Post by Khan Noonian Singh on Mar 25, 2017 17:44:16 GMT
This is the Orc Sub-HQ of Dol Guldur To the west is Angmar To the north is Forodwaith To the east is the Grey Mountians To the south-east is the Carrock and to the south is the impenetrable Misty Mountains.
Since No-one has yet detailed what Gundabad's defenses are, I'll summarize (I will note that Tolkien Gateway was very unspecific in defenses, so I'm mixing the Movie version with the picture on Tolkien Gateway):
Gundabad appears to be a great mountain, and is nearly as impenetrable. It has four main "peaks" with a large, stone wall surrounding each. The Towers are much larger than a normal tower, being almost as high as the mountains surrounding it. The middle is a fortress of it's own, with separate Portcullis, Draw-bridge (above a short "chasm"), and has metal walls in addition to the stone. From each of the Towers is a bridge-wall to the surrounding mountains (and a path leading up to a solid "Portcullis" below the Ramparts), making all men going through stop at the gates (that's what the version looks like anyway) and these are made of Metal. The Entry-hall is not large like Erebor, and has Murder Holes above it, and only a single staircase/Ramp. That staircase leads into a proper Entry-Hall, akin to that of Erebor.
So. . . Who wants to commit suicide against 5,000 Orcs here?
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Phew, that took a while to figure out. Almost an hour and a half. Gosh, this must be the highest worth-to-unit army in the history of this RP, at almost 4.5 MWE per unit on average.
Let's get this party started! If you don't mind, I'd like a full, in-depth details of your outer defenses (up until actually entering the main fortress), along with the locations and types of any artillery or places for ranged units. Where are the entrances into the main part of the mountain? And how would one go about accessing these entrances? Are your towers basically the gatehouses (and are there any entrances besides through them, ignoring outer walls)? And if so, what roads are there leading to their entrances (they can't just open up into the mountains, because that'd make accessing the fortress nigh-impossible for any large groups with extra burdens, enemy or ally)?
Phew, that took a while to figure out. Almost an hour and a half. Gosh, this must be the highest worth-to-unit army in the history of this RP, at almost 4.5 MWE per unit on average.
Let's get this party started! If you don't mind, I'd like a full, in-depth details of your outer defenses (up until actually entering the main fortress), along with the locations and types of any artillery or places for ranged units. Where are the entrances into the main part of the mountain? And how would one go about accessing these entrances? Are your towers basically the gatehouses (and are there any entrances besides through them, ignoring outer walls)? And if so, what roads are there leading to their entrances (they can't just open up into the mountains, because that'd make accessing the fortress nigh-impossible for any large groups with extra burdens, enemy or ally)?
Oh Kaay. . . Sorry mods for the huge post. 1st off, Your Dwarf Army isn't the highest worth-to-unit Army to date, I had one that was at LEAST 6 average MWE. It was made of Charge Wargs (2) my old Elite Waller units (5), Fell Beasts (10) and HArmored Trolls (20). It was probably an average of 13 or 15, because that I had more Fellbeasts then anything else, and the second highest was Trolls. So, at least I beat you at something. Unless you were talking about This specific RP which just started. . . No actually, I have it beaten by the 5,300 in the High pass, That's over 50% Trebuchet, meaning it's at least an average of 7.
so. . . Entrances: 4 Hidden Entrances in the Mountains. These are very difficult to see, Impossible even for dwarves unless they get pretty close. I'll detail their defenses with the wall's, as they are the same. 1 Grand Entrance. This is in between two of the large towers (which, as I said, are practically the size of mountains.) These are probably one of the places that you'll actually be able to USE your Trebs, and this'll probably be it. From your angle, it looks like a lopsided gatehouse, with the Portcullis on the Left side. However, once you break through the double Portcullis, you'll find yourself moving into a wall. You move to the right to go through another Portcullis. Next you have to get through one that leads in the direction of the Keep. Then you do it a second time, but the opposite wall, and THEN you're through the gatehouse. A large tower is in between these four walls, and controls each Portcullis on the inside. It has a heavy locked door leading to each wall. 1 Keep Entrance: The Keep Entrance is a Large, solid portculli, and you cannot see through it. After that you get in.
Oh, and BTW, the Bree-Men can't get to the Grand Entrance right now, I'll explain why in the Walls Section.
Walls: Outer Walls: These Walls are the reason Bree and Erebor Can't get to each other without crossing the Misty Mountains or Grey Mountains. These walls are metal with some stone, and have two large Portcullis in the middle of them (one on each side of the wall, in the middle of the wall). The Portcullis have murder holes between. The Walls are segmented, each Tower being one level higher than the wall, and the wall has 3 acsessible levels. Each Segment has a Heavy Door in between them, on each and every level. All levels have Arrow Slits, The extra 4th level of the tower has them going 4 directions. The Levels do not include the ramparts, that is a separate "Level" not included. Each Tower is elongated enough that Two Orcs can defend against almost anything, within the confines of the tower. Each Tower has a trapdoor that can be locked, which has a ladder to the next segment. They lead far enough up into the mountains, that only the path to the hidden Entrances is passable, and even that is difficult enough that Tanks and Siege Weapons can't reach it. Defensive Walls: I called these the Defensive Walls because they are the Outer Walls of the main Defenses. The Outer Walls do not encircle the Main Structure, they make this a Choke Point in the RP. These are almost Identical to the Outer Walls, With Arrow Slits throughout and on both sides, 3 passable levels, various segments, elongated towers. However, it varies in a few key Ways. First off, Each Defensive Wall has, on top of each tower, in addition to the Rampart, a Gundabad High Trebuchet (4 of them per Wall, 16 Trebs, 400 TWE) atop them, fixed and able to Rotate 360 degrees. Keep: The Keep it a large metal "Tower" with practically imenetrable walls, and have fun getting through to it. Not really much else to say, other than Arrow Slits and 10 Ballistae and 10 Scorpions on the top, Higher than anything can reach unless they get up high onto the Main Towers (below on their description.)
Other Defenses: Main Towers: So the Main Towers are the size of Mountains. They have plenty of areas for Archers and Seige towers inside them, large amounts of walled off segments and unless you go inside, their is not much else to say. Dungeons: The Dungeons are in between the Defensive Walls and the Keep. It is a large underground mining system where troops can hide and defend themselves. individual Gatehouses lie inside, and after you get down to the main level (which is fairly far underground) then it narrows enough for no seige weapons/Tanks/structures to pass through except maybe some ladders. The Dungeons are near the wall, making it out of the Dwarves or Bree's way to get near them. The Hidden Bridge: Their is a large trap just outside the doorway to the Keep. it is a large pit that will reveal itself (a.k.a. trap people inside) when enough weight is put on it. (a Seige ram and it's crew would do it, I'd say.) A bridge is normally used to compensate, but at your arrival, it was removed into the Great Hall. Aren't you lucky guests?
So, if you still want to try to do this, here are my armies and positions: Seige Equipment: Other than the 500 MWE stated up their, their is 40 Onagers (400 worth) and 10 Scorpions and Ballistae (equalling together 100 worth) All of which is currently on the towers near the side of the Grand Entrance. They are on wheels. 50 Werewolves, worth 10 1,000 Frozen Skirmishers, worth 1 1,000 Cave Shields, worth 1 100 Guards of Ashmog, worth 5 200 White-Eye Windlashers, worth 5 1,250 Orc Archers, worth .8
*The Archers position themselves inside the Defensive Walls and on the Main Towers facing the opponents.* *The Infantry position themselves in the Outer and Defensive Walls.* *1K Frozen Skirmishers, 50 Guards of Ashmog and 250 Orc Archers secretly go into the Dungeons, manning one of the Gatehouses in the Main level.* *All units attack when in range.*
So. . . Let's see how you do in a battle where you are constantly attacked by things you can't attack back at.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Phew, that took a while to figure out. Almost an hour and a half. Gosh, this must be the highest worth-to-unit army in the history of this RP, at almost 4.5 MWE per unit on average.
Let's get this party started! If you don't mind, I'd like a full, in-depth details of your outer defenses (up until actually entering the main fortress), along with the locations and types of any artillery or places for ranged units. Where are the entrances into the main part of the mountain? And how would one go about accessing these entrances? Are your towers basically the gatehouses (and are there any entrances besides through them, ignoring outer walls)? And if so, what roads are there leading to their entrances (they can't just open up into the mountains, because that'd make accessing the fortress nigh-impossible for any large groups with extra burdens, enemy or ally)?
Oh Kaay. . . Sorry mods for the huge post. 1st off, Your Dwarf Army isn't the highest worth-to-unit Army to date, I had one that was at LEAST 6 average MWE. It was made of Charge Wargs (2) my old Elite Waller units (5), Fell Beasts (10) and HArmored Trolls (20). It was probably an average of 13 or 15, because that I had more Fellbeasts then anything else, and the second highest was Trolls. So, at least I beat you at something. Unless you were talking about This specific RP which just started. . . No actually, I have it beaten by the 5,300 in the High pass, That's over 50% Trebuchet, meaning it's at least an average of 7.
so. . . Entrances: 4 Hidden Entrances in the Mountains. These are very difficult to see, Impossible even for dwarves unless they get pretty close. I'll detail their defenses with the wall's, as they are the same. 1 Grand Entrance. This is in between two of the large towers (which, as I said, are practically the size of mountains.) These are probably one of the places that you'll actually be able to USE your Trebs, and this'll probably be it. From your angle, it looks like a lopsided gatehouse, with the Portcullis on the Left side. However, once you break through the double Portcullis, you'll find yourself moving into a wall. You move to the right to go through another Portcullis. Next you have to get through one that leads in the direction of the Keep. Then you do it a second time, but the opposite wall, and THEN you're through the gatehouse. A large tower is in between these four walls, and controls each Portcullis on the inside. It has a heavy locked door leading to each wall. 1 Keep Entrance: The Keep Entrance is a Large, solid portculli, and you cannot see through it. After that you get in.
Oh, and BTW, the Bree-Men can't get to the Grand Entrance right now, I'll explain why in the Walls Section.
Walls: Outer Walls: These Walls are the reason Bree and Erebor Can't get to each other without crossing the Misty Mountains or Grey Mountains. These walls are metal with some stone, and have two large Portcullis in the middle of them (one on each side of the wall, in the middle of the wall). The Portcullis have murder holes between. The Walls are segmented, each Tower being one level higher than the wall, and the wall has 3 acsessible levels. Each Segment has a Heavy Door in between them, on each and every level. All levels have Arrow Slits, The extra 4th level of the tower has them going 4 directions. The Levels do not include the ramparts, that is a separate "Level" not included. Each Tower is elongated enough that Two Orcs can defend against almost anything, within the confines of the tower. Each Tower has a trapdoor that can be locked, which has a ladder to the next segment. They lead far enough up into the mountains, that only the path to the hidden Entrances is passable, and even that is difficult enough that Tanks and Siege Weapons can't reach it. Defensive Walls: I called these the Defensive Walls because they are the Outer Walls of the main Defenses. The Outer Walls do not encircle the Main Structure, they make this a Choke Point in the RP. These are almost Identical to the Outer Walls, With Arrow Slits throughout and on both sides, 3 passable levels, various segments, elongated towers. However, it varies in a few key Ways. First off, Each Defensive Wall has, on top of each tower, in addition to the Rampart, a Gundabad High Trebuchet (4 of them per Wall, 16 Trebs, 400 TWE) atop them, fixed and able to Rotate 360 degrees. Keep: The Keep it a large metal "Tower" with practically imenetrable walls, and have fun getting through to it. Not really much else to say, other than Arrow Slits and 10 Ballistae and 10 Scorpions on the top, Higher than anything can reach unless they get up high onto the Main Towers (below on their description.)
Other Defenses: Main Towers: So the Main Towers are the size of Mountains. They have plenty of areas for Archers and Seige towers inside them, large amounts of walled off segments and unless you go inside, their is not much else to say. Dungeons: The Dungeons are in between the Defensive Walls and the Keep. It is a large underground mining system where troops can hide and defend themselves. individual Gatehouses lie inside, and after you get down to the main level (which is fairly far underground) then it narrows enough for no seige weapons/Tanks/structures to pass through except maybe some ladders. The Dungeons are near the wall, making it out of the Dwarves or Bree's way to get near them. The Hidden Bridge: Their is a large trap just outside the doorway to the Keep. it is a large pit that will reveal itself (a.k.a. trap people inside) when enough weight is put on it. (a Seige ram and it's crew would do it, I'd say.) A bridge is normally used to compensate, but at your arrival, it was removed into the Great Hall. Aren't you lucky guests?
So, if you still want to try to do this, here are my armies and positions: Seige Equipment: Other than the 500 MWE stated up their, their is 40 Onagers (400 worth) and 10 Scorpions and Ballistae (equalling together 100 worth) All of which is currently on the towers near the side of the Grand Entrance. They are on wheels. 50 Werewolves, worth 10 1,000 Frozen Skirmishers, worth 1 1,000 Cave Shields, worth 1 100 Guards of Ashmog, worth 5 200 White-Eye Windlashers, worth 5 1,250 Orc Archers, worth .8
*The Archers position themselves inside the Defensive Walls and on the Main Towers facing the opponents.* *The Infantry position themselves in the Outer and Defensive Walls.* *1K Frozen Skirmishers, 50 Guards of Ashmog and 250 Orc Archers secretly go into the Dungeons, manning one of the Gatehouses in the Main level.* *All units attack when in range.*
So. . . Let's see how you do in a battle where you are constantly attacked by things you can't attack back at.
Phew, that took a while to figure out. Almost an hour and a half. Gosh, this must be the highest worth-to-unit army in the history of this RP, at almost 4.5 MWE per unit on average.
Let's get this party started! If you don't mind, I'd like a full, in-depth details of your outer defenses (up until actually entering the main fortress), along with the locations and types of any artillery or places for ranged units. Where are the entrances into the main part of the mountain? And how would one go about accessing these entrances? Are your towers basically the gatehouses (and are there any entrances besides through them, ignoring outer walls)? And if so, what roads are there leading to their entrances (they can't just open up into the mountains, because that'd make accessing the fortress nigh-impossible for any large groups with extra burdens, enemy or ally)?
Oh Kaay. . . Sorry mods for the huge post. 1st off, Your Dwarf Army isn't the highest worth-to-unit Army to date, I had one that was at LEAST 6 average MWE. It was made of Charge Wargs (2) my old Elite Waller units (5), Fell Beasts (10) and HArmored Trolls (20). It was probably an average of 13 or 15, because that I had more Fellbeasts then anything else, and the second highest was Trolls. So, at least I beat you at something. Unless you were talking about This specific RP which just started. . . No actually, I have it beaten by the 5,300 in the High pass, That's over 50% Trebuchet, meaning it's at least an average of 7.
so. . . Entrances: 4 Hidden Entrances in the Mountains. These are very difficult to see, Impossible even for dwarves unless they get pretty close. I'll detail their defenses with the wall's, as they are the same. 1 Grand Entrance. This is in between two of the large towers (which, as I said, are practically the size of mountains.) These are probably one of the places that you'll actually be able to USE your Trebs, and this'll probably be it. From your angle, it looks like a lopsided gatehouse, with the Portcullis on the Left side. However, once you break through the double Portcullis, you'll find yourself moving into a wall. You move to the right to go through another Portcullis. Next you have to get through one that leads in the direction of the Keep. Then you do it a second time, but the opposite wall, and THEN you're through the gatehouse. A large tower is in between these four walls, and controls each Portcullis on the inside. It has a heavy locked door leading to each wall. 1 Keep Entrance: The Keep Entrance is a Large, solid portculli, and you cannot see through it. After that you get in.
Oh, and BTW, the Bree-Men can't get to the Grand Entrance right now, I'll explain why in the Walls Section.
Walls: Outer Walls: These Walls are the reason Bree and Erebor Can't get to each other without crossing the Misty Mountains or Grey Mountains. These walls are metal with some stone, and have two large Portcullis in the middle of them (one on each side of the wall, in the middle of the wall). The Portcullis have murder holes between. The Walls are segmented, each Tower being one level higher than the wall, and the wall has 3 acsessible levels. Each Segment has a Heavy Door in between them, on each and every level. All levels have Arrow Slits, The extra 4th level of the tower has them going 4 directions. The Levels do not include the ramparts, that is a separate "Level" not included. Each Tower is elongated enough that Two Orcs can defend against almost anything, within the confines of the tower. Each Tower has a trapdoor that can be locked, which has a ladder to the next segment. They lead far enough up into the mountains, that only the path to the hidden Entrances is passable, and even that is difficult enough that Tanks and Siege Weapons can't reach it. Defensive Walls: I called these the Defensive Walls because they are the Outer Walls of the main Defenses. The Outer Walls do not encircle the Main Structure, they make this a Choke Point in the RP. These are almost Identical to the Outer Walls, With Arrow Slits throughout and on both sides, 3 passable levels, various segments, elongated towers. However, it varies in a few key Ways. First off, Each Defensive Wall has, on top of each tower, in addition to the Rampart, a Gundabad High Trebuchet (4 of them per Wall, 16 Trebs, 400 TWE) atop them, fixed and able to Rotate 360 degrees. Keep: The Keep it a large metal "Tower" with practically imenetrable walls, and have fun getting through to it. Not really much else to say, other than Arrow Slits and 10 Ballistae and 10 Scorpions on the top, Higher than anything can reach unless they get up high onto the Main Towers (below on their description.)
Other Defenses: Main Towers: So the Main Towers are the size of Mountains. They have plenty of areas for Archers and Seige towers inside them, large amounts of walled off segments and unless you go inside, their is not much else to say. Dungeons: The Dungeons are in between the Defensive Walls and the Keep. It is a large underground mining system where troops can hide and defend themselves. individual Gatehouses lie inside, and after you get down to the main level (which is fairly far underground) then it narrows enough for no seige weapons/Tanks/structures to pass through except maybe some ladders. The Dungeons are near the wall, making it out of the Dwarves or Bree's way to get near them. The Hidden Bridge: Their is a large trap just outside the doorway to the Keep. it is a large pit that will reveal itself (a.k.a. trap people inside) when enough weight is put on it. (a Seige ram and it's crew would do it, I'd say.) A bridge is normally used to compensate, but at your arrival, it was removed into the Great Hall. Aren't you lucky guests?
So, if you still want to try to do this, here are my armies and positions: Seige Equipment: Other than the 500 MWE stated up their, their is 40 Onagers (400 worth) and 10 Scorpions and Ballistae (equalling together 100 worth) All of which is currently on the towers near the side of the Grand Entrance. They are on wheels. 50 Werewolves, worth 10 1,000 Frozen Skirmishers, worth 1 1,000 Cave Shields, worth 1 100 Guards of Ashmog, worth 5 200 White-Eye Windlashers, worth 5 1,250 Orc Archers, worth .8
*The Archers position themselves inside the Defensive Walls and on the Main Towers facing the opponents.* *The Infantry position themselves in the Outer and Defensive Walls.* *1K Frozen Skirmishers, 50 Guards of Ashmog and 250 Orc Archers secretly go into the Dungeons, manning one of the Gatehouses in the Main level.* *All units attack when in range.*
So. . . Let's see how you do in a battle where you are constantly attacked by things you can't attack back at.
Aww. . .
Danke! So for the outer wall, is it just a single wall, or are there multiple walls parallel to each other? Same question goes for your defensive wall, is it a single layer or multiple (and if so, how many layers)?
Of course I still want to do this! There's no going back now!
*The EPAs pull within range of your trebuchets. They open fire, largely using chain-shot to tear down the trebuchets, but a few use standard projectiles and some incendiary rounds (to burn the ropes and other crucial components of the trebuchets, even if their frames are immune).* *Many of the trebuchets are set up in a perimeter on the main army's flanks (which is outside of your troops' range). These, and a handful of the EPAs open fire on your reinforcing army (if they get nulled, these EPAs join the others).* *One of the EPAs is disassembled by its crew (not the chassis though).* *The snipers and Shathuru start climbing into the nearby mountains, staying out of range/behind cover (which should be plentiful once they're in the mountains). They soon fall out-of-sight.*
*These troops stay back, and attempt to reach one of the mountains without being noticed.* Might be hard, but I can try.
It's there. I passed through it on my way here. Search "Wilderland".
Assuming that you army doesn't get stopped when you post their passing through the Wilderland, my moves towards them will be in my main post.
Don't know how to, they are traveling through large amounts of Terrain, meaning that their shouldn't be any army able to do it, as I am traveling at night AND stealthily.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Oh Kaay. . . Sorry mods for the huge post. 1st off, Your Dwarf Army isn't the highest worth-to-unit Army to date, I had one that was at LEAST 6 average MWE. It was made of Charge Wargs (2) my old Elite Waller units (5), Fell Beasts (10) and HArmored Trolls (20). It was probably an average of 13 or 15, because that I had more Fellbeasts then anything else, and the second highest was Trolls. So, at least I beat you at something. Unless you were talking about This specific RP which just started. . . No actually, I have it beaten by the 5,300 in the High pass, That's over 50% Trebuchet, meaning it's at least an average of 7.
so. . . Entrances: 4 Hidden Entrances in the Mountains. These are very difficult to see, Impossible even for dwarves unless they get pretty close. I'll detail their defenses with the wall's, as they are the same. 1 Grand Entrance. This is in between two of the large towers (which, as I said, are practically the size of mountains.) These are probably one of the places that you'll actually be able to USE your Trebs, and this'll probably be it. From your angle, it looks like a lopsided gatehouse, with the Portcullis on the Left side. However, once you break through the double Portcullis, you'll find yourself moving into a wall. You move to the right to go through another Portcullis. Next you have to get through one that leads in the direction of the Keep. Then you do it a second time, but the opposite wall, and THEN you're through the gatehouse. A large tower is in between these four walls, and controls each Portcullis on the inside. It has a heavy locked door leading to each wall. 1 Keep Entrance: The Keep Entrance is a Large, solid portculli, and you cannot see through it. After that you get in.
Oh, and BTW, the Bree-Men can't get to the Grand Entrance right now, I'll explain why in the Walls Section.
Walls: Outer Walls: These Walls are the reason Bree and Erebor Can't get to each other without crossing the Misty Mountains or Grey Mountains. These walls are metal with some stone, and have two large Portcullis in the middle of them (one on each side of the wall, in the middle of the wall). The Portcullis have murder holes between. The Walls are segmented, each Tower being one level higher than the wall, and the wall has 3 acsessible levels. Each Segment has a Heavy Door in between them, on each and every level. All levels have Arrow Slits, The extra 4th level of the tower has them going 4 directions. The Levels do not include the ramparts, that is a separate "Level" not included. Each Tower is elongated enough that Two Orcs can defend against almost anything, within the confines of the tower. Each Tower has a trapdoor that can be locked, which has a ladder to the next segment. They lead far enough up into the mountains, that only the path to the hidden Entrances is passable, and even that is difficult enough that Tanks and Siege Weapons can't reach it. Defensive Walls: I called these the Defensive Walls because they are the Outer Walls of the main Defenses. The Outer Walls do not encircle the Main Structure, they make this a Choke Point in the RP. These are almost Identical to the Outer Walls, With Arrow Slits throughout and on both sides, 3 passable levels, various segments, elongated towers. However, it varies in a few key Ways. First off, Each Defensive Wall has, on top of each tower, in addition to the Rampart, a Gundabad High Trebuchet (4 of them per Wall, 16 Trebs, 400 TWE) atop them, fixed and able to Rotate 360 degrees. Keep: The Keep it a large metal "Tower" with practically imenetrable walls, and have fun getting through to it. Not really much else to say, other than Arrow Slits and 10 Ballistae and 10 Scorpions on the top, Higher than anything can reach unless they get up high onto the Main Towers (below on their description.)
Other Defenses: Main Towers: So the Main Towers are the size of Mountains. They have plenty of areas for Archers and Seige towers inside them, large amounts of walled off segments and unless you go inside, their is not much else to say. Dungeons: The Dungeons are in between the Defensive Walls and the Keep. It is a large underground mining system where troops can hide and defend themselves. individual Gatehouses lie inside, and after you get down to the main level (which is fairly far underground) then it narrows enough for no seige weapons/Tanks/structures to pass through except maybe some ladders. The Dungeons are near the wall, making it out of the Dwarves or Bree's way to get near them. The Hidden Bridge: Their is a large trap just outside the doorway to the Keep. it is a large pit that will reveal itself (a.k.a. trap people inside) when enough weight is put on it. (a Seige ram and it's crew would do it, I'd say.) A bridge is normally used to compensate, but at your arrival, it was removed into the Great Hall. Aren't you lucky guests?
So, if you still want to try to do this, here are my armies and positions: Seige Equipment: Other than the 500 MWE stated up their, their is 40 Onagers (400 worth) and 10 Scorpions and Ballistae (equalling together 100 worth) All of which is currently on the towers near the side of the Grand Entrance. They are on wheels. 50 Werewolves, worth 10 1,000 Frozen Skirmishers, worth 1 1,000 Cave Shields, worth 1 100 Guards of Ashmog, worth 5 200 White-Eye Windlashers, worth 5 1,250 Orc Archers, worth .8
*The Archers position themselves inside the Defensive Walls and on the Main Towers facing the opponents.* *The Infantry position themselves in the Outer and Defensive Walls.* *1K Frozen Skirmishers, 50 Guards of Ashmog and 250 Orc Archers secretly go into the Dungeons, manning one of the Gatehouses in the Main level.* *All units attack when in range.*
So. . . Let's see how you do in a battle where you are constantly attacked by things you can't attack back at.
Aww. . .
Danke! So for the outer wall, is it just a single wall, or are there multiple walls parallel to each other? Same question goes for your defensive wall, is it a single layer or multiple (and if so, how many layers)?
Of course I still want to do this! There's no going back now!
*The EPAs pull within range of your trebuchets. They open fire, largely using chain-shot to tear down the trebuchets, but a few use standard projectiles and some incendiary rounds (to burn the ropes and other crucial components of the trebuchets, even if their frames are immune).* *Many of the trebuchets are set up in a perimeter on the main army's flanks (which is outside of your troops' range). These, and a handful of the EPAs open fire on your reinforcing army (if they get nulled, these EPAs join the others).* *One of the EPAs is disassembled by its crew (not the chassis though).* *The snipers and Shathuru start climbing into the nearby mountains, staying out of range/behind cover (which should be plentiful once they're in the mountains). They soon fall out-of-sight.*
*The Bree-men stay put for now, out of range.*
It'll be a good fight, either way.
A single wall for both of them.
Which Trebs? *They Fire Back* Depending which ones, then I may have more to do. Do realize that their aren't many within range no matter how close you get. Also realize that a number will be smashed before they get close due to Height and Range advantages my Trebs have.
As for the other army: *The Tanks advance against the EPA's, while the Trolls and Archers stay back.* They'd be pressed up against sheer rock, but they should be able to stay out of range for now I would imagine.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
It's there. I passed through it on my way here. Search "Wilderland".
Assuming that you army doesn't get stopped when you post their passing through the Wilderland, my moves towards them will be in my main post.
Don't know how to, they are traveling through large amounts of Terrain, meaning that their shouldn't be any army able to do it, as I am traveling at night AND stealthily.
Near the top of the page, on the same blue bar that has the buttons for the forum pages, there's a search bar.
There's a bottleneck in the Wilderland that's only about twenty-five miles wide or so. Given that the region is so close to home, the Beornings would likely have a close watch on their borders, or at least a few key locations like that bottleneck, which means that your army would be spotted with enough time for the defending troops to mobilize and intercept them. One does not simply move Trolls stealthily.
Danke! So for the outer wall, is it just a single wall, or are there multiple walls parallel to each other? Same question goes for your defensive wall, is it a single layer or multiple (and if so, how many layers)?
Of course I still want to do this! There's no going back now!
*The EPAs pull within range of your trebuchets. They open fire, largely using chain-shot to tear down the trebuchets, but a few use standard projectiles and some incendiary rounds (to burn the ropes and other crucial components of the trebuchets, even if their frames are immune).* *Many of the trebuchets are set up in a perimeter on the main army's flanks (which is outside of your troops' range). These, and a handful of the EPAs open fire on your reinforcing army (if they get nulled, these EPAs join the others).* *One of the EPAs is disassembled by its crew (not the chassis though).* *The snipers and Shathuru start climbing into the nearby mountains, staying out of range/behind cover (which should be plentiful once they're in the mountains). They soon fall out-of-sight.*
*The Bree-men stay put for now, out of range.*
It'll be a good fight, either way.
A single wall for both of them.
Which Trebs? *They Fire Back* Depending which ones, then I may have more to do. Do realize that their aren't many within range no matter how close you get. Also realize that a number will be smashed before they get close due to Height and Range advantages my Trebs have.
As for the other army: *The Tanks advance against the EPA's, while the Trolls and Archers stay back.* They'd be pressed up against sheer rock, but they should be able to stay out of range for now I would imagine.
Okay.
The Gundabad high trebuchets, on your defensive wall. Those are the only ones you mentioned. You also never said that these trebuchets were out of range or otherwise inaccessible, just that they were on four-story towers on the defensive wall (which, if I'm understanding your description correctly, are the outer defense of the mountain, and are right on the edge since it's a single-layer wall). That's a given. If we say that you get two volleys of before me, and all but one shot hit and destroyed in each, that'd give me 30 losses. So depending on your other army, I have 45/70 EPAs left. If even about a third of my shots hit and destroy (given 45), that would take out all of your trebuchets. Say you get another volley in with about half of your trebuchets before I destroy yours, that'd leave me with 35/65 EPAs surviving with all said-and-done. To make things quick, shall we say that your trebuchets are gone, with me having either 35 or 65 EPAs remaining (over here), depending on your other army (I'm being pretty generous with my losses, in case you didn't notice )?
*Moves in regards to the defensive wall will resume after the above is decided (obvious stuff happening ).* *The snipers continue climbing.* *Work continues on the one EPA.* *The other EPAs fire on your tanks, using AP rounds.* *The repeating arbalests and mortars, along with many of my footsoldiers, join up with the EPAs firing on the reinforcing army.*
Which Trebs? *They Fire Back* Depending which ones, then I may have more to do. Do realize that their aren't many within range no matter how close you get. Also realize that a number will be smashed before they get close due to Height and Range advantages my Trebs have.
As for the other army: *The Tanks advance against the EPA's, while the Trolls and Archers stay back.* They'd be pressed up against sheer rock, but they should be able to stay out of range for now I would imagine.
Okay.
The Gundabad high trebuchets, on your defensive wall. Those are the only ones you mentioned. You also never said that these trebuchets were out of range or otherwise inaccessible, just that they were on four-story towers on the defensive wall (which, if I'm understanding your description correctly, are the outer defense of the mountain, and are right on the edge since it's a single-layer wall). That's a given. If we say that you get two volleys of before me, and all but one shot hit and destroyed in each, that'd give me 30 losses. So depending on your other army, I have 45/70 EPAs left. If even about a third of my shots hit and destroy (given 45), that would take out all of your trebuchets. Say you get another volley in with about half of your trebuchets before I destroy yours, that'd leave me with 35/65 EPAs surviving with all said-and-done. To make things quick, shall we say that your trebuchets are gone, with me having either 35 or 65 EPAs remaining (over here), depending on your other army (I'm being pretty generous with my losses, in case you didn't notice )?
*Moves in regards to the defensive wall will resume after the above is decided (obvious stuff happening ).* *The snipers continue climbing.* *Work continues on the one EPA.* *The other EPAs fire on your tanks, using AP rounds.* *The repeating arbalests and mortars, along with many of my footsoldiers, join up with the EPAs firing on the reinforcing army.*
oh yeah right, I instead built onagers and various other troops. Trebuchet's are all able to be hit from troops, if the troops are close. Sure. And yes, I notice.
*The Snipers are attacked by Archers and anti-infantry rounds from the Siege Weapons* What are AP rounds? Either way, *The Tanks continue forward. *The Trolls and Archers continue making their way to the Wall.*
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
The Gundabad high trebuchets, on your defensive wall. Those are the only ones you mentioned. You also never said that these trebuchets were out of range or otherwise inaccessible, just that they were on four-story towers on the defensive wall (which, if I'm understanding your description correctly, are the outer defense of the mountain, and are right on the edge since it's a single-layer wall). That's a given. If we say that you get two volleys of before me, and all but one shot hit and destroyed in each, that'd give me 30 losses. So depending on your other army, I have 45/70 EPAs left. If even about a third of my shots hit and destroy (given 45), that would take out all of your trebuchets. Say you get another volley in with about half of your trebuchets before I destroy yours, that'd leave me with 35/65 EPAs surviving with all said-and-done. To make things quick, shall we say that your trebuchets are gone, with me having either 35 or 65 EPAs remaining (over here), depending on your other army (I'm being pretty generous with my losses, in case you didn't notice )?
*Moves in regards to the defensive wall will resume after the above is decided (obvious stuff happening ).* *The snipers continue climbing.* *Work continues on the one EPA.* *The other EPAs fire on your tanks, using AP rounds.* *The repeating arbalests and mortars, along with many of my footsoldiers, join up with the EPAs firing on the reinforcing army.*
oh yeah right, I instead built onagers and various other troops. Trebuchet's are all able to be hit from troops, if the troops are close. Sure. And yes, I notice.
*The Snipers are attacked by Archers and anti-infantry rounds from the Siege Weapons* What are AP rounds? Either way, *The Tanks continue forward. *The Trolls and Archers continue making their way to the Wall.*
Onagers? What other artillery do you have, and where is it? You only told me about the trebuchets before.
*Hold on the EPAs for a moment. Need to figure out other artillery stuffs first. (Say that they're finishing off your trebuchets. )* *Your shots crash into the mountainside that's between you and my snipers.* *They continue climbing.*
Armor-piercing. I.e. oversized crossbow bolts. *The EPAs continue their bombardment.* *The arbalests are set up near the EPAs, located so that your troops will have to come into range before reaching the wall.* *The mortars are set up behind the EPAs, and they start dropping incendiaries on your tanks.*
oh yeah right, I instead built onagers and various other troops. Trebuchet's are all able to be hit from troops, if the troops are close. Sure. And yes, I notice.
*The Snipers are attacked by Archers and anti-infantry rounds from the Siege Weapons* What are AP rounds? Either way, *The Tanks continue forward. *The Trolls and Archers continue making their way to the Wall.*
Onagers? What other artillery do you have, and where is it? You only told me about the trebuchets before.
*Hold on the EPAs for a moment. Need to figure out other artillery stuffs first. (Say that they're finishing off your trebuchets. )* *Your shots crash into the mountainside that's between you and my snipers.* *They continue climbing.*
Armor-piercing. I.e. oversized crossbow bolts. *The EPAs continue their bombardment.* *The arbalests are set up near the EPAs, located so that your troops will have to come into range before reaching the wall.* *The mortars are set up behind the EPAs, and they start dropping incendiaries on your tanks.*
On the Large Towers. Didn't you read the description of the Main Towers? I said that their was a bunch of Onagers, Ballitae and Scorpions on them, and due to their major height advantage, they could fire at your troops climbing the wall. Just like the archers, who are at the same height (minus the ones INSIDE the wall, but still.) Therefore their is not mountainside between us. I'll put a map below.
*The DAORVs continue to draw fire.* Nulled, they are making their way for the Secret Entrance that is currently acsessible, your troops are over by the Main Gate. So I'll let you see if their is anything you can do, and then move them in. *The incendiaries do little to the Metal shell other than make it more difficult to aim properly due to the fact that the tanks are now all glowing, and therefore making it difficult to aim.*
W W W BBBBBBBB MMMMMMMMMMM W MMMMMMMMMMM W MMMMMM TTTTTTWWWWWWWTTTTTWWWWWWWWWWWW TTTTTTT TTTTTT TTTTTT TTTTTT W KKKKK W W D KKKKK W W KKKKK W TTTTTT TTTTT TTTTTT TTTTTT WWWWWWWWWWWWWWTTTTTTWWWGGGWWTTTTTT GGG W DDDDDDDD W DDDDDDDD W DDDDDDDD W W TTTT W OOOOOW
Please realize that Size isn't quite right, nor are proportions. Your Dwarves are slightly off as well, but it's so my Tanks and Orcs are able to fit. W=Wall. Defensive or Outer Wall. T= Main Tower. This is where the Onagers, Ballistae, Scorpions and Archers are. K= Keep M=Mountain that's actually in the map. A mountain is attached to each of the outer walls. B= Bree men G= Gatehouse. Description was back up their. D=Dwarves T= Tanks O= Orcs D=Dungeon Entrance
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.