Iron Fist will move up as far as they can - the center column can only march to P9, though hopefully this foolish Black Knight commander will make way. The Q and R columns will advance to 10 and engage the Rigatu in R11, while the N and O columns will attack the Rigatu in O12. All units, regardless of combat style, will focus fire on those two sectors (R11, O12). My Knights will move to T9, next to my Riders, who will hurry to U9. Brantian Army: 150 | P7 → P9 100 | N7 → N11 -x- O12 100 | R7 → R10 -x- R11 100 | O7 → O11 -x- O12 100 | Q7 → Q10 -x- R11 150 | Q6 → Q9 150 | O6 → O10 100 | P6 → P8 150 | R6 → R9 150 | N6 → N10 149 | S5 → U9 100 | M5 → T9 150 | P5 → P7 150 | Q5 → Q7 150 | O5 → O7 Gregor Reinholt - 100% | P7 → P9 Morale - 85%Black Knight Slavers: 78 Black Knights 50 Knights 77 Spearmen 6 Dryad Slave Groups Morale - 30%Slug-Controlled Rigatu 899 Rigatu Predators Frenzy - 40%
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Post by Lime on Dec 2, 2014 17:46:39 GMT -5
[attr="class","sara-container2"] Battle of the Mudskipper Ithsmus - Turn 3 Report - [attr="class","sara"] This round was especially bloody. Your soldiers move into place, and the Black Knight Commander charges back to his company. They all move to block the advance of the Sharks. The Black Knight Commander screams out a reply during the fighting. Nobody can say the Black Knights didn't fight bravely on this day. But in the end, after failed charges of their Heavy Cavalry, and several frantic pushes by their spearmen and Black Knights, many, many lie dead on the ground today. With the Black Knight Commander dead too, the Morale won't last too much longer. The only thing keeping the Black Knight Slavers from breaking their ranks and fleeing is because they have nowhere to flee to. Meanwhile, your troops land their blows... and manage to attract the attention of the Rigatu. While your troops have killed many Rigatu while their backs are turned, four groups move north to meet your forces. In a maelstrom of steel, arrows, elemental hellfire, and teeth, 101 Mages, 86 Spearmen, and 75 Swordsmen all fall. In the background, your Men notice something horrific - the Sharkmen burrowing their snouts into lifeless wooden bodies. Sappy splinters go everywhere, as the dryads who live shriek in fear and grief. This display of ferocity harrows your own soldiers, while the stench of death and shredded wood makes the Predators go berserk! For the next battle turn, they will be in Frenzymode, in which their already great strength and their lackluster health are both enhanced. Brantian Army: 264 Spearmen 300 Archers 199 Mages 125 Swordsmen 100 Crossbowmen 149 Riders 100 Knights 450 Crown Infantrymen Gregor Reinholt - 100% Health Morale - 65%Black Knight Slavers: 30 Black Knights 12 Spearmen 5 Dryad Slave Groups Morale - 1%Slug-Controlled Rigatu 547 Rigatu Predators Frenzy - 100%
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Post by Jasband on Dec 4, 2014 12:02:27 GMT -5
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Post by Lime on Dec 4, 2014 20:22:31 GMT -5
[attr="class","sara-container2"] Battle of the Mudskipper Ithsmus - Turn 5 Report - [attr="class","sara"] Your troops move into their respective positions obediently, but your melee troops and cavalry are being decimated out there. While one squad of your spearmen has only 8 men remaining, and another squad has been killed off entirely, the most brutal spot of conflict in this round was the charge of your Knights. You see, your knights charged, just like every Black Knight Knight charged at the sharks before them. And just like those Knights, your Brantian Heavy Cavalry all fell before the wall of sharks that they rode against. Meanwhile, though, your Crown Infantrymen are doing incredibly (but not surprisingly) well against the Sharks, taking out large amounts of them for just a few of their own losses. You yourself, Captain-General Reinholt, only are mildly bitten on the leg ('tis but a scratch) and slay all the remaining sharks that are before you, just like how the sharks did for the remaining Black Knight Forces. The Tragic Tale of the Black Knight Slavers appears to have come to an end. The remaining 12 spearmen, completely outmatched, decide to try and finish the mission and hope for a miracle. Alas, they did not get one. All twelve of these brave souls die just as their cavalry comrades and your knights did just before them. Meanwhile, the remaining 30 Black Knights, in the aftermath of the death of their "beloved" commander... well, ran. Embarrassingly, they run as fast as they can away from the battle and their mission, blatantly ignoring the valour of those twelve spearmen who would not abandon the mission. Some sharks, completely mad and frenzied, notice this movement and dart towards them. All thirty of those cowards have died too. Finally, for the sharks. As I've said earlier, some attack your spearmen, and some attack the Black Knights, but that one last group has already defeated all enemies in sight: your Knights and Black Knight Spearmen. So, they turn to the dryads. Another Dryad Slave group died, and the remaining four groups shuffle away, rather slowly, and scream. You notice that they're now surrounded by sharks. Better help them soon... Brantian Army: 131 Spearmen 300 Archers 199 Mages 69 Swordsmen 100 Crossbowmen 71 Riders 427 Crown Infantrymen Gregor Reinholt - 97% Health Morale - 60%Black Knight Slavers: 4 Dryad Slave Groups Morale - 0%Slug-Controlled Rigatu 227 Rigatu Predators Frenzy!
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Post by Jasband on Dec 5, 2014 1:15:11 GMT -5
Battle for Mudskipper IsthmusRound 6: In Which the Brantians Use Another Formation Which Will No Doubt Be Nicknamed By the Battlemaster Dryads... if you wish to live, be sure to run shuffle slowly TOWARDS your saviors. Sigh. Well, your morale has held admirably steady, men, despite the losses we've suffered. It's because we're killing them, too, and victory is within our grasp! The Crown Infantry, Swordsmen, and Mages on the west flank will all move (M11 → M14, N10 → N13, O11 → O14) and attack the fin-heads in N15. Finish them off; no mercy! I'll move with my Spearmen to Q12 and attack R12. Archers in O10, Crossbowmen in P10, and the Archers in Q10 will all attack R12 as well. Spearmen in R11, you've fought well; retreat to S9 if you can. The Crown Infantry will move up to R11 and S11 and engage R12. Riders in T11, you must help those innocents. Charge to S16 and kill as many Rigatu as you can. Fight as well as you can, and your valiant efforts will never be forgotten. Brantian Army: 150 | P11 → Q12 -x- R12 8 | R11 → S9 46 | O11 → O14 -x- N15 23 | Q11 -x- R12 150 | O10 -x- R12 150 | Q10 -x- R12 100 | P10 -x- R12 150 | N10 → N13 -x- N15 49 | R9 71 | T11 → S15 -x- S16 138 | M11 → M14 -x- N15 [Sanctuary CD: 2] 142 | R10 → R11 -x- R12 [Sanctuary CD: 2] 147 | S10 → S11 -x- R12 [Sanctuary CD: 2] Gregor Reinholt - 97% | P11 → Q12 -x- R12 Morale - 60%Black Knight Slavers: 4 Dryad Slave Groups Morale - 0%Slug-Controlled Rigatu 227 Rigatu Predators Frenzy!
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Post by Lime on Dec 5, 2014 20:39:10 GMT -5
[attr="class","sara-container2"] Battle of the Mudskipper Ithsmus - Finale Report - [attr="class","sara"] The predators have become the prey, as your soldiers circle around to fight their respective units. The troops at the western Rigatu do quite well. Your swordsmen arrive at the sharks first, taking down many while only losing six. Then, your Mages arrive, finishing off the last of the de-frenzified Sharks with their powerful magical blasts. Your Crown Infantrymen don't arrive in time to do any fighting, though the ones at the northern group are doing quite well. Your archery units bombard the 109 shark group again and again with volley after volley, while your Crown infantrymen clash with the sharks. In the end, 10 Crown Infantrymen die, but all One Hundred and Nine sharks are slain. Only the southern group left now! Speaking of which, you appear to have charged at the sharks. Again. And this has high casualties. AGAIN. Fortunately, this time it wasn't a 100% death rate: three of your riders, quite miraculously, survive. Twenty six enemy sharks die, but combined with the deaths of all of the other sharks (and the fact that their bellies may be full and they want to cut their losses) the Sharks move back into the water and swim away, submerging themselves. Your troops try to communicate with the Dryads, but find that they're too scared to speak. Trembling, they hold out their shackles to be cut. Your men free them, and in the blink of an eye, the Dryads have dashed south, possibly to the neighboring region. Your troops want to go after them, but then decide against it. It's been a long battle, and whatever they're running towards will still be there next month. Sooooo... Congratulations! You have won the Battle of Mudskipper Ithsmus! Your winnings are 1,000 , 4,000 , and 2,000 , as well as the Mudskipper Ithsmus region! This region provides you with, of course, Base Tax Revenue of 1,000 / , as well as modifiers of 100 and 100 ! You've also acquired the Battle Memento of a Rigatu Tooth. Brantian Army: 131 Spearmen 300 Archers 199 Mages 63 Swordsmen 100 Crossbowmen 3 Riders 417 Crown Infantrymen Gregor Reinholt - 97% Health Morale - 50%Dryads: 4 Dryad Slave Groups Morale - 10%Slug-Controlled Rigatu 69 Rigatu Predators (Fleeing!)
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Post by Lime on Dec 7, 2014 18:58:47 GMT -5
[attr="class","arma-container2"] Battle of Hemenster - Round 1 - [attr="class","arma"] The battle commences on the high seas first, as the stare-off goes on land. Your two frigates arrive in the area, and are disheartened to find five Khazardian ships in the water: Three Galleons and Two Transports. Before we go any further, the scale of the battle is 200 units to a tile, or one boat. Additionally, this is a VERY bit battle. Like, amazingly big. So big that it's like two battlefields stuck into one, which is how I'll be treating it. I'll be splitting this battle in half: a land portion and a naval portion. Although they will be using the same countdown, It's effectively one battle right after the other. The land portion of this battle is irrelevant until if/when the Khazardians manage to land at the beaches, in which case it will become VERY relevant, and the Khazardian ships will automatically sail away and your ships will be taken out of the battle. AKA there's a bit of a timeskip between the naval and land portions of this battle. Also, no, the other sides have no paragons, I just like using important people in battles to have dialogue and be fancy. Have fun, and BACK TO THE BATTLE! Your troops, while hopeful due to the presence of Sir Launcet on the battlefield, the sheer numerical advantage of your troops, combined with the allied soldiers of the stoic Guardians of Armadyl and the surprisingly chipper Hemenstrian Thugs, see that they're outnumbered and outgunned on the high seas. Two allied commanders, Marshall Guillame Cemphier of the Guardians and May Reacher of the Thugs, discuss some suggestions with you. What shall you decide, commander? Armadyleans: R.L.S. Eagle - Frigate :: 100% - 50 Windcallers R.L.S. Falcon - Frigate :: 100% - 50 Windcallers
330 Spearmen 100 Swordsmen 350 Archers 50 Crossbowmen 350 Mages 50 Sorcerers 400 Riders 350 Knights 10 Cannons Sir Goneph Launcet :: 100% Morale - 100%Khazardians: Destroyer - Galleon :: 100% - 50 Archers, 50 Mages Conqueror - Galleon :: 100% - 50 Archers, 50 Mages General Khazard - Galleon :: 100% Chaotic Fire - Transport :: 100% - Unknown Troops Hellburner - Transport :: 100% - Unknown Troops
240 Mages 75 Spearmen 60 Archers 75 Riders Morale - 100%Guardians of Armadyl: 210 Archers 75 Mages 20 Spearmen 60 Riders Morale - 100%Hemenstrian Thugs: 210 Riders 60 Archers 60 Mages 90 Spearmen Morale - 100%[newclass=.arma-container2]width: width: 900px; border:1px solid #000000; background-color:#778899; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.arma]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 Unguis on Dec 7, 2014 21:19:56 GMT -5
Battle of Hemenster, First Hour The Eagle and the Falcon are to move into position in front of the foremost enemy Galleon (T12), and use all weapons to attempt to knock out its sails and cripple it. They should not sit still and avoid being in firing range of the other Khazard Galleons. In addition, they should be able to flee any ramming attempts as they are faster than Galleons.
R.L.S. Eagle - Frigate :: 100% - 50 Windcallers
R9->R11 R.L.S. Falcon - Frigate :: 100% - 50 Windcallers
T7->R10 ((Formatting Error.))
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Post by Lime on Dec 8, 2014 20:42:37 GMT -5
[attr="class","arma-container2"] Battle of Hemenster - Round 2 - [attr="class","arma"] I'm not gonna lie, things don't look too good out there. Your two ships line up and attack the sails of the Destroyer, and they do cause some moderate damage to the sails. While nothing that will inhibit them yet, your Windcallers appear to have summoned enough ill weather in order to reduce the movement of the Destroyer by next Battle turn. Unfortunately, things have taken a turn for the worse afterwards, as all three ships, the Destroyer, the Conqueror, and the General Khazard, have managed to line up and bombard the R.L.S. Eagle. The result was -43% Hull Integrity and 24 Windcaller Casualties. Armadyleans: R.L.S. Eagle - Frigate :: 57% - 26 Windcallers [R11] R.L.S. Falcon - Frigate :: 100% - 50 Windcallers [R10]
330 Spearmen 100 Swordsmen 350 Archers 50 Crossbowmen 350 Mages 50 Sorcerers 400 Riders 350 Knights 10 Cannons Sir Goneph Launcet :: 100% Morale - 92%Khazardians: Destroyer - Galleon :: 100% - 50 Archers, 50 Mages [T12] Conqueror - Galleon :: 100% - 50 Archers, 50 Mages [S13] General Khazard - Galleon :: 100% [U11] Chaotic Fire - Transport :: 100% - Unknown Troops [T14] Hellburner - Transport :: 100% - Unknown Troops [U14]
240 Mages 75 Spearmen 60 Archers 75 Riders Morale - 100%Guardians of Armadyl: 210 Archers 75 Mages 20 Spearmen 60 Riders Morale - 100%Hemenstrian Thugs: 210 Riders 60 Archers 60 Mages 90 Spearmen Morale - 100%[newclass=.arma-container2]width: width: 900px; border:1px solid #000000; background-color:#778899; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.arma]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 Unguis on Dec 11, 2014 0:01:17 GMT -5
Battle of Hemenster, First Hour Both ships are to make a heroic last charge into the maw of death and attempt to sink the foremost Transport at T14, with Windcallers using normal (rather than their active ability) attacks.
R.L.S. Eagle - Frigate :: 57% - 26 Windcallers
R11->R14 R.L.S. Falcon - Frigate :: 100% - 50 Windcallers
R10->R13
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Post by Lime on Dec 11, 2014 18:19:41 GMT -5
[attr="class","arma-container2"] Battle of Hemenster - Round 3 - [attr="class","arma"] Your ships move to their positions, but your captains decide to move a bit further to get a better angle at the transports. Then, they open fire. The Flames of Chaos takes an impressive -39% hull integrity (although it would've been slowed down if your Windcallers aimed for the sails - Too bad their unique ability was still on cooldown) before it manages to pull backward with the Hellburner, and your crews rejoice at this.... until they find the three galleons lining up. What happened next was devastating. The Three Khazardian Galleons open fire on the R.L.S. Eagle. Bombardment after bombardment of cannonfire, arrows, and magical energy fly through the air, and the crew of the Falcon watch their comrades drown and burn. The Eagle eventually begins to creak, then crack, and then fall into the waves that it once ruled. It sunk with all hands. Your windcallers on the Falcon note that the Destroyer's sails are now shredded and significantly ripped, which will certainly slow down its advance. Armadyleans: R.L.S. Eagle - Frigate :: Sunk! R.L.S. Falcon - Frigate :: 100% - 50 Windcallers [CD; 0] - [R10]
330 Spearmen 100 Swordsmen 350 Archers 50 Crossbowmen 350 Mages 50 Sorcerers 400 Riders 350 Knights 10 Cannons Sir Goneph Launcet :: 100% Morale - 81%Khazardians: Destroyer - Galleon :: 100% - 50 Archers, 50 Mages [T12] Conqueror - Galleon :: 100% - 50 Archers, 50 Mages [S13] General Khazard - Galleon :: 100% [U11] Chaotic Fire - Transport :: 61% - Unknown Troops [T14] Hellburner - Transport :: 100% - Unknown Troops [U14]
240 Mages 75 Spearmen 60 Archers 75 Riders Morale - 100%Guardians of Armadyl: 210 Archers 75 Mages 20 Spearmen 60 Riders Morale - 100%Hemenstrian Thugs: 210 Riders 60 Archers 60 Mages 90 Spearmen Morale - 100%[newclass=.arma-container2]width: width: 900px; border:1px solid #000000; background-color:#778899; border-radius:10px; padding-bottom:20px;[/newclass] [newclass=.arma]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 Unguis on Dec 11, 2014 20:52:31 GMT -5
((NOTE: This is not a battle turn. Also, I guess I need to submit Launcet's skills and equipment?))
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Post by Lime on Dec 11, 2014 20:59:07 GMT -5
The Khazardians do not appear to respond in any meaningful way. Maybe they've got something planned?
((For the record, even if they wanted to duel, they wouldn't be able to. There is no enemy paragon presence in the region.))
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Post by Unguis on Dec 12, 2014 15:22:06 GMT -5
Also, if my land troops are not already engaged, I would like them to begin the attack now (Chronologically, the battle can wait till we finish this one). I want to make sure my troops can knock out the already landed enemies before dealing with those on the ships. Also, do the Khazardians need to make an amphibious assault? Can I have my troops fight them on the shore while they're still in the unstable waters?
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Post by Lime on Dec 12, 2014 15:30:21 GMT -5
In a lore sense, it makes more sense if you finish this battle first before moving onto the next one. In any event, the sheer scale of this battlefield and the positioning of all the troops makes it extremely hard to do any sort of battlemap. The idea for this battle would be that the battle at sea would determine the battle on land. Long story short, it'll be mechanically really hard to handle on both our sides with the constant potential to mess up and become very, very controversial, so I'd really rather you didn't.
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Post by Unguis on Dec 12, 2014 15:44:38 GMT -5
What I meant was. Can my troops (lore-wise) attack now, so that the reinforcements will land a few battle turns in? I still intended to complete the sea battle before moving to the land.
My commanders can clearly see that the sea battle is a lost cause. They will want to have as great a strategic advantage fighting the landing enemy troops as possible.
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