Field Commander
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
Field Commander
You are a newly promoted Tactician from one of a number of different nations. You are assigned 10,000 gold with which to purchase troops. As you win important victories, you will be duly paid. Falter, and your troops will be reassigned to a more able leader. Continue failing and you may even be eventually stripped of your hard-won honors... game over.
Your battles will be small at first, border skirmishes and defense of minor forts. However, as you gain ranks, you will be assigned more difficult and important missions-- of course, with a substantially higher payoff should you succeed.
Also, personal training is highly encouraged. Some enemies may wish to duel instead of subjecting their soldiers to the bloodshed and carnage of battle, and to reject such a challenge-- without a suitable replacement-- is disgraceful and may lead to a lowering in rank, or even dismissal after a series of failed encounters.
Move out!
Name: Name of your character.
Sex: Male or female, doesn't really affect anything.
Age: Youth makes certain commands more effective, but veteranship makes certain other commands more effective.
Description: Brief description of your character. Looks, personality, bio. Not much, just a little background information.
Nation: Choose between the nations listed below.
Specialty: Choose any one type of unit that your charcter is especially effective with. Can be anything, including miscellaneous units, with the exception of champions and guards.
Split 1000 between the following.
Generalship: Your ability to carry out maneuvers effectively and successfully. A low generalship score means ambushes, flanks, turtles, circles, etc. will have less of a chance to work correctly.
Charisma: Your ability to lead and inspire troops, as well as gain ranks faster. A low charisma score means troops will be uninspired and fight worse if they appear to be losing the battle, possibly even fleeing.
Sixth Sense: Your ability to detect an ambush, feint, trap, etc. A low sixth sense score means you will often walk right into traps set up by the enemy to ensnare your troops.
Battle Skill: Your ability to fight. A low battle skill score means you are more likely to lose duels if you fight them. A champion may fight in place of yourself, but even champions sometimes fall, and troops are more inspired by a general who puts himself in personal danger to save their lives.
TROOP TYPES
MELEE TROOPS
FOOT
Soldier: Light infantry. Uses sword, axe, mace, or spear; lightly armored; uses a shield. Best in huge squadrons. Weak individually, but very cheap. Counters nothing. 10 gold.
Mercenary: Medium infantry. Uses sword, axe, mace, or spear; medium armored; uses a shield. Best in many smaller squadrons. Good, solid units. Counters soldiers and horsemen. 25 gold.
Pikeman: Heavy infantry. Uses pikes or spears; heavily armored. Best in medium-sized squadrons. Very powerful, but only useful in formation. Counters horsemen and knights. 40 gold.
MOUNTED/FLYING
Horseman: Light cavalry. Uses lance or sword; lightly armored. Best in medium-sized squadrons. Not the strongest units, but a good value. Counters soldiers, archers, and horse archers. 40 gold.
Knight: Heavy cavalry. Uses lance or sword; heavily armored; uses a shield. Any number does well. Extremely powerful, but very expensive. Counters soldiers, mercenaries, horsemen, archers, and wyvern riders. 150 gold.
Wyvern Rider: Flying light cavalry. Uses lance; unarmored; uses a shield. Best in smaller squadrons. Difficult to hit and fairly strong, but expensive. Counters mercenaries, horse archers, and pegasus archers. 75 gold.
Gargoyle Rider: Flying heavy cavalry, only available to Remiurn and Aenoafel. Uses lance; medium armored. Any number does well. Excellent units in all respects. Counters pikemen, knights, and wyvern riders. 200 gold.
RANGED TROOPS
Archer: Light ranged footsoldier. Uses bow; unarmored. Any number does well. Relatively weak, but range makes them valuable. Counters soldiers, wyvern riders, crossbowmen, and pegasus archers. 20 gold.
Crossbowman: Heavy ranged footsoldier. Uses crossbow; lightly armored. Any number does well. Powerful strikes, but fairly inaccurate and slow. Counters pikemen, knights, and gargoyle riders. 50 gold.
Horse Archer: Ranged cavalry. Uses bow; unarmored. Best in smaller squadrons. Excellent for shredding enemy infantry. Counters soldiers, mercenaries, and pegasus archers. 75 gold.
Pegasus Archer: Flying ranged cavalry. Uses bow; lightly armored. Any number does well. Indispensable against melee troops, but weak vs. ranged; also strong against mages. Counters soldiers, mercenaries, pikemen, horsemen, knights, pegasus archers, and mages. 150 gold.
OTHER TROOPS
(Personal Mount): Mount for yourself. May be a horse, wyvern, or pegasus; if from Remiurn or Aenoafel, may be a gargoyle. Price varies from country to country. If you want a mount, ask, and the price will be provided.
Mage: Offensive magic unit. Uses elemental magic; unarmored. Any number does well. Can strike at any range, including melee, but once they are hit, they are as good as dead. Counters pikemen, wyvern riders, and gargoyle riders. 75 gold.
Healer: Defensive magic unit. Uses healing magic; lightly armored. Best in very small numbers, dispersed amongst other squadrons. Do not attack, but heal and revive units instead. For extra 25 gold, can be mounted on a horse; for extra 100, can be mounted on a pegasus. Counters nothing, obviously. 100 gold.
Assassin: Stealth unit. Sneaks around amidst enemy and cuts down subcommanders, or lacking those, archers, crossbowmen, and mages. Best alone or in very small groups. Extremely expensive, but sometimes mean the difference between victory and defeat. May be used to protect subcommanders against other assassins. Counters assassins and subcommanders. 800 gold.
Spy: Information-gathering unit. Pretends to be part of enemy, but in fact relays information on tricks or enemy forces. Can use any weapon, but takes the form of the enemy's most common unit. Best by themselves, although multiple spies can be deployed. May be used to root out spies in own army. Counters other spies and subcommanders. 1000 gold.
Guard: Personal defense unit. Uses sword, axe, or mace and bow or crossbow; heavily armored; uses a shield. Only five may be in a commander's service at any one time. Used to defend commander in battle; rarely leave commander's side. Will sacrifice their lives for their leader. For extra 25 gold, can be mounted on a horse; for extra 100, can be mounted on a wyvern or pegasus, or gargoyle if gargoyle riders are available. Counters everything. 1000 gold.
Subcommander: Minor officer unit. Grants bonuses to the squadron they are assigned to; armor and weaponry depends on their squadron. Best one in each squadron. Expensive but very useful; required for certain commands; will fight if necessary, but only in desperate situations. For extra 25 gold, can be mounted on a horse; for extra 100, can be mounted on a wyvern or pegasus, or gargoyle if gargoyle riders are available. Counters nothing. 500 gold.
Champion: Extremely powerful unit. May use any kind of weapon, any armor, a shield or not, magic or not. Only one may be in a commander's service at any one time. Used primarily to fight duels, but also as a better subcommander for an (infantry only) squadron. For extra 25 gold, can be mounted on a horse; for extra 100, can be mounted on a wyvern or pegasus, or gargoyle if gargoyle riders are available. Counters everything. 2500 gold.
NATIONS
*When something is compared to apparently nothing (ex. faster or stronger as opposed to faster than x or stronger than x), assume that x is a normal unit.
*Half again means 150%, if you're unsure.
Ertain: Ertain is in the center of the world. It has no natural barriers on its borders like forests or mountains, and the only distinct feature is the enormous mountain range in its center, which it does not have control of. It is the nation with the finest leadership. Subcommanders are more effective; all other units are average. Astiem is the capital. Vorryn is the Commander General.
Cirillor: Cirillor is east of Ertain. It is mostly mountains; therefore, iron and precious metals are plentiful, but there is little wood and not much room to support horses. It is the nation with the best footsoldiers. Soldiers, mercenaries, pikemen, archers, and crossbowmen are all 75% normal cost and are tougher; however, mounted and flying units are half again as expensive as normal and are far slower than normal. Steelforge is the capital. Brogrin is the Commander General.
Lianshath: Lianshath is west of Ertain. Except for the small northern forest and a few quarries on the western coast, it is entirely plains, and so the best horses in the world are bred and trained there. It is the nation with the best cavalry. Horsemen, knights, and horse archers are 75% normal cost, faster, and stronger; however, foot and flying units are half again normal cost and are weaker. Khoshayn is the capital. Tua'kherat is the Commander General.
Colan: Colan is northwest of Ertain. It consists of open battlefields with hardly any cover to be seen. It is the nation with the best melee units. Soldiers, mercenaries, pikemen, horsemen, knights, and wyvern riders are normal cost, but are stronger and faster; ranged units, by contrast, cost half again normal price and are far less accurate. Yareliss is the capital. Dashik is the Commander General.
Tyralai: Tyralai is southeast of Ertain. Its landscape is covered with woods as well as natural pitfalls, boulders, cliffs, bridges, walls, etc. It is the nation with the best ranged units. Archers, crossbowmen, horse archers, and pegasus archers cost half normal cost and are far stronger and more accurate; melee units cost twice normal price and are weaker. Greenfort is the capital. Hawk is the Commander General.
Saro: Saro is northeast of Ertain. Its terrain is rugged and hilly, swampy at some points, and always difficult to move around on. It is the nation with the best light units. Soldiers, horsemen, wyvern riders, and archers are half price and faster and stronger; pikemen, knights, and crossbowmen are half again as expensive, frailer, and weaker. Jalaxid is the capital. Ressia is the Commander General.
Remiurn: Remiurn is southwest of Ertain. Its terrain is flat highlands containing massive amounts of iron. It is the nation with the best heavy units. Pikemen, knights, gargoyle riders, and crossbowmen are half cost, stronger and faster. Soldiers, horsemen, wyvern riders, and archers cost half again normal price and are slower and weaker. Kruuambin is the capital. Urshok is the Commander General.
Dyrn: Dyrn is south of Ertain. It has many rich gold and silver deposits, but is otherwise an unremarkable territory. It is the nation with the cheapest units. All units are half price, but are a little weaker, frailer, less accurate, and slower, due to lack of training and effective material. Market is the capital. Navarim is the Commander General.
Mardaquiv: Mardaquiv is north of Ertain. It has few natural resources but many ideal training grounds, and is very defensible. It is the nation with the best-quality units. All units are double normal price, but far stronger, tougher, more accurate, and faster, due to the rigorous training they go through. Kokyre is the capital. Ithros is the Commander General.
Aenoafel: Aenoafel is in fact situated above Ertain's center in a dizzyingly high mountain range, separated from the rest of the world. It is the nation with the best flying units and magic. Wyvern riders and pegasus archers cost only 25% of their normal price, and are much stronger, tougher, and faster; gargoyle riders receive no penalties or bonuses, besides being available; mages and healers cost half again their normal price, but are mounted on wyverns and tougher and more effective. The cost of all other units is doubled, although they receive no combat penalty; horsemen, knights, and horse archers are unavailable in Aenoafel. Silmaray is the capital. Falerianos is the Commander General.
RANKS
Tactician
Strategist
Commander
Battle Strategist
High Strategist
Battle Commander
High Commander
General
Hero
Hero Commander
Hero General
Commander General
[ June 13, 2004, 05:35 PM: Message edited by: Prince Toad ]
Your battles will be small at first, border skirmishes and defense of minor forts. However, as you gain ranks, you will be assigned more difficult and important missions-- of course, with a substantially higher payoff should you succeed.
Also, personal training is highly encouraged. Some enemies may wish to duel instead of subjecting their soldiers to the bloodshed and carnage of battle, and to reject such a challenge-- without a suitable replacement-- is disgraceful and may lead to a lowering in rank, or even dismissal after a series of failed encounters.
Move out!
Name: Name of your character.
Sex: Male or female, doesn't really affect anything.
Age: Youth makes certain commands more effective, but veteranship makes certain other commands more effective.
Description: Brief description of your character. Looks, personality, bio. Not much, just a little background information.
Nation: Choose between the nations listed below.
Specialty: Choose any one type of unit that your charcter is especially effective with. Can be anything, including miscellaneous units, with the exception of champions and guards.
Split 1000 between the following.
Generalship: Your ability to carry out maneuvers effectively and successfully. A low generalship score means ambushes, flanks, turtles, circles, etc. will have less of a chance to work correctly.
Charisma: Your ability to lead and inspire troops, as well as gain ranks faster. A low charisma score means troops will be uninspired and fight worse if they appear to be losing the battle, possibly even fleeing.
Sixth Sense: Your ability to detect an ambush, feint, trap, etc. A low sixth sense score means you will often walk right into traps set up by the enemy to ensnare your troops.
Battle Skill: Your ability to fight. A low battle skill score means you are more likely to lose duels if you fight them. A champion may fight in place of yourself, but even champions sometimes fall, and troops are more inspired by a general who puts himself in personal danger to save their lives.
TROOP TYPES
MELEE TROOPS
FOOT
Soldier: Light infantry. Uses sword, axe, mace, or spear; lightly armored; uses a shield. Best in huge squadrons. Weak individually, but very cheap. Counters nothing. 10 gold.
Mercenary: Medium infantry. Uses sword, axe, mace, or spear; medium armored; uses a shield. Best in many smaller squadrons. Good, solid units. Counters soldiers and horsemen. 25 gold.
Pikeman: Heavy infantry. Uses pikes or spears; heavily armored. Best in medium-sized squadrons. Very powerful, but only useful in formation. Counters horsemen and knights. 40 gold.
MOUNTED/FLYING
Horseman: Light cavalry. Uses lance or sword; lightly armored. Best in medium-sized squadrons. Not the strongest units, but a good value. Counters soldiers, archers, and horse archers. 40 gold.
Knight: Heavy cavalry. Uses lance or sword; heavily armored; uses a shield. Any number does well. Extremely powerful, but very expensive. Counters soldiers, mercenaries, horsemen, archers, and wyvern riders. 150 gold.
Wyvern Rider: Flying light cavalry. Uses lance; unarmored; uses a shield. Best in smaller squadrons. Difficult to hit and fairly strong, but expensive. Counters mercenaries, horse archers, and pegasus archers. 75 gold.
Gargoyle Rider: Flying heavy cavalry, only available to Remiurn and Aenoafel. Uses lance; medium armored. Any number does well. Excellent units in all respects. Counters pikemen, knights, and wyvern riders. 200 gold.
RANGED TROOPS
Archer: Light ranged footsoldier. Uses bow; unarmored. Any number does well. Relatively weak, but range makes them valuable. Counters soldiers, wyvern riders, crossbowmen, and pegasus archers. 20 gold.
Crossbowman: Heavy ranged footsoldier. Uses crossbow; lightly armored. Any number does well. Powerful strikes, but fairly inaccurate and slow. Counters pikemen, knights, and gargoyle riders. 50 gold.
Horse Archer: Ranged cavalry. Uses bow; unarmored. Best in smaller squadrons. Excellent for shredding enemy infantry. Counters soldiers, mercenaries, and pegasus archers. 75 gold.
Pegasus Archer: Flying ranged cavalry. Uses bow; lightly armored. Any number does well. Indispensable against melee troops, but weak vs. ranged; also strong against mages. Counters soldiers, mercenaries, pikemen, horsemen, knights, pegasus archers, and mages. 150 gold.
OTHER TROOPS
(Personal Mount): Mount for yourself. May be a horse, wyvern, or pegasus; if from Remiurn or Aenoafel, may be a gargoyle. Price varies from country to country. If you want a mount, ask, and the price will be provided.
Mage: Offensive magic unit. Uses elemental magic; unarmored. Any number does well. Can strike at any range, including melee, but once they are hit, they are as good as dead. Counters pikemen, wyvern riders, and gargoyle riders. 75 gold.
Healer: Defensive magic unit. Uses healing magic; lightly armored. Best in very small numbers, dispersed amongst other squadrons. Do not attack, but heal and revive units instead. For extra 25 gold, can be mounted on a horse; for extra 100, can be mounted on a pegasus. Counters nothing, obviously. 100 gold.
Assassin: Stealth unit. Sneaks around amidst enemy and cuts down subcommanders, or lacking those, archers, crossbowmen, and mages. Best alone or in very small groups. Extremely expensive, but sometimes mean the difference between victory and defeat. May be used to protect subcommanders against other assassins. Counters assassins and subcommanders. 800 gold.
Spy: Information-gathering unit. Pretends to be part of enemy, but in fact relays information on tricks or enemy forces. Can use any weapon, but takes the form of the enemy's most common unit. Best by themselves, although multiple spies can be deployed. May be used to root out spies in own army. Counters other spies and subcommanders. 1000 gold.
Guard: Personal defense unit. Uses sword, axe, or mace and bow or crossbow; heavily armored; uses a shield. Only five may be in a commander's service at any one time. Used to defend commander in battle; rarely leave commander's side. Will sacrifice their lives for their leader. For extra 25 gold, can be mounted on a horse; for extra 100, can be mounted on a wyvern or pegasus, or gargoyle if gargoyle riders are available. Counters everything. 1000 gold.
Subcommander: Minor officer unit. Grants bonuses to the squadron they are assigned to; armor and weaponry depends on their squadron. Best one in each squadron. Expensive but very useful; required for certain commands; will fight if necessary, but only in desperate situations. For extra 25 gold, can be mounted on a horse; for extra 100, can be mounted on a wyvern or pegasus, or gargoyle if gargoyle riders are available. Counters nothing. 500 gold.
Champion: Extremely powerful unit. May use any kind of weapon, any armor, a shield or not, magic or not. Only one may be in a commander's service at any one time. Used primarily to fight duels, but also as a better subcommander for an (infantry only) squadron. For extra 25 gold, can be mounted on a horse; for extra 100, can be mounted on a wyvern or pegasus, or gargoyle if gargoyle riders are available. Counters everything. 2500 gold.
NATIONS
*When something is compared to apparently nothing (ex. faster or stronger as opposed to faster than x or stronger than x), assume that x is a normal unit.
*Half again means 150%, if you're unsure.
Ertain: Ertain is in the center of the world. It has no natural barriers on its borders like forests or mountains, and the only distinct feature is the enormous mountain range in its center, which it does not have control of. It is the nation with the finest leadership. Subcommanders are more effective; all other units are average. Astiem is the capital. Vorryn is the Commander General.
Cirillor: Cirillor is east of Ertain. It is mostly mountains; therefore, iron and precious metals are plentiful, but there is little wood and not much room to support horses. It is the nation with the best footsoldiers. Soldiers, mercenaries, pikemen, archers, and crossbowmen are all 75% normal cost and are tougher; however, mounted and flying units are half again as expensive as normal and are far slower than normal. Steelforge is the capital. Brogrin is the Commander General.
Lianshath: Lianshath is west of Ertain. Except for the small northern forest and a few quarries on the western coast, it is entirely plains, and so the best horses in the world are bred and trained there. It is the nation with the best cavalry. Horsemen, knights, and horse archers are 75% normal cost, faster, and stronger; however, foot and flying units are half again normal cost and are weaker. Khoshayn is the capital. Tua'kherat is the Commander General.
Colan: Colan is northwest of Ertain. It consists of open battlefields with hardly any cover to be seen. It is the nation with the best melee units. Soldiers, mercenaries, pikemen, horsemen, knights, and wyvern riders are normal cost, but are stronger and faster; ranged units, by contrast, cost half again normal price and are far less accurate. Yareliss is the capital. Dashik is the Commander General.
Tyralai: Tyralai is southeast of Ertain. Its landscape is covered with woods as well as natural pitfalls, boulders, cliffs, bridges, walls, etc. It is the nation with the best ranged units. Archers, crossbowmen, horse archers, and pegasus archers cost half normal cost and are far stronger and more accurate; melee units cost twice normal price and are weaker. Greenfort is the capital. Hawk is the Commander General.
Saro: Saro is northeast of Ertain. Its terrain is rugged and hilly, swampy at some points, and always difficult to move around on. It is the nation with the best light units. Soldiers, horsemen, wyvern riders, and archers are half price and faster and stronger; pikemen, knights, and crossbowmen are half again as expensive, frailer, and weaker. Jalaxid is the capital. Ressia is the Commander General.
Remiurn: Remiurn is southwest of Ertain. Its terrain is flat highlands containing massive amounts of iron. It is the nation with the best heavy units. Pikemen, knights, gargoyle riders, and crossbowmen are half cost, stronger and faster. Soldiers, horsemen, wyvern riders, and archers cost half again normal price and are slower and weaker. Kruuambin is the capital. Urshok is the Commander General.
Dyrn: Dyrn is south of Ertain. It has many rich gold and silver deposits, but is otherwise an unremarkable territory. It is the nation with the cheapest units. All units are half price, but are a little weaker, frailer, less accurate, and slower, due to lack of training and effective material. Market is the capital. Navarim is the Commander General.
Mardaquiv: Mardaquiv is north of Ertain. It has few natural resources but many ideal training grounds, and is very defensible. It is the nation with the best-quality units. All units are double normal price, but far stronger, tougher, more accurate, and faster, due to the rigorous training they go through. Kokyre is the capital. Ithros is the Commander General.
Aenoafel: Aenoafel is in fact situated above Ertain's center in a dizzyingly high mountain range, separated from the rest of the world. It is the nation with the best flying units and magic. Wyvern riders and pegasus archers cost only 25% of their normal price, and are much stronger, tougher, and faster; gargoyle riders receive no penalties or bonuses, besides being available; mages and healers cost half again their normal price, but are mounted on wyverns and tougher and more effective. The cost of all other units is doubled, although they receive no combat penalty; horsemen, knights, and horse archers are unavailable in Aenoafel. Silmaray is the capital. Falerianos is the Commander General.
RANKS
Tactician
Strategist
Commander
Battle Strategist
High Strategist
Battle Commander
High Commander
General
Hero
Hero Commander
Hero General
Commander General
[ June 13, 2004, 05:35 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact:
Name: Myrith
Sex: Male
Age: 21
Description: An brilliant aspiring tactician, who wishes to help his country out. His speciality is ambushes, and guerilla tactics, using mostly light troops.
Nation: Saro
Specialty: Choose any one type of unit that your charcter is especially effective with. Can be anything, including miscellaneous units, with the exception of champions and guards.
Split 1000 between the following.
Generalship: 300
Charisma: 200
Sixth Sense: 300
Battle Skill: 200
543 Troops
Soldier x 200 (1000gp)
Archer x 150 (1500gp)
Horseman x 100 (2000gp)
Horseman Archer x30 (990gp)
Wyvern Rider x 50 (1650gp)
Mage x 5 (350gp)
Healer x 5 (500gp)
Subcommander x 2 (1000gp)
Spy (1000gp)
Sex: Male
Age: 21
Description: An brilliant aspiring tactician, who wishes to help his country out. His speciality is ambushes, and guerilla tactics, using mostly light troops.
Nation: Saro
Specialty: Choose any one type of unit that your charcter is especially effective with. Can be anything, including miscellaneous units, with the exception of champions and guards.
Split 1000 between the following.
Generalship: 300
Charisma: 200
Sixth Sense: 300
Battle Skill: 200
543 Troops
Soldier x 200 (1000gp)
Archer x 150 (1500gp)
Horseman x 100 (2000gp)
Horseman Archer x30 (990gp)
Wyvern Rider x 50 (1650gp)
Mage x 5 (350gp)
Healer x 5 (500gp)
Subcommander x 2 (1000gp)
Spy (1000gp)
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
Name: Heret
Sex: Female
Age: 25
Description: Despite the fact that she's a woman, Heret managed to become a tactician through several well-placed seducted men. Heret is a rather stubborn person, and will go after her goal until the bitter end.
Nation: Ertain
Specialty: Healers
Generalship: 300
Charisma: 350
Sixth Sense: 250
Battle Skill: 100
84 Mercenaries (2000)
20 Pikemen (800)
20 Wyvern Riders (1500)
20 Archers (400)
10 Horse Archers (750)
1 Pegasus Archer (150)
1 Champion (2500)
1 Gaurd (1000)
8 Healers (800)
Looks like I'm going for quality over quantity...
Sex: Female
Age: 25
Description: Despite the fact that she's a woman, Heret managed to become a tactician through several well-placed seducted men. Heret is a rather stubborn person, and will go after her goal until the bitter end.
Nation: Ertain
Specialty: Healers
Generalship: 300
Charisma: 350
Sixth Sense: 250
Battle Skill: 100
84 Mercenaries (2000)
20 Pikemen (800)
20 Wyvern Riders (1500)
20 Archers (400)
10 Horse Archers (750)
1 Pegasus Archer (150)
1 Champion (2500)
1 Gaurd (1000)
8 Healers (800)
Looks like I'm going for quality over quantity...
\"Be kind to your neighbor. He knows where you live.\"
- Anon.
- Anon.
- KirbyBoy2000
- Member
- Posts: 6090
- Joined: Wed Jul 05, 2000 1:00 am
Name: Solos Tyr
Sex: Male.
Age: 18.
Description: A tactician who mainly specializes in ranged units, however uses several other types of units in his strategies. His family is a high ranking one within the nation, and his relatives are tacticians and generals. He is relatively tall, he has blonde hair and blue eyes.
Nation: Remiurn
Specialty: Crossbowmen.
Split 1000 between the following.
Generalship:350.
Charisma: 300.
Sixth Sense: 200.
Battle Skill: 150.
Units
Pikemen x50. 1000
Crossbowman x82. 2050.
Knight x20. 1500.
Gargoyle Rider x10. 1000.
Horse Archer x20. 750
Pegasus Archer x10 750
Spy x1. 1000
Mage x2. 150
Healer x3. 300.
Guard x1. 1000.
Sub Commander x1. 500.
200 units. 10000 gold.
Sex: Male.
Age: 18.
Description: A tactician who mainly specializes in ranged units, however uses several other types of units in his strategies. His family is a high ranking one within the nation, and his relatives are tacticians and generals. He is relatively tall, he has blonde hair and blue eyes.
Nation: Remiurn
Specialty: Crossbowmen.
Split 1000 between the following.
Generalship:350.
Charisma: 300.
Sixth Sense: 200.
Battle Skill: 150.
Units
Pikemen x50. 1000
Crossbowman x82. 2050.
Knight x20. 1500.
Gargoyle Rider x10. 1000.
Horse Archer x20. 750
Pegasus Archer x10 750
Spy x1. 1000
Mage x2. 150
Healer x3. 300.
Guard x1. 1000.
Sub Commander x1. 500.
200 units. 10000 gold.
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
Marth: Half of 75 is 37.5, not 33. You'll have to reduce or change the number of wyvern riders and horse archers you bought. And you didn't choose a specialty unit.
LU: Do you mean 80 Mercenaries? Because that's what 2k gold gets you. Other than that, I think it's all right.
KB: Pegasus archers cost 150, not 75. You can just half the number you bought and we'll get going.
[ June 05, 2004, 08:35 PM: Message edited by: Prince Toad ]
LU: Do you mean 80 Mercenaries? Because that's what 2k gold gets you. Other than that, I think it's all right.
KB: Pegasus archers cost 150, not 75. You can just half the number you bought and we'll get going.
[ June 05, 2004, 08:35 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
- KirbyBoy2000
- Member
- Posts: 6090
- Joined: Wed Jul 05, 2000 1:00 am
-
- Member
- Posts: 4659
- Joined: Tue Sep 18, 2001 1:00 am
- Location: A generic place such as a house
- Contact:
Name: Derek
Sex: Male
Age: 32
Description: Tall skinny guy with short brown hair. Wears the standard battle armor. He's a recently hired General that is quite good at driving foot soldiers away.
Nation: Colan
Specialty: Knights
Generalship: 350
Charisma: 300
Sixth Sense: 150
Battle Skill: 200
20 Knights(3,000)
25 Horsemen(1,000)
50 Pikemen(2,000)
60 Mercenaries(1,500)
100 Soldiers(1,000)
Subcommander(500)
Spy(1,000)
[ June 09, 2004, 05:37 PM: Message edited by: Guy That Goes To The Roleplay Forum ]
Sex: Male
Age: 32
Description: Tall skinny guy with short brown hair. Wears the standard battle armor. He's a recently hired General that is quite good at driving foot soldiers away.
Nation: Colan
Specialty: Knights
Generalship: 350
Charisma: 300
Sixth Sense: 150
Battle Skill: 200
20 Knights(3,000)
25 Horsemen(1,000)
50 Pikemen(2,000)
60 Mercenaries(1,500)
100 Soldiers(1,000)
Subcommander(500)
Spy(1,000)
[ June 09, 2004, 05:37 PM: Message edited by: Guy That Goes To The Roleplay Forum ]
- Prince Toad
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LU, you still have 100 gold left. ...that's probably why it was 84, you just said 2000 instead of 2100. I'll just assume you wanted 84.
Marth, you need to choose a specialty unit and change those things I said earlier.
KB, you're good to go.
Blake, you too.
I changed Horse Archers from Light ranged to just Ranged. They'll be a little slower than otherwise, but it saves us the trouble of screwing with their costs, since Marth's in Saro and they'd be cheaper, and KB's in Remiurn and they'd be more expensive. I guess they'd have to go sort of slowly anyway to be accurate.
Marth, you need to choose a specialty unit and change those things I said earlier.
KB, you're good to go.
Blake, you too.
I changed Horse Archers from Light ranged to just Ranged. They'll be a little slower than otherwise, but it saves us the trouble of screwing with their costs, since Marth's in Saro and they'd be cheaper, and KB's in Remiurn and they'd be more expensive. I guess they'd have to go sort of slowly anyway to be accurate.
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
- Prince Toad
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-
- Member
- Posts: 2215
- Joined: Thu May 06, 1999 1:00 am
- Location: Southern California
Name: Grits n' Gravy
Sex: Male
Age: 47
Description: Grits n' Gravy is a black man. As a matter of fact, he's as black of a man as a black man can get.
Nation: Aenoafel.
Specialty: Wyvern Rider.
Generalship: 200
Charisma: 300
Sixth Sense: 150
Battle Skill: 350
Wyvern Riders x75
Healers x25
Pegasus Archers x18
9993.75 gold
[ June 11, 2004, 11:59 AM: Message edited by: Yasa, Fist of Krosa ]
Sex: Male
Age: 47
Description: Grits n' Gravy is a black man. As a matter of fact, he's as black of a man as a black man can get.
Nation: Aenoafel.
Specialty: Wyvern Rider.
Generalship: 200
Charisma: 300
Sixth Sense: 150
Battle Skill: 350
Wyvern Riders x75
Healers x25
Pegasus Archers x18
9993.75 gold
[ June 11, 2004, 11:59 AM: Message edited by: Yasa, Fist of Krosa ]
-
- Prince Toad
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For my personal convenience, put future battle commands in this form:
Formation: [Formation. This can be omitted if you don't want to change formation from the last turn. You can also include commands for all units here.]
Unit Type/Squadron: [Commands for all units of a type, or if you're using squadrons, commands for that squadron. Make sure to specify who they're firing at.]
Unit Type/Squadron: [Same as above.]
Have as many of those as you have unit types or squadrons to command. An example.
Formation: Line. All units advance.
Soldiers: Attack enemy soldiers.
Mercenaries: Attack enemy soldiers.
Archers: Fire on enemy crossbowmen.
Knights: Half attack enemy mercenaries; the other half attack enemy horsemen.
Wyvern Riders: Attack enemy pikemen.
Got it? Good.
Oh, another thing: Ranged units and mages go first, then mounted/flying units, then infantry, unless you specify that you want to delay a certain unit or entire classification until another goes.
Made wyvern riders counter horse archers, and knights counter regular archers, since I think only one thing previously countered those units.
[ June 08, 2004, 09:35 PM: Message edited by: Prince Toad ]
Formation: [Formation. This can be omitted if you don't want to change formation from the last turn. You can also include commands for all units here.]
Unit Type/Squadron: [Commands for all units of a type, or if you're using squadrons, commands for that squadron. Make sure to specify who they're firing at.]
Unit Type/Squadron: [Same as above.]
Have as many of those as you have unit types or squadrons to command. An example.
Formation: Line. All units advance.
Soldiers: Attack enemy soldiers.
Mercenaries: Attack enemy soldiers.
Archers: Fire on enemy crossbowmen.
Knights: Half attack enemy mercenaries; the other half attack enemy horsemen.
Wyvern Riders: Attack enemy pikemen.
Got it? Good.
Oh, another thing: Ranged units and mages go first, then mounted/flying units, then infantry, unless you specify that you want to delay a certain unit or entire classification until another goes.
Made wyvern riders counter horse archers, and knights counter regular archers, since I think only one thing previously countered those units.
[ June 08, 2004, 09:35 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
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^Proud member of the Circum-flex Revolution!
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- Prince Toad
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I've always wanted to give a roleplayer a try so...
Name: Brandon
Sex: Male
Age: 13
Description: Black kid with black hair, that's pretty much it.
Nation: Colan
Specialty: Knights
Split 1000 between the following.
Generalship: 200
Charisma: 300
Sixth Sense: 200
Battle Skill: 300
I''ll take:
200 Soldiers - 1000
100 Horsemen - 2000
200 Archers - 2000
6 Pegasus Archers - 900
10 Mage - 750
1 Champion - 2500
1 Subcommander - 500
3 Healers - 300
1 Crossbowman - 50(Just to fill the money up)
I think I did that right if my math is correct [img]tongue.gif[/img]
Name: Brandon
Sex: Male
Age: 13
Description: Black kid with black hair, that's pretty much it.
Nation: Colan
Specialty: Knights
Split 1000 between the following.
Generalship: 200
Charisma: 300
Sixth Sense: 200
Battle Skill: 300
I''ll take:
200 Soldiers - 1000
100 Horsemen - 2000
200 Archers - 2000
6 Pegasus Archers - 900
10 Mage - 750
1 Champion - 2500
1 Subcommander - 500
3 Healers - 300
1 Crossbowman - 50(Just to fill the money up)
I think I did that right if my math is correct [img]tongue.gif[/img]
Come to the sports forum damnit
- Prince Toad
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Colan's melee units are normal price (but of course really good), and its ranged units are x1.5 normal price (and somewhat weak.) So you gotta redo that math. Also... are you sure you want an army that has 0 of your specialty unit?
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!