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Post by Lime on Dec 12, 2014 16:19:44 GMT -5
It'll take some time to get organized and begin the assault, but I will let you attack the Khazardiand while they're still in two forces over there: one just landed and the other camped out.
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Post by Unguis on Dec 12, 2014 16:52:53 GMT -5
Battle of Hemenster, Third Hour The remaining ship is to charge past the two Galleons until its next to the Transport, where it will unload its cannons and spells into the Transport at V13, hopefully doing a good deal of damage and avoiding the brunt of the enemy attack.
R.L.S. Eagle - Frigate :: Sunk R.L.S. Falcon - Frigate :: 100% - 50 Windcallers R14->V14
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Post by Lime on Dec 12, 2014 18:51:51 GMT -5
[attr="class","arma-container2"] Battle of Hemenster - Round 4 - [attr="class","arma"] The Captain of the Falcon bravely shouts at his cabin boy to fetch his red shirt, and steers the ship straight down the alleyway, perilously coming close to running aground several times. Then, he opens fire on the Flames of Chaos. As the transport continues taking hit after hit, lowering to 28% health, your crew cheer... ...but as the crew cheer, The enemy's three galleons form a familiar lineup. The Falcon ends with 48% health and 24 windcallers. You can't take another shot like this. Armadyleans: R.L.S. Falcon - Frigate :: 48% - 24 Windcallers [CD; 0] - [V14]
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 [T13] Conqueror - Galleon :: 100% - 50 Archers, 50 Mages [T14] General Khazard - Galleon :: 100% [U12] Chaotic Fire - Transport :: 28% - Unknown Troops [T11] Hellburner - Transport :: 100% - Unknown Troops [V10]
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 12, 2014 19:30:50 GMT -5
Does 72% damage also represent 72% casualties on board the Transport, or will this count for nothing unless the Transport is sunk? I only ask because you said shots are distributed between soldiers on board and hull.
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Post by Lime on Dec 12, 2014 19:35:50 GMT -5
I was debating it, and decided that a special property of the transport would be that all of the crewmen onboard are safe until they land. I could change it now, if you wanted, but I'd effectively have to halve the damage done to the ship. Just so you're aware. If you were planning on asking to change it, I'd caution you against it. While it may help you in this battle, it'll certainly screw over some people in the long term, possibly yourself included.
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Post by Unguis on Dec 13, 2014 8:44:57 GMT -5
What is the likelihood (based on the numbers, as I am unfamiliar with the calculations) that my Frigate is able to sink the Transport in its current condition? How does ramming work, can opponents' dodge it, and how would this damage compare to that of my cannons?
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Post by Lime on Dec 13, 2014 12:06:17 GMT -5
1) I can't (and won't) answer that. What I can tell you that it isn't guaranteed, and I ran a few situations last night. I haven't tried testing what the likelihood that your frigate will not be sunk by the galleons next turn, but I'm very sure that likelihood is 0. I dunno. We'll see.
2. Ramming is a guaranteed hit that hurts both your ship and the enemy ship if you manage to get an evasion roll that's in your favour. Just go near the ship and say "I'll ram it." I'll be deciding the evasion roll based on an RNG and some things between the two ships' speeds. I'm not entirely sure how it'll work yet, but I can tell you that a slower ship being rammed by a faster ship is going to have less chance to get away.
C) Well, a Frigate's Ram Damage is 75. Your frigate (right now) has... well, a power level of 76 EDiT: 74, my bad. 76 was the power level of the Eagle while it was damaged, and me just remembering it. Depending on RNG, your Situational Modifier (which ain't too good), that could go up or down. I'm not going to reveal exact numbers.
D. I have now decided that I will not change how Transports work (unless Siroki and Jascertes tell me I should.) All troops within them will be safe until such a time that the transport is sunk.
v. You should really proceed with the battle. No other player has asked for this many questions regarding battles, and although I have been tolerant regarding this one as it is the first naval battle, the forums have now been considerably spammed by myself explaining how mechanics work.
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Post by Unguis on Dec 13, 2014 15:53:01 GMT -5
Battle of Hemenster, Third Hour The Falcon is to withdraw northwest by four squares. The Khazardians have won the seas.
R.L.S. Eagle - Frigate :: Sunk R.L.S. Falcon - Frigate :: 48% - 24 Windcallers V14->Z10
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Post by Lime on Dec 13, 2014 22:52:27 GMT -5
[attr="class","arma-container2"] Battle of Hemenster - Round 5, Part 1 - [attr="class","arma"] The Falcon slinks away from the battle, and much to your crew's relief, the Khazardian ships don't go after it. Now, since I'm so very tired and it'll be very difficult to set up the land battle, I'm going to give us a brief intermission in the battle right here. Feel free to spend this time corresponding with your two colleagues here, and we'll be back to the battle tomorrow morning. Armadyleans: R.L.S. Falcon - Frigate :: 48% - 24 Windcallers [CD; 0] - [Retreating!]
330 Spearmen 100 Swordsmen 350 Archers 50 Crossbowmen 350 Mages 50 Sorcerers 400 Riders 350 Knights 10 Cannons Sir Goneph Launcet :: 100% Morale - 80%Khazardians: Destroyer - Galleon :: 100% - 50 Archers, 50 Mages [Landing!] Conqueror - Galleon :: 100% - 50 Archers, 50 Mages [Landing!] General Khazard - Galleon :: 100% [At Anchor Near Shore] Chaotic Fire - Transport :: 28% - Unknown Troops [Landing] Hellburner - Transport :: 100% - Unknown Troops [Landing]
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 Lime on Dec 14, 2014 22:12:52 GMT -5
[attr="class","arma-container2"] Battle of Hemenster - Round 5, Part 2 - [attr="class","arma"] And now, the land battle commences. It is truly a sight to behold. You look over the battlefield, and see the truly awesome scale of it. No bigger battle has been fought yet in this new God War. You see the Khazardians offloading from their ships, all troops finally coming off of it as your troops finish moving into gear. As a result, all Khazardian troops will receive half movement this next turn. To your west are the Guardians of Armadyl, slightly sagging in morale due to the newfound enemy reinforcements, but resolute nonetheless. To the east you see the Hemenstrian Thugs who look... surprisingly chipper. Still. Strange. The Khazardians to the south have several rolling shields, as do your allies, but the eastern part of their ranks is sparsely manned. Perhaps they intend for the reinforcements to man them. Oh yes, and the maximum tile capacity is 200 basic units or 5 siege weapons for this one Armadyleans: 330 Spearmen 100 Swordsmen 350 Archers 50 Crossbowmen 350 Mages 50 Sorcerers 400 Riders 350 Knights 10 Cannons Sir Goneph Launcet :: 100% Morale - 80%Khazardians: Destroyer - Galleon :: 100% Conqueror - Galleon :: 100% General Khazard - Galleon :: 100% Chaotic Fire - Transport :: 28% Hellburner - Transport :: 100%
340 Mages 250 Sorcerers 175 Spearmen 200 Swordsmen 160 Archers 250 Crossbowmen 175 Riders 100 Knights 5 Rolling Shields Morale - 90%Guardians of Armadyl: 210 Archers 75 Mages 20 Spearmen 60 Riders 4 Rolling Shields - 100% Morale - 95%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 14, 2014 23:58:41 GMT -5
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Post by Lime on Dec 15, 2014 17:16:20 GMT -5
[attr="class","arma-container2"] Battle of Hemenster - Round 6 - [attr="class","arma"] Your men move obediently to their positions, but as your orders reach May Reacher, well... ...okay then. The Hemenstrian Thugs run around the sides of your formation in an effort to get to the Guardians' positions, while the Guardians have obediently followed your orders, without question. It seems, as usual, that Commander Cemphier and his men are far more loyal (and devout) than the Thugs, who happen to like living. Finally, the Khazardians form a bowl formation, and don't fire into your troops yet. Armadyleans: 330 Spearmen 100 Swordsmen 350 Archers 50 Crossbowmen 350 Mages 50 Sorcerers 400 Riders 350 Knights 10 Cannons Sir Goneph Launcet :: 100% Morale - 80%Khazardians: 340 Mages 250 Sorcerers 175 Spearmen 200 Swordsmen 160 Archers 250 Crossbowmen 175 Riders 100 Knights 5 Rolling Shields Morale - 90%Guardians of Armadyl: 210 Archers 75 Mages 20 Spearmen 60 Riders 4 Rolling Shields - 100% Morale - 95%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 15, 2014 20:00:36 GMT -5
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Post by Lime on Dec 15, 2014 20:02:48 GMT -5
The Khazardians do not respond, again. They still don't even have a paragon to duel with.
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Post by Unguis on Dec 15, 2014 20:15:03 GMT -5
If the enemy army has a General, that is who will duel; if it doesn't, a Captain will step up instead. If the enemy accepts, a duel will take place. I was hoping this might happen, but if not, so be it. Battle turn coming by midnight... EDIT: I was also trying to combine some the thug groups that didn't retreat. Did the thugs refuse that too?
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Post by Lime on Dec 15, 2014 20:18:26 GMT -5
Well, they have no interest in a duel anyways.
EDiT: All Thug troops are effectively acting under their own orders. I'm treating them as an allied power, as well as the Guardians of Armadyl. The Guardians are more than happy to obey your suggestions because they're staunch proponents of Armadyl and you're clearly a powerful Armadylean. The thugs are more interested in gold and their lives than winning the battle, so they don't automatically bend to your orders. The end goal for them is going towards the Western Side of the Battlefield.
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Post by Unguis on Dec 15, 2014 20:23:47 GMT -5
That makes things much easier. I can be more general in my orders then? Or would you prefer I remained specific?
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Post by Lime on Dec 15, 2014 20:25:36 GMT -5
Be specific with your own orders, and if certain orders are impossible (which I recall one of your companies trying to move much farther than their move limit - I went as far as I could) I'll do my best to meet the end goal of the order. You can be more general with your suggestions to your allies, but know that for the most part, the Guardians will do what you say anyways.
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Post by Unguis on Dec 15, 2014 21:07:13 GMT -5
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Post by Lime on Dec 16, 2014 15:00:00 GMT -5
[attr="class","arma-container2"] Battle of Hemenster - Round 7 - [attr="class","arma"] You move into position, and engage the enemy! Well, a little right now. An enemy company and a bit more die to your cannons and archers, but for the most part this is a bloodless round as the Hemenstrian thugs are- WHAT?! WHY?! So... after that betrayal, a bloodless round turn into a very bloody one, as the attack the Guardians of Armadyl. But fortune is in your favour! Their element of surprise didn't do as well as they liked, and the Guardians of Armadyl still manage to put up a great fight. If they thought they would take down the Guardians that easy, then they'll pay the blood price! The Thugs odd happiness has now dropped, as their plan to try and betray you with minimum casualties has quite clearly failed. The Khazardians now line up their strike. First, the southwesterly forces push forth with their shields while the Guardian of Armadyl are distracted, slamming them against eachother. The Guardians' Shield at F13 to H13 and the Khazardians' Shield at F14 to H14 are now jammed together, and can't be separated until the battle is over. The Guardians suffer heavy casualties between the Thugs and the Khazardians, and lose control of the O8 to O10 shield, but their tempers flair and are hungry for revenge. Meanwhile, your forces are charged at by the Khazardian Reinforcements, along with a strange strategy. Some troops on the Khazardian Side have pulled back their shields to allow a mad charge by their rides, who storm into the mages. In any event, clash after clash occurs, but none of the forces looks like they're out for the count yet. ...Buuuuut, it looks like this battle is out of rounds for the time being. Please make your turn (and if you want, send reinforcements) and we'll get back to this battle in a jiffy! Armadyleans: 330 Spearmen 59 Swordsmen 326 Archers 50 Crossbowmen 279 Mages 50 Sorcerers 284 Riders 284 Knights 9 Cannons Sir Goneph Launcet :: 100% Morale - 78%Khazardians: 290 Mages 101 Sorcerers 26 Spearmen 184 Swordsmen 110 Archers 125 Crossbowmen 155 Riders 60 Knights 4 Rolling Shields - 100% Rolling Shield - Jammed! Morale - 95%Guardians of Armadyl: 110 Archers 34 Mages 9 Spearmen 14 Riders 2 Rolling Shields - 100% Rolling Shield - Jammed! Morale - 97%Hemenstrian Thugs: 110 Riders 39 Archers 48 Mages 74 Spearmen Rolling Shield - 100% Morale - 70%[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 18, 2014 0:04:21 GMT -5
Battle of Hemenster, Eighth Hour Logrean Troops 136 | M16 [Attacking in Q16] 95 | U12 [Attacking in W12, & in W13] 50 | T11 [Firing on in S13] 50 | S11 [Firing on in S13] 59 with Lord Goneph Launcet (100%) | S12->T12 [Attacking in T13] 149 | R12->S12 [Firing on in U13] 130 | U11 [Firing on in U13] 160 | W8->V10 [Firing on in V13] 189 | L14->L11 [Attacking , ,& in K12,K11,L10,M10,M11,&M12] 165 | V9->X12 [Attacking in W12] 165 | R10->R12 [Attacking & in Q12,Q13,R13,&S13] 5 Cannons | T7 [Firing on in W11] 148 | T12->U12 [Attacking in U13] 166 | W9 [Firing on in W11] 4 Cannons | T9 [Firing on in O11]
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Post by Lime on Dec 18, 2014 17:37:40 GMT -5
[attr="class","arma-container2"] Battle of Hemenster - Round 8 - [attr="class","arma"] This battle has drawn on very long, and your men are starting to feel the wear and tear of it. The men on the other side are too, but yet your men follow their orders. Fortunately, through all the hacking and slashing and so forth, your encirclement has been broken! The Khazardians have pulled back slightly, wheeling their mobile shields into position and shooting back with crossbow bolts and arrows from behind. Your guns meet the same fate when trying to fight the spearmen, and after the fialed battery is finished the Shield is only 31% damaged, and the Spearmen are charging forth, destroying three pieces of your artillery. More bad news, too. The Guard-madyleans put up a valiant fight, but as the last of their spearmen die, and without their Commander (who was a spearmen) with them, they remaining Guardians take flight. They will not be participating in the rest of this battle, and they've abandoned their positions. Even more bad news: Your two exterior groups of cavalry have both encountered encirclement of their own. As your riders charge the archers, the riders manage to kill 13 of them in one company, but are then surrounded by mages, knights and archers! They take a beating, but not nearly as bad a one as the Knights, who have been utterly destroyed in a brutal assault by mages and riders. Well, there's even more ba- wait. What's this?! Good news! Your reinforcements of 100 Spearmen, 100 Archers, and 100 Mages arrive! This cheers your men up, but everyone is still quite burned out from the long fighting, the constant death, and the flight of the Guardians of Armadyl (no pun intended, of course.) Armadyleans: 396 Spearmen 28 Swordsmen 403 Archers Archers 50 Crossbowmen 379 Mages 50 Sorcerers 181 Riders 134 Knights 7 Cannons Sir Goneph Launcet :: 86% Morale - 66%Khazardians: 249 Mages 17 Sorcerers 53 Swordsmen 110 Archers 64 Crossbowmen 85 Riders 35 Knights 6 Rolling Shields - 100% 2 Rolling Shields - Jammed! Morale - 54%Guardians of Armadyl: Retreating! Morale - 0%Hemenstrian Thugs: 71 Riders 26 Archers 30 Mages 74 Spearmen Rolling Shield - 69% Morale - 37%[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 22, 2014 20:09:03 GMT -5
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Post by Lime on Dec 22, 2014 20:23:43 GMT -5
The Khazardians still will not respond. Their numbers may be less, but their position is tactically inferior, and they believe this land belongs to them.
Also, they likely don't want that money to be for nothing.
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Post by Unguis on Dec 22, 2014 22:54:57 GMT -5
Battle of Hemenster, Ninth Hour Logrean Troops 62 | V12->X16 [Attacking / in W15,X15] 50 | T11 [Firing on in N16] 50 | S11->Q14 [Firing on in S15] 28 with Lord Goneph Launcet (86%) | T12->S8 [Attacking in S7] 149 | S12->O14 [Firing on in N15,N16] 130 | U11->S14 [Firing on in U13] 160 | V10->Q13 [Firing on in Q15] 119 | L11 [Attacking / / / in K12,L12,M12,M11] 94 | X12->W16 [Attacking / in V15,W15] 152 | R12->R15 [Attacking in Q15,Q16] 134 | U12 [Attacking in U13] 160 | W9->X13 [Firing on in V12 ] 7 Cannons | T9&T7->S10 [Firing on in P15 ] 100 | S3->S6 [Attacking in S7] 100 | R2->M7 [Firing on / in K10,L9,M10] 100 | T2->Q7 [Firing on in S7]
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Post by Lime on Dec 23, 2014 9:28:53 GMT -5
[attr="class","arma-container2"] Battle of Hemenster - Round 9 - [attr="class","arma"] I'll cut to the chase and skip all of the blood and gore, since you've probably had enough hearing about that for one battle. Long story short, your men cut through the enemy troops, but their formation is, well, nonexistent. Meanwhile, the Khazardians quickly try to regain their superior position, and pull up another Mobile Shield to fire from behind. Your Spearmen suffer heavy magical bombardment, but have barely stuck their necks through a hole in the shield wall. Your Mages and archers are also taking fire from three sides, and your archer reinforcements have been swarmed. The good news is that all enemy forces that were behind what I consider to be "your lines" are now lying dead on the ground. Despite this, morale on all sides is low. Oh yeah! And you finally get a response from the Commanding Officer of the Khazardians. Armadyleans: 225 Spearmen 21 Swordsmen 374 Archers 50 Crossbowmen 347 Mages 47 Sorcerers 137 Riders 134 Knights 7 Cannons Sir Goneph Launcet :: 86% Morale - 40%Khazardians: 197 Mages 82 Archers 22 Crossbowmen 33 Riders 13 Knights 6 Rolling Shields - 100% 2 Rolling Shields - Jammed! Morale - 43%Hemenstrian Thugs: 55 Riders 13 Archers 30 Mages Rolling Shield - 69% Morale - 23%[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 23, 2014 14:37:49 GMT -5
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Post by Lime on Dec 23, 2014 15:45:28 GMT -5
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Post by Unguis on Dec 27, 2014 21:22:55 GMT -5
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Post by Lime on Dec 28, 2014 12:19:15 GMT -5
[attr="class","arma-container2"] Battle of Hemenster - Round 9 - [attr="class","arma"] Your men proceed to your orders but... some are confused. It appears that you've ordered some of them to fight troops that are no longer there, or march through a bottleneck, all at once. Still, your men try to be as useful as possible, with your swordsmen marching up to be in range to strike, as many troops trying to push through the hole in the Shield Wall as possible, and your knights lining up to make an attack. As your men fight the Thugs, though... the Thugs start to lose heart. They're down to less than 25 men, and they break ranks, and flee. The traitors have run from the battlefield, and their payment to betray you is forfeit. This is cause for some cheer amongst men, as you now outnumber the Khazardians 6 to 1. If only their tactical position wasn't so great. Your men who go through the hole in the shield wall drop like flies. Every last spearman has fallen, and a fair amount of crossbowmen go with them, for only minimal enemy losses. Meanwhile, your forces that managed to make it fully behind enemy lines are sowing havoc and reaping death. Your cannons line up their shots, and absolutely annihilate the only mages they can hit. None stand after this volley, but you can't really hit any other ones until you bust up their shields. This means that both your morale and the enemy morale is at an all-time low. Armadyleans: 164 Spearmen 21 Swordsmen 367 Archers 13 Crossbowmen 343 Mages 38 Sorcerers 122 Riders 134 Knights 7 Cannons Sir Goneph Launcet :: 86% Morale - 22%Khazardians: 143 Mages 52 Archers 8 Crossbowmen 23 Riders 1 Knights 6 Rolling Shields - 100% 2 Rolling Shields - Jammed! Morale - 27%Hemenstrian Thugs: Fleeing! Morale - 0%[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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