*The detachment makes their way through the doors as they did earlier (bashing/picking/burning).*
What? Only one blow and they're in? Either that was quite the flimsy gate, or else my EPR is way more powerful than I expected.
*Several Kheleburk move into the gateway and wherever it leads through, scouting the area as before for the rest of the army.*
I'll need more descriptions of the inside now.
pretty much. It was retracted from the Pit, so the orcs could get over it.
The detachment is really just doing nothing productive, and they have nothing to do with my troops, so I'll just stop myself.
I'm kind of speeding things up because this is getting boring having the same moves. I mean, if nothing is changing IRL moves, then what is the point in making them? Also, this first one may as well be flimsy, offering only token resistance.
The Description of the hall:
It's a large hall, about the size of a Hotel Lobby. Torches are all over the sides, standing upright throughout and Murder Holes are directly above every torch, in addition to random places of the area. On the Other side is a solid Metal portcullis that they find no other ways in. and. . . that's all they can see so far. Their is a large conentration of Murder holes right in front of the gate moving on.
The pit in the courtyard? And the bridge is all the way at the top of the tower?
Is there absolutely nothing of significance in the tower? Nor any way to access the rest of the fortress from inside it?
No complaints from me.
*Seeing their route through the hall, along with all of the murder-holes, the Kheleburk report back to their commanders.* *Lower-worth Dwarves start to make their way down the hall. They carry the canopy-things with them (they're square bowl-shaped things on legs, with one leg significantly thicker than the others), and a number of following Dwarves carry small, long, metal troughs with them (brought with the canopies, stored on the EPB) and other lengths of metal. They place the canopies in such a way as to create a covered path from the first doorway to the second, and also cover a decent area around the second doorway.* *As soon as they have a pathway stretching all the way to the other gate under the canopies, some Dwarves inspect this second portcullis.*
How big is the outer portcullis to the keep? And how big is the inner one? Also, in case you hadn't guessed, I need an in-depth description of the second gate, its frame/doorway, and any related features. Oh, and how big are the murder-holes? And how high is the ceiling?
pretty much. It was retracted from the Pit, so the orcs could get over it.
The detachment is really just doing nothing productive, and they have nothing to do with my troops, so I'll just stop myself.
I'm kind of speeding things up because this is getting boring having the same moves. I mean, if nothing is changing IRL moves, then what is the point in making them? Also, this first one may as well be flimsy, offering only token resistance.
The Description of the hall:
It's a large hall, about the size of a Hotel Lobby. Torches are all over the sides, standing upright throughout and Murder Holes are directly above every torch, in addition to random places of the area. On the Other side is a solid Metal portcullis that they find no other ways in. and. . . that's all they can see so far. Their is a large conentration of Murder holes right in front of the gate moving on.
The pit in the courtyard? And the bridge is all the way at the top of the tower?
Is there absolutely nothing of significance in the tower? Nor any way to access the rest of the fortress from inside it?
No complaints from me.
*Seeing their route through the hall, along with all of the murder-holes, the Kheleburk report back to their commanders.* *Lower-worth Dwarves start to make their way down the hall. They carry the canopy-things with them (they're square bowl-shaped things on legs, with one leg significantly thicker than the others), and a number of following Dwarves carry small, long, metal troughs with them (brought with the canopies, stored on the EPB) and other lengths of metal. They place the canopies in such a way as to create a covered path from the first doorway to the second, and also cover a decent area around the second doorway.* *As soon as they have a pathway stretching all the way to the other gate under the canopies, some Dwarves inspect this second portcullis.*
How big is the outer portcullis to the keep? And how big is the inner one? Also, in case you hadn't guessed, I need an in-depth description of the second gate, its frame/doorway, and any related features. Oh, and how big are the murder-holes? And how high is the ceiling?
no, in the main Keep.
Their is the one, through a solid metal portcullis.
You'll still be taking the losses, it's just that we're speeding stuff up move-wise.
The First portcullis (the one you've broken through) is a solid piece of metal, about 12 feet high, 10 feet wide, 5 inches thick. The doorway is 2 feet wide, which will come into play. The Second Portcullis is a metal sheet 7 inches thick, 7 feet high, 6 feet wide, and with nothing to open it from your direction. patterns are indorned from the Dwarven age of this fortress, but they play little part in the design. The height of the ceiling is 7 1/2 feet high, and the murder holes are just big enough to put a keg through them, except for the clump by the door, which are all much smaller, only about 4 inches in diameter.
So. . . tell me when you bring in the rams. Then we'll have some fun.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
The pit in the courtyard? And the bridge is all the way at the top of the tower?
Is there absolutely nothing of significance in the tower? Nor any way to access the rest of the fortress from inside it?
No complaints from me.
*Seeing their route through the hall, along with all of the murder-holes, the Kheleburk report back to their commanders.* *Lower-worth Dwarves start to make their way down the hall. They carry the canopy-things with them (they're square bowl-shaped things on legs, with one leg significantly thicker than the others), and a number of following Dwarves carry small, long, metal troughs with them (brought with the canopies, stored on the EPB) and other lengths of metal. They place the canopies in such a way as to create a covered path from the first doorway to the second, and also cover a decent area around the second doorway.* *As soon as they have a pathway stretching all the way to the other gate under the canopies, some Dwarves inspect this second portcullis.*
How big is the outer portcullis to the keep? And how big is the inner one? Also, in case you hadn't guessed, I need an in-depth description of the second gate, its frame/doorway, and any related features. Oh, and how big are the murder-holes? And how high is the ceiling?
no, in the main Keep.
Their is the one, through a solid metal portcullis.
You'll still be taking the losses, it's just that we're speeding stuff up move-wise.
The First portcullis (the one you've broken through) is a solid piece of metal, about 12 feet high, 10 feet wide, 5 inches thick. The doorway is 2 feet wide, which will come into play. The Second Portcullis is a metal sheet 7 inches thick, 7 feet high, 6 feet wide, and with nothing to open it from your direction. patterns are indorned from the Dwarven age of this fortress, but they play little part in the design. The height of the ceiling is 7 1/2 feet high, and the murder holes are just big enough to put a keg through them, except for the clump by the door, which are all much smaller, only about 4 inches in diameter.
So. . . tell me when you bring in the rams. Then we'll have some fun.
Okay, I need you to be a bit more specific about this stuff. Are you talking about the pit in the courtyard, in front of the entrance to the keep? Or is it some other one that I'm not aware of? Or are you saying that the bridge is in the keep? And if that's the case, then why did you say it was in the corner when my troops are in the tower?
So where exactly is this portcullis relative to the tower, and (roughly) where does it lead to?
Of course. We're just having each post cover more time.
Alright. So, next set of questions: first, how far is the gate set into the wall (or how far does the wall stick out in front of the face of the portcullis)? And what is this wall made of (I'm guessing stone, as this room was apparently built by the Dwarves (who would prefer stone over metal for such a purpose), is part of the interior of a mountain, and I doubt anyone would bother mining out the room several more feet just to put in metal panels weighing a dozen tons each)?
Oh, I've got a better idea. A much better idea.
*The EPR is moved out and replaced with an unmodified EPA.* *The canopies are moved off to the sides of where the center path was, creating an open firing range down the center from one doorway to the next.* *Troops do whatever they can to detect/test for any enemies waiting up above, over the murder holes. Several Dwarves "accidentally" step out from under their cover slightly and into the open.*
Their is the one, through a solid metal portcullis.
You'll still be taking the losses, it's just that we're speeding stuff up move-wise.
The First portcullis (the one you've broken through) is a solid piece of metal, about 12 feet high, 10 feet wide, 5 inches thick. The doorway is 2 feet wide, which will come into play. The Second Portcullis is a metal sheet 7 inches thick, 7 feet high, 6 feet wide, and with nothing to open it from your direction. patterns are indorned from the Dwarven age of this fortress, but they play little part in the design. The height of the ceiling is 7 1/2 feet high, and the murder holes are just big enough to put a keg through them, except for the clump by the door, which are all much smaller, only about 4 inches in diameter.
So. . . tell me when you bring in the rams. Then we'll have some fun.
Okay, I need you to be a bit more specific about this stuff. Are you talking about the pit in the courtyard, in front of the entrance to the keep? Or is it some other one that I'm not aware of? Or are you saying that the bridge is in the keep? And if that's the case, then why did you say it was in the corner when my troops are in the tower?
So where exactly is this portcullis relative to the tower, and (roughly) where does it lead to?
Of course. We're just having each post cover more time.
Alright. So, next set of questions: first, how far is the gate set into the wall (or how far does the wall stick out in front of the face of the portcullis)? And what is this wall made of (I'm guessing stone, as this room was apparently built by the Dwarves (who would prefer stone over metal for such a purpose), is part of the interior of a mountain, and I doubt anyone would bother mining out the room several more feet just to put in metal panels weighing a dozen tons each)?
Oh, I've got a better idea. A much better idea.
*The EPR is moved out and replaced with an unmodified EPA.* *The canopies are moved off to the sides of where the center path was, creating an open firing range down the center from one doorway to the next.* *Troops do whatever they can to detect/test for any enemies waiting up above, over the murder holes. Several Dwarves "accidentally" step out from under their cover slightly and into the open.*
OK, I'm completely talking about the Keep, not the Towers. The gate is set about an inch on one side. And 3 walls are made of stone, 1 of metal (the outer one.)
*Nothing happens, and no troops are detected.*
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Okay, I need you to be a bit more specific about this stuff. Are you talking about the pit in the courtyard, in front of the entrance to the keep? Or is it some other one that I'm not aware of? Or are you saying that the bridge is in the keep? And if that's the case, then why did you say it was in the corner when my troops are in the tower?
So where exactly is this portcullis relative to the tower, and (roughly) where does it lead to?
Of course. We're just having each post cover more time.
Alright. So, next set of questions: first, how far is the gate set into the wall (or how far does the wall stick out in front of the face of the portcullis)? And what is this wall made of (I'm guessing stone, as this room was apparently built by the Dwarves (who would prefer stone over metal for such a purpose), is part of the interior of a mountain, and I doubt anyone would bother mining out the room several more feet just to put in metal panels weighing a dozen tons each)?
Oh, I've got a better idea. A much better idea.
*The EPR is moved out and replaced with an unmodified EPA.* *The canopies are moved off to the sides of where the center path was, creating an open firing range down the center from one doorway to the next.* *Troops do whatever they can to detect/test for any enemies waiting up above, over the murder holes. Several Dwarves "accidentally" step out from under their cover slightly and into the open.*
OK, I'm completely talking about the Keep, not the Towers. The gate is set about an inch on one side. And 3 walls are made of stone, 1 of metal (the outer one.)
*Nothing happens, and no troops are detected.*
That's what I was starting to think. So, what about the tower? What pathways are there from it to any other parts of the fortress?
Oh, well that makes things simple.
*The troops inside the vestibule face their shields towards the second gate, and duck behind them.* *The EPA fires down the hall, hitting the wall just above the second portcullis. The doorframe is shattered, sending shrapnel everywhere and exposing the top of the portcullis itself. Further shots destroy the sides of the frame until the portcullis' edges are fully exposed, excluding two short lengths on either side that still hold to portcullis in place.* *Two of the canopies are moved back into place in front of the gate, and a couple of unladen Dwarves are hoisted up on top of them (carefully standing on the edges of the frames so that they don't collapse). They quickly get to work cutting the chains that are used to lift the portcullis.* *Once the chains are cut, a pair of ropes are tied onto the parts still attached to the portcullis. Once that's done, hammers are used to quickly smash out the last bits of the doorframe, the canopies are moved out of the way and the immediate area is cleared. A good tug on the ropes from a handful of Dwarves brings the portcullis toppling forwards, crashing with a deafening bang onto the floor (and probable cracking said floor, too) and revealing the way forwards.*
OK, I'm completely talking about the Keep, not the Towers. The gate is set about an inch on one side. And 3 walls are made of stone, 1 of metal (the outer one.)
*Nothing happens, and no troops are detected.*
That's what I was starting to think. So, what about the tower? What pathways are there from it to any other parts of the fortress?
Oh, well that makes things simple.
*The troops inside the vestibule face their shields towards the second gate, and duck behind them.* *The EPA fires down the hall, hitting the wall just above the second portcullis. The doorframe is shattered, sending shrapnel everywhere and exposing the top of the portcullis itself. Further shots destroy the sides of the frame until the portcullis' edges are fully exposed, excluding two short lengths on either side that still hold to portcullis in place.* *Two of the canopies are moved back into place in front of the gate, and a couple of unladen Dwarves are hoisted up on top of them (carefully standing on the edges of the frames so that they don't collapse). They quickly get to work cutting the chains that are used to lift the portcullis.* *Once the chains are cut, a pair of ropes are tied onto the parts still attached to the portcullis. Once that's done, hammers are used to quickly smash out the last bits of the doorframe, the canopies are moved out of the way and the immediate area is cleared. A good tug on the ropes from a handful of Dwarves brings the portcullis toppling forwards, crashing with a deafening bang onto the floor (and probable cracking said floor, too) and revealing the way forwards.*
More details!
The Tower just has a large number of locked chambers to the rest of the walls/towers. No ways into the Keep, it's a closed system.
*nulled.* This is a Scorpion! it's 7 inches of metal! Maybe a small hole through it, but not completely destroy it. that is Crazy!
Assuming that you'll agree, then these are my moves:
*When the EPA fires, an Identical Portcullis drops down, And the orcs stop hiding, pouring large amounts of oil onto the torches, setting the floor on fire!* If a scorpion can really be that powerful , then they don't do that.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
That's what I was starting to think. So, what about the tower? What pathways are there from it to any other parts of the fortress?
Oh, well that makes things simple.
*The troops inside the vestibule face their shields towards the second gate, and duck behind them.* *The EPA fires down the hall, hitting the wall just above the second portcullis. The doorframe is shattered, sending shrapnel everywhere and exposing the top of the portcullis itself. Further shots destroy the sides of the frame until the portcullis' edges are fully exposed, excluding two short lengths on either side that still hold to portcullis in place.* *Two of the canopies are moved back into place in front of the gate, and a couple of unladen Dwarves are hoisted up on top of them (carefully standing on the edges of the frames so that they don't collapse). They quickly get to work cutting the chains that are used to lift the portcullis.* *Once the chains are cut, a pair of ropes are tied onto the parts still attached to the portcullis. Once that's done, hammers are used to quickly smash out the last bits of the doorframe, the canopies are moved out of the way and the immediate area is cleared. A good tug on the ropes from a handful of Dwarves brings the portcullis toppling forwards, crashing with a deafening bang onto the floor (and probable cracking said floor, too) and revealing the way forwards.*
More details!
The Tower just has a large number of locked chambers to the rest of the walls/towers. No ways into the Keep, it's a closed system.
*nulled.* This is a Scorpion! it's 7 inches of metal! Maybe a small hole through it, but not completely destroy it. that is Crazy!
Assuming that you'll agree, then these are my moves:
*When the EPA fires, an Identical Portcullis drops down, And the orcs stop hiding, pouring large amounts of oil onto the torches, setting the floor on fire!* If a scorpion can really be that powerful , then they don't do that.
Alrighty, then I guess that was useless.
Uh, it's not a scorpion, I had one of my EPAs fire. The name's a (little) bit of a misnomer, but it's a full-size (maybe slightly oversize) siege ballista that just happens to be mounted on a moving platform. Notice that I used an EPA for this and not the EPR, because I needed something ranged to fire at the doorway from outside the keep, since I can't fit the whole thing into the hall. Also, just to clarify, I didn't touch the portcullis itself, but I took out the bit of wall surrounding the portcullis. Typically, the edges of a portcullis are set into a track in the walls surrounding it (said track is normally as simple as a channel in the wall that the portcullis slides into), and this track has to extend at least the door's height upwards and leave a hollow inside the wall in order that the portcullis has some place to go when it's opened. Now, you said that the wall extends one inch out from the face of the door. That means that the front face of the track and the hollow which holds the open portcullis is only covered by one inch of wall. A good blow will easy smash out a single inch of stone, exposing all of the edges of the portcullis and leaving it with nothing but the chains that lift it to hold it in place. The top would also be exposed, because you said that the portcullis was seven feet tall, but the ceiling is seven and a half feet high, leaving me with six inches to space to access the door's lifting chains. After cutting through these chains, all it takes is a good tug to make the portcullis fall over with hardly a scratch to it. I never directly attacked or damaged the door itself, but instead I took out its frame and mechanisms.
Oh, and after the door is pulled down, the canopies are moved back into place.
So, I'll leave it to you again. Obviously I need information on the way forwards along with any moves you may or may not like to post.
The Tower just has a large number of locked chambers to the rest of the walls/towers. No ways into the Keep, it's a closed system.
*nulled.* This is a Scorpion! it's 7 inches of metal! Maybe a small hole through it, but not completely destroy it. that is Crazy!
Assuming that you'll agree, then these are my moves:
*When the EPA fires, an Identical Portcullis drops down, And the orcs stop hiding, pouring large amounts of oil onto the torches, setting the floor on fire!* If a scorpion can really be that powerful , then they don't do that.
Alrighty, then I guess that was useless.
Uh, it's not a scorpion, I had one of my EPAs fire. The name's a (little) bit of a misnomer, but it's a full-size (maybe slightly oversize) siege ballista that just happens to be mounted on a moving platform. Notice that I used an EPA for this and not the EPR, because I needed something ranged to fire at the doorway from outside the keep, since I can't fit the whole thing into the hall. Also, just to clarify, I didn't touch the portcullis itself, but I took out the bit of wall surrounding the portcullis. Typically, the edges of a portcullis are set into a track in the walls surrounding it (said track is normally as simple as a channel in the wall that the portcullis slides into), and this track has to extend at least the door's height upwards and leave a hollow inside the wall in order that the portcullis has some place to go when it's opened. Now, you said that the wall extends one inch out from the face of the door. That means that the front face of the track and the hollow which holds the open portcullis is only covered by one inch of wall. A good blow will easy smash out a single inch of stone, exposing all of the edges of the portcullis and leaving it with nothing but the chains that lift it to hold it in place. The top would also be exposed, because you said that the portcullis was seven feet tall, but the ceiling is seven and a half feet high, leaving me with six inches to space to access the door's lifting chains. After cutting through these chains, all it takes is a good tug to make the portcullis fall over with hardly a scratch to it. I never directly attacked or damaged the door itself, but instead I took out its frame and mechanisms.
Oh, and after the door is pulled down, the canopies are moved back into place.
So, I'll leave it to you again. Obviously I need information on the way forwards along with any moves you may or may not like to post.
I thought I already said that.
Fine. then nevermind what I said. *After the Portcullis, is a large stairway. Orcs with shields and large barrels are at the top of the steps. The steps are well lit, and no orcs are able to be seen from behind the shields.*
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Uh, it's not a scorpion, I had one of my EPAs fire. The name's a (little) bit of a misnomer, but it's a full-size (maybe slightly oversize) siege ballista that just happens to be mounted on a moving platform. Notice that I used an EPA for this and not the EPR, because I needed something ranged to fire at the doorway from outside the keep, since I can't fit the whole thing into the hall. Also, just to clarify, I didn't touch the portcullis itself, but I took out the bit of wall surrounding the portcullis. Typically, the edges of a portcullis are set into a track in the walls surrounding it (said track is normally as simple as a channel in the wall that the portcullis slides into), and this track has to extend at least the door's height upwards and leave a hollow inside the wall in order that the portcullis has some place to go when it's opened. Now, you said that the wall extends one inch out from the face of the door. That means that the front face of the track and the hollow which holds the open portcullis is only covered by one inch of wall. A good blow will easy smash out a single inch of stone, exposing all of the edges of the portcullis and leaving it with nothing but the chains that lift it to hold it in place. The top would also be exposed, because you said that the portcullis was seven feet tall, but the ceiling is seven and a half feet high, leaving me with six inches to space to access the door's lifting chains. After cutting through these chains, all it takes is a good tug to make the portcullis fall over with hardly a scratch to it. I never directly attacked or damaged the door itself, but instead I took out its frame and mechanisms.
Oh, and after the door is pulled down, the canopies are moved back into place.
So, I'll leave it to you again. Obviously I need information on the way forwards along with any moves you may or may not like to post.
I thought I already said that.
Fine. then nevermind what I said. *After the Portcullis, is a large stairway. Orcs with shields and large barrels are at the top of the steps. The steps are well lit, and no orcs are able to be seen from behind the shields.*
You probably did, but either I wasn't entirely comprehending you or else I was too set on doing something or another to notice.
*The troops in the tower have by now made their way through the tower and, finding nothing, rejoin the main army.*
*The canopies and metal strips are reorganized a bit. The direct center path from one gate to the next is mostly uncovered, while instead a path is created traveling on either side of this center section. There remains a large covered area by the inner gate.* *Near the steps gather a few Mahalu and Sigin-thark, while crossbowmen line the two paths. Several repeating arbalests are lined up near the outer gate.* *A pair of repeating arbalest is pulled to the bottom of the steps, along with a few mortars. The arbalests proceed to firing at the stuff at the top of the steps, while one of the mortars fires an incendiary at the top.*
Fine. then nevermind what I said. *After the Portcullis, is a large stairway. Orcs with shields and large barrels are at the top of the steps. The steps are well lit, and no orcs are able to be seen from behind the shields.*
You probably did, but either I wasn't entirely comprehending you or else I was too set on doing something or another to notice.
*The troops in the tower have by now made their way through the tower and, finding nothing, rejoin the main army.*
*The canopies and metal strips are reorganized a bit. The direct center path from one gate to the next is mostly uncovered, while instead a path is created traveling on either side of this center section. There remains a large covered area by the inner gate.* *Near the steps gather a few Mahalu and Sigin-thark, while crossbowmen line the two paths. Several repeating arbalests are lined up near the outer gate.* *A pair of repeating arbalest is pulled to the bottom of the steps, along with a few mortars. The arbalests proceed to firing at the stuff at the top of the steps, while one of the mortars fires an incendiary at the top.*
*When you are setting up, the orcs retreat just out of your sight.*
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
You probably did, but either I wasn't entirely comprehending you or else I was too set on doing something or another to notice.
*The troops in the tower have by now made their way through the tower and, finding nothing, rejoin the main army.*
*The canopies and metal strips are reorganized a bit. The direct center path from one gate to the next is mostly uncovered, while instead a path is created traveling on either side of this center section. There remains a large covered area by the inner gate.* *Near the steps gather a few Mahalu and Sigin-thark, while crossbowmen line the two paths. Several repeating arbalests are lined up near the outer gate.* *A pair of repeating arbalest is pulled to the bottom of the steps, along with a few mortars. The arbalests proceed to firing at the stuff at the top of the steps, while one of the mortars fires an incendiary at the top.*
*When you are setting up, the orcs retreat just out of your sight.*
*Several monks come in. They grab shields from the nearby crossbowmen, along with a few incendiary canisters and an oil-flask or two from the Kheleburk, and move up the steps.* *Other troops are readied at the bottom of the steps.*
*When you are setting up, the orcs retreat just out of your sight.*
*Several monks come in. They grab shields from the nearby crossbowmen, along with a few incendiary canisters and an oil-flask or two from the Kheleburk, and move up the steps.* *Other troops are readied at the bottom of the steps.*
*As the Monks come up, Several barrels of burning oil come down towards them.*
Well ahead of you.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
*Several monks come in. They grab shields from the nearby crossbowmen, along with a few incendiary canisters and an oil-flask or two from the Kheleburk, and move up the steps.* *Other troops are readied at the bottom of the steps.*
*As the Monks come up, Several barrels of burning oil come down towards them.*
Well ahead of you.
*The monks proceed upwards, unfazed by the fire. Upon reaching the top of the steps, they immediately set a small perimeter around the entry, being careful to expose very little of themselves while they observe the room.* *Some of the monks throw the incendiaries and flasks at enemy troops.*
Actually, I think I'm a bit ahead of you. Though, just so you know, those barrels would've leaked some oil out at the top of the steps and would've already been lit. My repeating arbalests surely would have hit the barrels and punched holes in them, while the incendiary would've set it on fire.
*As the Monks come up, Several barrels of burning oil come down towards them.*
Well ahead of you.
*The monks proceed upwards, unfazed by the fire. Upon reaching the top of the steps, they immediately set a small perimeter around the entry, being careful to expose very little of themselves while they observe the room.* *Some of the monks throw the incendiaries and flasks at enemy troops.*
Actually, I think I'm a bit ahead of you. Though, just so you know, those barrels would've leaked some oil out at the top of the steps and would've already been lit. My repeating arbalests surely would have hit the barrels and punched holes in them, while the incendiary would've set it on fire.
How are the monks unfazed by the BARRELS of burning oil? The barrels alone should stop some of them, not counting that it's oil, which will go around shields if it's not, I don't know, soaked into the shields.
Oh no, I'm ahead of you. Not by much, but my troops know more of the traps. *As the Orcs Retreat from the steps (whether because their out of barrels or the monks are too close), they secretely bring back the platform they were standing at, and then round the corner for the next trap.*
Yes, they would've leaked some oil, but you have monks on this staircase! Oh wait, I just realized that we're probably imagining a different staircase. Height doesn't matter much, you could have hit them early, but it's a 2-dwarf/goblin wide staircase, making it difficult for numerous dwarfs to dodge barrels, empty or not of fire. Also, if your arbalest hit the barrels, then their would be burning oil all over the stairs. And those incendiaries wouldn't do much, if the oil didn't burn the barrels, then the incendiaries won't do much different.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
*The monks duck under the barrels, using their shields as ramps so that they roll right over (and don't get themselves completely covered in oil) until they eventually reach the bottom. The oil flows down the steps, and is guided by metal troughs and other short barriers onto the floor of the hall below, but away from the canopied areas.* *The monks proceed upwards, unfazed by the fire. Upon reaching the top of the steps, they immediately set a small perimeter around the entry, being careful to expose very little of themselves while they observe the room.* *Some of the monks throw the incendiaries and flasks at enemy troops.*
Actually, I think I'm a bit ahead of you. Though, just so you know, those barrels would've leaked some oil out at the top of the steps and would've already been lit. My repeating arbalests surely would have hit the barrels and punched holes in them, while the incendiary would've set it on fire.
How are the monks unfazed by the BARRELS of burning oil? The barrels alone should stop some of them, not counting that it's oil, which will go around shields if it's not, I don't know, soaked into the shields.
Oh no, I'm ahead of you. Not by much, but my troops know more of the traps. *As the Orcs Retreat from the steps (whether because their out of barrels or the monks are too close), they secretely bring back the platform they were standing at, and then round the corner for the next trap.*
Yes, they would've leaked some oil, but you have monks on this staircase! Oh wait, I just realized that we're probably imagining a different staircase. Height doesn't matter much, you could have hit them early, but it's a 2-dwarf/goblin wide staircase, making it difficult for numerous dwarfs to dodge barrels, empty or not of fire. Also, if your arbalest hit the barrels, then their would be burning oil all over the stairs. And those incendiaries wouldn't do much, if the oil didn't burn the barrels, then the incendiaries won't do much different.
Ancient (First-age)-style fireproof armor. If it could hold up to a direct blast of Dragon-fire, a little bit of oil on the ground won't be much of a big deal. This is my only unit (at least as of this moment) that has it, and that's its whole purpose. Now, they would be affected by fire if, say, they were completely dunked in oil and then lit, but otherwise they're pretty well immune to it.
Actually, I was thinking that the barrels were just dumped, as opposed to being thrown down whole. I edited my move slightly to fix that, but it really doesn't change anything. The incendiary was just to light the oil (the idea was to get some of it to spill out at the top of the steps where your troops were, rather than it all flow down), since oil still needs something to start it burning.
*The first few monks reach the top of the steps and set up a perimeter, observing the room. A few of the rearward ones use their shields to scoop the oil down the steps, aiding its travel downwards and hastening its being burned up.* *After the upper room is secured and deemed relatively safe (no major traps, enemies evacuated the immediate area, etc.), and after the oil on the stairs has burned, more troops climb the steps and join the monks.*