Strategist Solos' Mission

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Prince Toad
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#41

Post by Prince Toad » Thu Jun 24, 2004 2:39 pm

You go into the town and loot it. Allow your troops to keep their loot?

a) Yes (Charisma +25)
b) No (Gold +500)
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KirbyBoy2000
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#42

Post by KirbyBoy2000 » Thu Jun 24, 2004 7:58 pm

Yes, gold is basicly only temporary anyway.

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#43

Post by Prince Toad » Fri Jun 25, 2004 2:25 pm

Oh! I forgot to teach you Strategist commands.

In Kruuambin, you were shown two formations.

First formation: Wedge. A wedge is similar to a line, but is in a V shape, with the point towards the enemy. The whole formation can easily break a line-- if the point succeeds in breaking through first. If the point fails, the attack can still succeed. Command: Charge. Basically a sped-up Advance. Most effective with cavalry, but can be used with infantry. Only useful for melee units.
Second formation: Envelop. Essentially a backwards wedge. A V with the point away from the enemy. Can be used to attack from two sides. Command: Flank. Tells your troops to have one side of the V attack from one side of the enemy, and the other side attack from the other side of the enemy.

Anyway, your troops are permitted to keep their loot, which raises morale and your Charisma.

Pre-Battle

Where do you wish to deploy your troops? The mine is to the east.
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#44

Post by KirbyBoy2000 » Fri Jun 25, 2004 8:48 pm

... I'll send my ranged units ontop of random buildings, or walls if I can. Melee units... whatever. just stay there behind the walls.

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#45

Post by Prince Toad » Mon Jul 05, 2004 1:14 pm

Way to appear a big threat.

Upon coming closer to the city, the enemy sees that the force is pretty small, and so a division breaks off and goes back to the mine. The rest advance.

Pre-Combat Orders

An army about the same size as the one you faced before, although composing of different units, is coming towards the city. There are some wing, some horse, and some foot. They're about half the size of the original army. The other half went back.

Choose whether to deploy your spy, and where to deploy your troops.

Remember your mission objectives.
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#46

Post by KirbyBoy2000 » Mon Jul 05, 2004 2:50 pm

Deploy Spy and assassin. When they get in range shoot them with ranged attacks. Assign all melee units to Alex and send him out to attack the army.

[ July 05, 2004, 04:46 PM: Message edited by: KirbyBoy2000 ]

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#47

Post by Prince Toad » Tue Jul 06, 2004 10:12 pm

You deploy your spy. What he sends back is somewhat dismal.

Enemy Troop Estimate

The remainder of the force sent to dispatch you is small for any country, and tiny for Dyrn. The spy sees about a hundred each every kind of footsoldier, except mercenaries-- that means soldiers, pikes, archers, and crossbows.

Enemy Commander Info

The enemy commander left, but had a subcommander who stayed to retake Brostan. Being a relatively newly promoted subcommander, he has no specialty. His name is Yurin. Looks like a job for your assassin...

Your assassin sneaks behind enemy lines. He is within reach of Yurin. Do you wish to attempt an assassination? Remember that he could be found, or fail, and also your mission objective.
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#48

Post by KirbyBoy2000 » Tue Jul 06, 2004 10:40 pm

Okay... forget the assassin.
Archers: Shoot the crossbowmen, once they're gone support the Knights and Gargoyle Riders.
Crossbowmen: Shoot the Pikemen, then do what the archers are doing.
Mages: shoot the Pikemen or crossbowmen,then... follow what the archers/crossbowmen are doing.
Knights and Gargoyle Riders: Wait untill most of the pikemen and crossbowmen are killed. Then go out and attack every remaining unit.

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#49

Post by Prince Toad » Thu Jul 08, 2004 10:32 pm

Wait, are you keeping your orders from before? Ranged units stay behind the walls and fire and Alex goes out with melee? You could go outside the walls and take a Line or something. The enemy's in a Line.
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#50

Post by KirbyBoy2000 » Thu Jul 08, 2004 10:37 pm

Lets just assume I cancelled the orders from before to do my previous strategy thing.

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#51

Post by Prince Toad » Thu Jul 08, 2004 10:47 pm

Right.

Oh, you could use the fancy new Strategist tactics as well. Wanna? (Well one of 'em anyway.)
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#52

Post by KirbyBoy2000 » Thu Jul 08, 2004 11:19 pm

for the melee units I'm sending... I'll use the envelop formation on them, then try to stop them from escaping if they run(by like cutting off their path or something).

[ July 08, 2004, 11:14 PM: Message edited by: KirbyBoy2000 ]

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#53

Post by Prince Toad » Tue Jul 13, 2004 6:19 pm

The melee units leave the walls and the center drops back into an Envelop formation.

Your crossbowmen fire at the enemy pikemen. It takes every bolt, but each enemy pike is killed or wounded, and their entire front line falls dramatically. Your archers fire at their crossbowmen. About ten hit. Your mages take out five more crossbowmen.

They still have most of their long range, ready to fire. Deploy the melee units anyway?
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#54

Post by KirbyBoy2000 » Tue Jul 13, 2004 9:03 pm

Have all ranged units aim for the crossbowmen. Once most of them are gone send out the melee units to attack.

[ July 13, 2004, 08:05 PM: Message edited by: KirbyBoy2000 ]

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#55

Post by Prince Toad » Fri Jul 16, 2004 9:27 pm

Uh, your ranged units and mages just fired, they're reloading (or recovering in the case of the mages). I asked if you want to deploy the melee units, even though they may be at risk of taking fire. You could also wait for your ranged units to reload so you can take more of theirs out; however, by then they'll be closer to the city.

Your orders?
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#56

Post by KirbyBoy2000 » Fri Jul 16, 2004 9:34 pm

Wait untill my ranged units are ready to shoot then let my melee units attack.

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#57

Post by Prince Toad » Fri Jul 16, 2004 9:52 pm

You wait for your long-range units to reload.

They advance, and are about a hundred yards from the gate.

Your orders?
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#58

Post by KirbyBoy2000 » Fri Jul 16, 2004 10:59 pm

Attack with ranged units and melee units.

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#59

Post by Prince Toad » Sat Jul 17, 2004 2:13 am

Your long range units fire at theirs, who fire back over the walls. About sixty each archers and crossbows fall on their side, and around 40 crossbowmen, 15 archers fall on your side.

You open the gates, and Alex directs the charge. The knights crash into their soldiers, taking out about 40 while receiving only two casualties. The gargoyle riders swoop down, taking almost twenty soldiers and escaping unscathed. Your pikemen also lumber out, having some difficulty killing the unarmored opponent but also taking very few casualties. Of course, there's so many more pikes by now they just charge through. About thirty of their soldiers and six of your pikemen fall.

The subcommander, somehow alive, asks for quarter, seeing he's screwed. Accept?

Always remember your mission.
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#60

Post by KirbyBoy2000 » Sat Jul 17, 2004 2:39 am

Sure. (I'm too merciful... well.. as merciful as a guy who practically slaughtered an army could be..)

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