1) What second troops are you specifically talking about? I only ask because there were two instances in your strategy that you might be talking about, and I want to be sure it is the right one.
The one were my troops come out of the city, regroup with the catapaults, and then reload on the Raken and re-enter the city.
Quote:
2) Trust me Sol, your strategy got a very hefty bonus thanks to those Shadowcats--thanks to their stealthy abilities--but, as it goes, the dice were just not in your favor. If it makes you feel better, the first time I rolled for the results, you only got a 10% survival rating while SB got a 97% survival rating. However, thanks to my having caught a mistake concerning SB's reinforcements that would have skewed the results a bit, I had to redo-it and, upon doing so, the rolls were much more moderate--4 and 7 if I remembers correctly, with the 7 being SB's.
But we still only lost one shadowcat. I don't see how I'd lose all of my Raken to the archers if, during that same instance, we had Shadowcats fighting on the walls and siege weapons firing on them.
Quote:
3) Because he had more troops than you...so you're losses, while less than his, were a greater percent of your army.
Our total troop numbers were about even. If you are referring to INSIDE the city, then let me point out a few things:
We lost ~55 men inside the city. Not counting the Raken, I sent in 125. He had ~230 inside. Please be reminded that these are just all the Aiel, Asha'man, and Quick Crossbowmen who died in the entire battle, and may not represent the troops as a whole.
Now, if I'm correct, I still had 75 men (~45%) of my troops still inside the city. I had said a retreat would only occur if 90% of my troops inside the city had fallen. I had also said that we would retreat if 80% of our total forces failed: we still have ~50% of our forces at the end of the battle. Looking at my notes, this is the amount needed to perform the second attack... and we still didn't even meet the requirements for the first retreat.
So I just don't see how it warranted an early retreat on my side.
EDIT:
Also, since we're on the subject of troop totals, I'm going to note that he lost a greater number of troops AND had less than me. (Since you'd said his troops losses were a lesser percentile than mine, I mean.)
Total Losses:
Sol: 220
Sailboat: 330
Total Troops
Sol: 475
Sailboat: 433
Total Losses:
Sol: 46%
Sailboat: 61%
Dunno if it affects anything at all, but I wanted to note that his losses were not less devastating to his army than to mine. I could have easily continued the battle at O. Phase 4.
I don't see why they wouldn't? A moat isn't some uncrossable thing. It's just a moat.
:I
it's a deep trench too steep to climb out of and too wide to jump across. the thing is DESIGNED to be uncrossable. Not only that, but the shadowcats aren't even carrying any equipment that would allow them to cross it.
The fort is surrounded by a moat. The moat is ten feet deep and ten feet wide. On the westernost side of the walls is a large gatehouse that houses the drawbridge, with battlements on the roof.
I see nothing about it being a steep climb, and ten feet deep seems hardly impossible to swim through.
And what kind of equipment would be needed to cross it? A wooden plank you could use as a bridge? A large branch? You could really use anything to cross a moat, but it would slow. I don't see why it would be impossible to cross.
I see nothing about it being a steep climb, and ten feet deep seems hardly impossible to swim through.
And what kind of equipment would be needed to cross it? A wooden plank you could use as a bridge? A large branch? You could really use anything to cross a moat, but it would slow. I don't see why it would be impossible to cross.
The trench is ten feet deep, and it's halfway filled with water. Assuming shadowcats are somewhere around five feet tall, they would be practically underwater when standing at the bottom. They must then scale a vertical slope twice their size while being completely submerged. Being able to swim in it is irrelevant.
It is not IMPOSSIBLE to cross such a fortification. Equipment like ropes and grappling hooks could greatly facilitate climbing out of the trench. And larger units would be able to hop in and out of it no problem. But impossible for the shadowcats in this battle? Absolutely.
I think it would be important note things like a moat being filled halfway with water before a battle is modded.
Anyways, this is something that should be left up to Conman and the dice. Since he has stated that the Shadowcat's have been able to ♥♥♥♥ ♥♥♥♥ up, I'm going to assume they did cross the moat and that it was not completely impossible. It is up to him on whether or not to change this.
Hey guys I think we should just move on with the game and take the war mod as final instead of sitting around here bickering
so without further adieu here's day 24:
Kingdom: Goathaven
Week 24 Capital: The Goat Tower
Troops:
150 Pointy Goats
150 Hopping Goats
140 Bubble Goats
130 Big Goats
20 Archers of Crete
Total: 630
Recruitment:
20 Bubble goats
Supplies:
Goat-A-Pults
Navy:
10 Longships
30 Junk
Projects:
Train hopping goats to "skip" on water (0/8)
Fortify fort Ibex with a larger wall and make repairs (0/6)
Completed Projects:
Teach bubble goats "sticky foam" technique (6/6)
Teach big goats levitation (8/8)
Teach Pointy Goats and Big Goats the Rolling Ball of Death formation (8/8)
Research Goat-A-Pults (10/10)
Create parachutes (4/4)
Construct 10 longships (6/6)
Construct 30 junk (6/6)
Log:
Although we have held our position at Fort Ibex, we must know that the enemy will come again, in greater numbers. We must prepare for that day. We must seek foreign aid immediately.
Now that our navy is complete, we are working on repairing our fortress as well as teaching hopping goats a new ability. After hopping, if they land on water, they will be trained to hop again on the water's surface. This "skipping" technique should prove devastating in naval battles.
Letter to Tsar Conman of Conussia:
I have been attacked, my friend. I know not who my assailant was, but he has torn through my forces and nearly destroyed one of my strongholds. If you can spare some troops while I try to rebuild, that would be awesome.
Yours,
The Goat Council
Letter to New Hope:
The Goat Council is greatly confused by this unprovoked attack on our people. We realize your force is small and this attack was most definitely not your design. As a peaceful nation we wish to end this bloodshed as soon as possible, and with that we extend you an invitation to cease fire. We hope that, as our friends and neighbors, you accept humbly so that the killing can end.
Fine, but just be ready for my next attack. You'll find that this will be a bit tedious as time goes by.
Anyways, I never did Day 22, so be mindful of this when I update.
EDIT: And since I managed to escape with like half of my forces intact, I think it would be fair to say that they all survived and that most of the damage was done in the unloading. This is beneficial to you, as well, because otherwise I'm just going to keep pushing my points on Conman
---------- Post added at 07:11 PM ---------- Previous post was at 06:43 PM ----------
Kingdom: The Tairan Empire
Week: 24
Capital: Tear
Declared Allies: The Trattle Kingdom, New Hope, The Ancient Islands
Declared War: Goathaven
Neutral Kingdoms: Conussia
Aiel - A race of people who built themselves on stealth. They are agile, can keep in the shadows in almost any situation, and are expert fighters. They use double-sides spears, which gives them improved maneuverability over normal spear and swords, but restricts their reach in some cases. Extremely accurate with their bows.
Knights - Self explanatory: Have mounts and armor, but the mounts are not always used.
Footmen - Self explanatory: Come in variants of spearmen and swordsmen.
Asha'man - Male users of the One Power. Gifted with the powers of destruction, and they are relatively skillful with a sword. This group is divided into three levels of power:
Soldier - The most basic Asha'man. They are able to perform simple tasks, such as fireballs and lightning. They can prove to be extremely effective in defensive situations, lighting multiple troops on fire at the same time. Their reach is somewhat limited - about fifty yards - and their stamina is okay. They have some control over the earth as well, and are able to rip the dirt beneath the enemies feet if given enough time. Also good for basic preparations before battle.
Dragon - The second level of Asha'man. They have increased stamina and power over their Soldier counterparts, being able to reach up to 100 yards with their abilities. They are extremely effective in both offense and defense. They have the ability to terraform the land quickly, breaking up an enemies formation and giving way for charges. As well as this, they can launch fire from the skies as if from no where and conjur basic storms to mess with the enemies lines and hide our troops. The storm ability is not affected by their normal limitations, due to the nature of storms and how large they can become.
Asha'man - The most advanced level of Asha'man. They have most of the basic powers as Dragons, but their stamina is much greater and their power much higher. They are able to perform something called the "Razor", in which beams of light open up in the enemies forces - instantly shredding whoever comes into contact with it before disappearing. They can also use "Moon Flowers", in which lines of fire as if from everywhere bombard the enemy.
*Note that Asha'man are the rarest form, and there will be few compared to the number of Dragons and Soldiers. Also noting that they have to be trained in order, taking projects to train them. There can never be more Dragons than Soldiers, and never more Asha'man than Dragons. Each project is ten days/fifteen troops for Dragons. It is four days/two troops for Asha'man. Soldiers are recruited normally.
Aes Sedai - The female users of the One Power. They are granted healing abilities and mind tricks. They are best suited for defense, given their weak offensive - mostly consisting of flames and electricity. They can heal wounds, such as a broken arm, and even "trick" the mind into thinking that the body is not tired. Also good for creating shadows for troops to hide in and making images to confuse the enemy. In rare cases, they can revive troops*
Raken - A large winged troop, about 20 feet from wing to wing, that are capable of carrying five troops on their backs at any given time. They have claws and sharp teeth, allowing for close combat battles in the air, and their great weight/size makes them hard to take down on land (though this is hardly a viable tactic, since they have limited movement on land other than straight ahead).
Quick Crossbowmen - Specially modified crossbowmen, wielding crossbows that dish out over double the arrows of a normal crossbow. Rather weak in hand-to-hand combat, but they do wield sword-breakers for when the time arises.
*Project will be done to do this. Takes ~4 days, with ten Aes Sedai put on hold for every thirty bodies. They cannot be used in battle unless the project is put on hold.
Total: 435
Recruitment:
40 Aiel
40 Footmen
Total: 80 (Wk 22+24)
Supplies:
Altered Hunting Bows (Aiel) - Improved range, accuracy, and power from normal hunting bows.
Double Sided Spears (Aiel)
10 (Female) Angreal (Aes Sedai) - Enhances abilities with the One Power, as well as provides increased stamina to their holders.
Nightflowers - An explosive firework, made from powder taken from the "Night Flower".
Quick Crossbows (Quick Crossbowmen) - A crossbow that is altered with the One Power, allowing for a quicker reload, larger arrow capacity on the crossbow itself, and the ability to fire off shots quicker. Essentially five arrows for every two normal ones.
Nightflower Firework x5 - A firework with enhanced powers, allowing for miner explosions as well as larger ones (when used together).
Projects:
Develop Schematics for and Mass Produce 5 Nightflower Fireworks [8/8] - A firework with enhanced powers, allowing for miner explosions as well as larger ones (when used together). - Double Time - [Complete Wk 22]
Develop Schematics for and Mass Produce 10 Siege Towers [6/10] - Double Time -
Completed Projects:
Spoiler:
Tame Raken [4/4]
Nightflowers [10/10]
Research and Mass Produce Quick Crossbows [8/8]
Train Quick Crossbowmen [4/4]
Train 15 Dragons [10/10]
Log:
Our attack failed, but our spirits soar. Nightflower Fireworks have been completed, and with them an entire new way to hit our enemies. I am pleased with this development. Siege Towers have been continued from their previous holding point, and the progress made with them has been tremendous. I expect them to be usable very shortly.
The Council, despite the city's cheer and my hope, is in an uproar over this loss. They say we are weakened, but I think we are anything but - if anything, we are stronger than before. Most of the troops lost in the battle have nearly been recovered, and we should only receive more as the days continue to pass by.
Letters to Dipper, HIKER Blak, and Zeldafan:
It has come to my attention that, we as three nations, need to better protect each other and be there when we need it most. I am proposing that we each are able to keep troops within each others' allied kingdom - this would mean all of us except for Zeldafan, since I am unsure if he has allied himself with the Trattle or the Islanders. Be that as it may, I think it would be best if we did this.
To start things off, I am willing to have one Raken on standby in each of your kingdoms, ready to take off at a moments notice. Whilst I may recall them for defense or attacks, these would be imperative to our defense: It would allow a quick way to notify each other of attacks, and receive/give aid as seen fit.
This proposition is up to, however. Whether you choose to accept holds no grounds on our alliance - which I hope will continue throughout the war.
Solsetur
King of Tear
Protector of Callandor
---------- Post added at 07:23 PM ---------- Previous post was at 07:11 PM ----------
Sneak on Sailboat (lol):
Troops:
Five Aiel
Five Shadowcats
Total: 10
Supplies:
Two Nightflower Fireworks
One Sailboat
Phase 1:
These troops will all meet in Tear, where they will load up on Raken and proceed to The Ancient Islands. There, they will load on a sailboat and proceed north towards the Goat Tower. They will swerve west, avoiding the watch tower (it's night btw), and dock in the mountains west of Goat Tower. They will make their way east towards the city, killing any watchmen they find.
Phase 2:
Once close to the edge of the mountain range, the Aiel will pause. The Shadowcats will take the Nightflower Fireworks and proceed to the city. They will take them to the walls and plant them in positions that would grant the most damage - they would then light and retreat. The remaining forces will make their way to the ship, head back to the Ancient Islands, and then Raken will arrive to bring the survivors back to their respective kingdoms.
Notes:
-Two Nightflower Fireworks should be sufficient to blow a decent sized hole into the wall of the fortress. They take about twenty seconds to detonate.
-If in danger of losing the Nightflower Fireworks, they will be destroyed. If this were the case, the remaining soldiers would make their way back to the ship and escape or die trying. Under no circumstances should the Fireworks fall into enemy hands - if necessary, they will be consumed (which would result in the troops death, but the loss of the explosive).
-Once near enough to the fortress to perform the attack, retreat is not option.
^Referring back to the map and it's description. The Shadowcats shouldn't have trouble with the mountains since they can literally walk right through them, however I don't know how your Aiels could make it through without using one of the Mountain Passes.
Perhaps the Aiels stay with the boat so it doesn't crash into the rocks?
Quote:
Originally Posted by Zeldafreak83
Click thumb to see full size Grey = rocky mountains/cliffs that only aerial units can cross
Dark Green = thick forests
Lighter Green = grass lands
Textured Green = swamp land
White = snow/frozen tundra
Brown = rocky dirt
Tan = Sand
Blue = water
Light Blue = swallow water, large battleships will run a ground if they attempt to sail through these areas (after looking at Dipper's map I realized the rest of the world map could benefit from the addition of this color)
I always assumed that mountains located adjacent to water were cliffs. Either that, or something like this:
To me, uncrossable terrain should also be undockable terrain.
Also,
@Zeldafreak: In X-Men, all I've ever seen Shadowcat pass through are man-made walls and structures. With the notion that now these units can pass straight through mountains, is there any limitation to their abilities? What's stopping you from creating an army made solely of shadowcats and having them walk right into a capital from underground?
And while we're discussing moderation, What's the deal with the fireworks, Sol? I realize they're not "bombs" in the sense that we've had in the past as they wouldn't be able to be launched from siege engines, but I don't see how only two fireworks can do any significant damage to a major fortification such as a capital fortification.
Hey guys--sorry I haven't been able to get on here the last couple of days. College just started and I was in the middle of the transitioning process, PLUS ZU has been acting screwy for when I have tried to get on. Anywho, here is the thing:
After seeing what Sol has said about troops totals, I went and checked my work and found that I had actually made a pretty big mistake. -_- When writing down the troops who died in the attack, accidentily wrote down the troops who survived! So, some of the numbers I gave you are actually quite wrong and, as such, I will go back and fix them. Sol--you actually did meet your reteat point of 80%, but my mistake kinda ruined that a bit...
Also, ZF, I agree with SB on this one--the Shadowcats can walk through things, but I'm putting a limit down on just how far that can take them. At most, a Shadowcat will be able to stay intagible for 2 minutes and, once done, it will take them double that to "recharge," per se. So, if they stay intangible for 2 minutes, they will be able to do it again in 4 minutes. If they stay untangible for 1 minutes, they will be able to do it again in 2 minutes, and so on...and, if they are in a solid object when their timer runs out or they decide to go intangible, then they will be crushed to death. Also, they won't eb able to use weapons while intagible but, thanks to their stealth abilities, will still be able to do sneak attack like the one in Fort Ibex.
Which bring me to my next point--the Shadowcats and the moat. Because of the Shadowcats ability to go intangible, they were able to get across the moat and to the otherside under 2 minutes. Then, at the same time, they were able to sneak through the walls and into the fort--hence the way the Shadowcats got in.
And, on a final note, I also agree with SB that it will take more than two Nightflowers to make a "decent sized hole," unless, of course, our definition of a decent sized hold different. To make a hole big enough for a person to crawl through, I think 5 Nightflowers would be the minimum at least, and would need to be fired off one after the other rather than all at once.
I always assumed that mountains located adjacent to water were cliffs. Either that, or something like this:
To me, uncrossable terrain should also be undockable terrain.
We aren't docking in the literal sense, though - just getting close enough to the mountains that the troops can get out and make it to the mountains.
Also,
Quote:
And while we're discussing moderation, What's the deal with the fireworks, Sol? I realize they're not "bombs" in the sense that we've had in the past as they wouldn't be able to be launched from siege engines, but I don't see how only two fireworks can do any significant damage to a major fortification such as a capital fortification.
They aren't fireworks in the literal sense. They are made to explode and do damage to many types of man-made fortifications. They aren't just single fireworks, either - they are bundles strapped together, to create one powerful explosive.
I would say that they are about as powerful as one bomb, which would make two fireworks the equivalent to one bomb. This would mean they would be able to blow a decent hole into your fortifications, but not enough to cause any structural damage (crumbling walls, etc.) and would just be a giant hole troops could go through. I'd say that 4-5 could go through at a time.
Quote:
Originally Posted by Conman21100
After seeing what Sol has said about troops totals, I went and checked my work and found that I had actually made a pretty big mistake. -_- When writing down the troops who died in the attack, accidentily wrote down the troops who survived! So, some of the numbers I gave you are actually quite wrong and, as such, I will go back and fix them. Sol--you actually did meet your reteat point of 80%, but my mistake kinda ruined that a bit...
Also, ZF, I agree with SB on this one--the Shadowcats can walk through things, but I'm putting a limit down on just how far that can take them. At most, a Shadowcat will be able to stay intagible for 2 minutes and, once done, it will take them double that to "recharge," per se. So, if they stay intangible for 2 minutes, they will be able to do it again in 4 minutes. If they stay untangible for 1 minutes, they will be able to do it again in 2 minutes, and so on...and, if they are in a solid object when their timer runs out or they decide to go intangible, then they will be crushed to death. Also, they won't eb able to use weapons while intagible but, thanks to their stealth abilities, will still be able to do sneak attack like the one in Fort Ibex.
Which bring me to my next point--the Shadowcats and the moat. Because of the Shadowcats ability to go intangible, they were able to get across the moat and to the otherside under 2 minutes. Then, at the same time, they were able to sneak through the walls and into the fort--hence the way the Shadowcats got in.
Do we need to edit, then? Because Sailboat and I pretty much agreed this was done, unless you want us to go back and edit (but it would be a pain to redo my update to accomodate for this >_>)
Quote:
And, on a final note, I also agree with SB that it will take more than two Nightflowers to make a "decent sized hole," unless, of course, our definition of a decent sized hold different. To make a hole big enough for a person to crawl through, I think 5 Nightflowers would be the minimum at least, and would need to be fired off one after the other rather than all at once.
If, after reading my previous explanation, you still feel this way, then I will edit the strategy.
We aren't docking in the literal sense, though - just getting close enough to the mountains that the troops can get out and make it to the mountains.
So they're jumping out and swimming to shore?
Disregarding the fact that they will be jumping into freezing water, getting thrown by giant waves onto jagged rocks, how are they supposed to keep the bombs intact?
Quote:
They aren't fireworks in the literal sense. They are made to explode and do damage to many types of man-made fortifications. They aren't just single fireworks, either - they are bundles strapped together, to create one powerful explosive.
I would say that they are about as powerful as one bomb, which would make two fireworks the equivalent to one bomb. This would mean they would be able to blow a decent hole into your fortifications, but not enough to cause any structural damage (crumbling walls, etc.) and would just be a giant hole troops could go through. I'd say that 4-5 could go through at a time.
Okay, so they're kinda like bombs. except they are not as versatile (cannot be dropped from air units or launched as projectiles). I'm okay with that.
Except two of those would not make such a large hole. Not in a curtain wall at least. Maybe in a smaller wall like the one surrounding Ibex, but you'll be lucky to even puncture a curtain wall with just two bombs.
Quote:
Do we need to edit, then? Because Sailboat and I pretty much agreed this was done, unless you want us to go back and edit (but it would be a pain to redo my update to accomodate for this >_>)
@Zeldafreak: In X-Men, all I've ever seen Shadowcat pass through are man-made walls and structures. With the notion that now these units can pass straight through mountains, is there any limitation to their abilities? What's stopping you from creating an army made solely of shadowcats and having them walk right into a capital from underground?
According to the Wikipedia page I came across when I was putting my army together, the way Shadowcat's ability works is she can disperse the molecules in her body so they can squeeze through the empty spaces between the molecules of whatever object she is passing through. Since there is empty space between the molecules in every object it doesn't matter if it's man-made or natural, she can still pass through it.
As far as limitations, I've already cut back quite a bit on my Shadowcats abilities versus the real Shadowcat. The real Shadowcat can extend her ability to anything/anyone she is in direct physical contact with up the size of a semi-truck, my Shadowcats can only extend their ability to their armor/clothing and weapons. While intangible, the real Shadowcat can literally walk on air, my Shadowcats can not. The real Shadowcat can also choose to cause mild to severe damage to any machines or people she passes through, my Shadowcats can not.
And I would never build an entire army from Shadowcats. I believe the results of the most recent battle proves that they are good at creating chaos early on in a battle, but when it comes to sustained combat they aren't nearly as capable as other units.
Quote:
Originally Posted by Conman21100
Also, ZF, I agree with SB on this one--the Shadowcats can walk through things, but I'm putting a limit down on just how far that can take them. At most, a Shadowcat will be able to stay intagible for 2 minutes and, once done, it will take them double that to "recharge," per se. So, if they stay intangible for 2 minutes, they will be able to do it again in 4 minutes. If they stay untangible for 1 minutes, they will be able to do it again in 2 minutes, and so on...and, if they are in a solid object when their timer runs out or they decide to go intangible, then they will be crushed to death. Also, they won't eb able to use weapons while intagible but, thanks to their stealth abilities, will still be able to do sneak attack like the one in Fort Ibex.
Honesty, I've always viewed my Shadowcats' as a slightly tougher version of the Poes from the Zelda based versions of Land Wars (except my Shadowcats can't fly or become invisible). So I really don't like the idea of their ability needing to 'recharge.' I figured, when the question came up we could go off of the real Shadowcat's limitation of only being able to remain completely phased into an object for as long as she can hold her breath.
__________________________________________
Anyway, I haven't updated in a while. I realize I’m about 12 hours early for week 28, but I’m pretty far behind on my updates and probably won’t have the energy when I get home tonight to catch up. So I hope you guys will excuse me this time.
__________________________________________
Kingdom: New Hope Week: 28 Capital: Xavier’s Fortress Army Name: The Brotherhood Category: Mutant
Log:
It is fortunate we've had time to mourn the deaths of the first to fall in this war that seems to be just beginning. We can't help but wonder when the flood gates will open again.
Tairan Empire:
We would gladly welcome a single Raken to act as a messenger between our nations. A perch will be prepared for him a top the eastern most wall of our city. This way he will have the shortest possible distance to fly when relaying messages. In return we would like to station a single Shadowcat with you to act as an emissary.
Goathaven:
I’m afraid that we cannot accept your cease fire. A war has started that will consume this entire world before it is finished and sides must be choosen.
Kingdom: Goathaven
Week 26 Capital: The Goat Tower
Troops:
160 Pointy Goats
170 Hopping Goats
150 Bubble Goats
130 Big Goats
20 Archers of Crete
Total: 670
Recruitment:
20 Bubble goats
Supplies:
Goat-A-Pults
Navy:
10 Longships
30 Junk
Projects:
Train hopping goats to "skip" on water (2/8)
Fortify fort Ibex with a larger wall and make repairs (2/6)
Completed Projects:
Teach bubble goats "sticky foam" technique (6/6)
Teach big goats levitation (8/8)
Teach Pointy Goats and Big Goats the Rolling Ball of Death formation (8/8)
Research Goat-A-Pults (10/10)
Create parachutes (4/4)
Construct 10 longships (6/6)
Construct 30 junk (6/6)
Log:
yep.
____________________________________
Kingdom: Goathaven
Week 28 Capital: The Goat Tower
Troops:
160 Pointy Goats
190 Hopping Goats
160 Bubble Goats
140 Big Goats
20 Archers of Crete
Total: 710
Recruitment:
20 Bubble goats
Supplies:
Goat-A-Pults
Navy:
10 Longships
30 Junk
Projects:
Train hopping goats to "skip" on water (4/8)
Fortify fort Ibex with a larger wall and make repairs (4/6)
Completed Projects:
Teach bubble goats "sticky foam" technique (6/6)
Teach big goats levitation (8/8)
Teach Pointy Goats and Big Goats the Rolling Ball of Death formation (8/8)
Research Goat-A-Pults (10/10)
Create parachutes (4/4)
Construct 10 longships (6/6)
Construct 30 junk (6/6)
Log:
Our wall is nearly complete. It will soon stand twenty feet tall, with full battlements and turrets at each corner. On each turret lies a goat-a-pult, and six more are stationed on the roofs of the inner fortress.
Letter to New Hope
If you do not wish to agree to ceasefire, then I must declare you my enemy. Once the War Machine of the Goats begins turning rest assured that you will be the first to perish.
Since you all continued updating, I'm calling this attack a bust. Re-doing my Week 24 update in this next. Expect a new attack with revisions soon.
---------- Post added at 06:38 PM ---------- Previous post was at 06:24 PM ----------
Kingdom: The Tairan Empire
Week: 28
Capital: Tear
Declared Allies: The Trattle Kingdom, New Hope, The Ancient Islands
Declared War: Goathaven
Neutral Kingdoms: Conussia
Aiel - A race of people who built themselves on stealth. They are agile, can keep in the shadows in almost any situation, and are expert fighters. They use double-sides spears, which gives them improved maneuverability over normal spear and swords, but restricts their reach in some cases. Extremely accurate with their bows.
Knights - Self explanatory: Have mounts and armor, but the mounts are not always used.
Footmen - Self explanatory: Come in variants of spearmen and swordsmen.
Asha'man - Male users of the One Power. Gifted with the powers of destruction, and they are relatively skillful with a sword. This group is divided into three levels of power:
Soldier - The most basic Asha'man. They are able to perform simple tasks, such as fireballs and lightning. They can prove to be extremely effective in defensive situations, lighting multiple troops on fire at the same time. Their reach is somewhat limited - about fifty yards - and their stamina is okay. They have some control over the earth as well, and are able to rip the dirt beneath the enemies feet if given enough time. Also good for basic preparations before battle.
Dragon - The second level of Asha'man. They have increased stamina and power over their Soldier counterparts, being able to reach up to 100 yards with their abilities. They are extremely effective in both offense and defense. They have the ability to terraform the land quickly, breaking up an enemies formation and giving way for charges. As well as this, they can launch fire from the skies as if from no where and conjur basic storms to mess with the enemies lines and hide our troops. The storm ability is not affected by their normal limitations, due to the nature of storms and how large they can become.
Asha'man - The most advanced level of Asha'man. They have most of the basic powers as Dragons, but their stamina is much greater and their power much higher. They are able to perform something called the "Razor", in which beams of light open up in the enemies forces - instantly shredding whoever comes into contact with it before disappearing. They can also use "Moon Flowers", in which lines of fire as if from everywhere bombard the enemy.
*Note that Asha'man are the rarest form, and there will be few compared to the number of Dragons and Soldiers. Also noting that they have to be trained in order, taking projects to train them. There can never be more Dragons than Soldiers, and never more Asha'man than Dragons. Each project is ten days/fifteen troops for Dragons. It is four days/two troops for Asha'man. Soldiers are recruited normally.
Aes Sedai - The female users of the One Power. They are granted healing abilities and mind tricks. They are best suited for defense, given their weak offensive - mostly consisting of flames and electricity. They can heal wounds, such as a broken arm, and even "trick" the mind into thinking that the body is not tired. Also good for creating shadows for troops to hide in and making images to confuse the enemy. In rare cases, they can revive troops*
Raken - A large winged troop, about 20 feet from wing to wing, that are capable of carrying five troops on their backs at any given time. They have claws and sharp teeth, allowing for close combat battles in the air, and their great weight/size makes them hard to take down on land (though this is hardly a viable tactic, since they have limited movement on land other than straight ahead).
Quick Crossbowmen - Specially modified crossbowmen, wielding crossbows that dish out over double the arrows of a normal crossbow. Rather weak in hand-to-hand combat, but they do wield sword-breakers for when the time arises.
*Project will be done to do this. Takes ~4 days, with ten Aes Sedai put on hold for every thirty bodies. They cannot be used in battle unless the project is put on hold.
Total: 530
Recruitment:
40 Aiel
40 Footmen
Total: 80 (Wk 26+28)
Supplies:
Altered Hunting Bows (Aiel) - Improved range, accuracy, and power from normal hunting bows.
Double Sided Spears (Aiel)
10 (Female) Angreal (Aes Sedai) - Enhances abilities with the One Power, as well as provides increased stamina to their holders.
Nightflowers - An explosive firework, made from powder taken from the "Night Flower".
Quick Crossbows (Quick Crossbowmen) - A crossbow that is altered with the One Power, allowing for a quicker reload, larger arrow capacity on the crossbow itself, and the ability to fire off shots quicker. Essentially five arrows for every two normal ones.
Nightflower Firework x5 - A firework with enhanced powers, allowing for miner explosions as well as larger ones (when used together).
10 Siege Towers - Large towers, made of wood that has been infused with the One Power to give it a resistance to fire (but not invincibility). Can hold about fifty troops each. On wheels to improve maneuverability.
Projects:
Develop Schematics for and Mass Produce 10 Siege Towers [10/10] - Double Time - [Complete Week 26]
Mass Produce 5 Nightflower Fireworks [2/4]
Train Two Rivers Archers [2/4]
Completed Projects:
Spoiler:
Tame Raken [4/4]
Nightflowers [10/10]
Research and Mass Produce Quick Crossbows [8/8]
Train Quick Crossbowmen [4/4]
Train 15 Dragons [10/10]
Develop/Mass Produce 5 Nightflower Fireworks [8/8]
2. Learn to sap (on a basic level: 10 weeks (10/10) COMPLETED
Completed Projects: Learn to sap (on a basic level) (week 28) Learn to outfit Megashells with catapults (week 18) Research catapults. (week 16) Recruit the Metatoise (week 16) Recruit Megashells (week 6, week 12, week 22, week 28) Research ballistas (week 6) Learn to outfit Megashells with ballistas (week 9)
Log: the first engagement of what will surely be many wars has occured, and will surely bring the wrath of the ice/mountain pact on the tripart alliance. I'm given to understand that our Megashells fought bravely in the battle, and were important in minimising the damage caused by those damnable fire goats.
In other engineering news, the art of sapping has been perfected. No wall is safe from the wrath of the Trattle!
Letters:
To Lord Sol of the Tairan Empire.
As our most longstanding and non-murderous allies, we are willing to offer you the secret of sapping an enemy's walls, on the honour-bound condition that you tell no other empire this secret, teach us a similarly complex invention or concept in the future (of your own deciding) and do not attempt to develop sapping techniques that will work on sodden land. Do you accept these terms?
King Spold I
******
I'm thinking that Sailboat and Zeldafreak's buildings are on solid rock, Conman, Sol and Dipper's buildings are on earth, and that mine are on sodden land.
Also, I'm limiting myself to a maximum of 1/3 of any attack force being indentured men, and for them to be very (5/6) likely to fail any morale-based checks they are called upon to take.
Troops from the Ancient Island will load up around mid-day, at which point they will set sail towards Fort Ibex. They will dock hold off a little south of the shore (which should be out of range of any goats who come to attack). During this time, four Raken will arrive with Asha'man on their backs. The Asha'man will fire their fire at any longboats that come within range of the ships.
Once deemed safe, the troops will dock and attempt to fight their way to Fort Ibex. The Asha'man will stay overhead, fighting, but will ultimately retreat after they become in danger of dying/useless.
Phase 2:
Troops:
45 Aiel
9 Raken
During this chaos (it should be night by now, and the Goat kingdom should be in an uproar), the remaining Raken/troops will make a bee-line for the light house and Goat Tower. The majority (45 Asha'man, one nightflower firework, and the concerned Raken) will head straight for the lighthouse. They will attempt to land the first group (like two Raken, so ten troops in total) on the top of the lighthouse itself (where the light is located). They fight any troops up there and snuff the light out.
The remaining Raken/troops who didn't land on top will land near the lighthouse and enter - they will create confusion and try to get a secure area near the base of the tower. They will light the firework and gtfo of there.
Phase 3:
Troops:
5 Shadowcats
5 Aiel
2 Raken
(Also night, btw)
After the lighthouse has been engaged, these troops will land a little west of Goat Tower. The Aiel will stay behind to protect the Raken. The Shadowcats will then take four Nightflower Fireworks and proceed as close as possible to the fortress without being spotted. Once they get to this point, they will engage their cloaking ability for as long as possible. They will get to the base of the walls, light the fireworks, and the get the hell out. They will regroup with the Raken afterwards and fly out of there.
The troops at Fort Ibex and the lighthouse should have done the same by now.
Notes:
-Lighthouse forces will retreat if there is no possible way to set off the bomb inside the lighthouse.
- Fort Ibex will retreat after losing 75% of their forces, and they will not engage the enemy near/inside the fort
-Phase's 2 and 3 happen at night, whereas Phase 1 will begin in the morning and drag on until night/as long as possible. They should not engage the enemy on the shore until dusk (when the Raken from Tear would be setting out).