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Post by mythmaster1 on May 9, 2017 12:06:51 GMT
*The Shathuru are smashed.* (fifty Shathuru, I've got at least 500 Orc archers (actually more, but doesn't need to count), and their is almost no chance that they would survive 10 arrows. *The Archers begin attacking the siege weapons with fire arrows, aiming for flammable parts and crew members.* *Bombardement of the mountainside continues, now with rocks rather than the bolts, as their are no longer rocks being thrown to expose the snipers.* The Shathuru are also well protected, at the very peak of the mountain. But I'm sorry, I got my numbers mixed up. I just re-checked them (trying to remember how many snipers I started with), and I actually have 100 Shathuru, plus 500 snipers. Plus, with many of those snipers firing on you archers, their numbers would dwindle significantly. Given that your archers are worth .8, their accuracy and chances of hitting a mere head that occasionally pops up would be fairly slim. Their survival rate is also going to be quite grim, given that I've got 500 snipers worth 2.667 (say 400, with 100 keeping the artillery clear of operators). Plus the Shathuru being worth about 6 MWE. But anyways, let's try to figure out some real numbers for casualties. So, you had first shot while my troops set up. At this point, you wouldn't know which troops were which, so we'll divide my casualties proportionally between the snipers and Shathuru. This is a free shot for you, however, your weapons would still need to get their bearings in regards to distance, so accuracy wouldn't be the best. Let's say that 1/2 of your onagers hit and destroy, 7 of your ballista, and 3 or so scorpions (my troops wouldn't be showing themselves much, but you could see them moving stuff around). Plus, if you have 500 archers firing, giving them about 65 successful hits (due to low skill and not all hits being lethal, but also a more effective trajectory and more volleys), that'd give me about 90 casualties (85 Shathuru left, 425 snipers). My first volley would also be relatively poor in accuracy (compared to normal). Let's say 35 incendiaries landed, and 75 operators destroyed. If we say it takes seven bolts to destroy one onager, since there are still a lot of people to put out fires (though all of the burning ones' crews are destroyed), then that'd leave you with 25 onagers left, and 10 without operators. We'll say that 5 ballistae (4 people each) and 5 scorpions (one person each) were abandoned to provide crews for 5 of the onagers (5 each). That puts you at 20 onagers, 15 ballistae, and 15 scorpions. Let's also say that some of your archers (50) switch over to operating unmanned siege weapons. Second round of yours we'll say that 15 of the onagers hit and destroyed, 10 ballistae, and 5 scorpions (all archer-manned ones miss, because they're still figuring out how stuff works). Archers will be be closer to 95. This move, however, you said was targeted at the snipers, so that'd leave me 85 Shathuru and 300 snipers. My turn would result in about 60 incendiaries landed, and 150 operators downed. If we say 5 bolts per weapon (as there's less proper crew), that's 12 more onagers gone, with 13 remaining. Also, all of their operators are gone, along with all but two of the ballistae (though two more scorpions could be manned). If we mix up the operators, you could get 3 onagers manned properly, plus the 2 ballistae, and 2 scorpions (the other weapons manned by 167 archers (5 of each with one shot under their belts, and 10 onagers, 13 ballistae, and 15 scorpions brand-new)). You have 333 regular archers left. Your turn again. All of your properly-manned weapons hit, plus 8 of the others (3 onagers, 2 ballistae, 3 scorpions), giving 15 casualties to the snipers. Your archers you had switch over to firing at the Shathuru, who were generally higher in the mountain in better locations (so they'd be more difficult to hit), so we'll say 50 casualties (again, more difficult to hit, plus new target with fewer archers). That leaves me with 35 Shathuru and 285 snipers. My turn, all Shathuru would hit, and we'll burn down 8 onagers to keep the numbers even. 200 snipers also hit, destroying the last of your operators and 175 archers. If your archers again man any empty weapons, you're left with 5 onagers, and your 20 ballistae and scorpions (all brand-new crews, 125 archers). There're 200 archers left. And now your last move and this move of mine. Let's assume that your archers take out the last of the Shathuru, and the artillery gets 10 snipers (again, these crews have no experience). On my move, if 50 snipers relocate, and 200 hundred hit, that'd leave you with all weapons crewed and no archers left, or 125 archers. Thoughts? *While keeping the surviving siege weapons clear of operators, as before, the snipers pick off your archers by the dozens, if not hundreds. Many relocate (staying hidden, behind the mountain) to some of the Shathuru's old positions, picking up their old weapons (those that survive) and especially their incendiaries.* *Your artillery bombardment is rather lackluster, as your crews are inexperienced and being constantly picked off.* *My artillery continues their bombardment.* Numbers look good, although I didn't read through every one of them. What are the current numbers? *The Archers retreat off the Main Tower, into the keeep.* *The melee units retreat back into the Keep.* *Some units secretly fall back into the dungeon.* (unless they did this earlier. . .)
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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Post by KitKat on May 9, 2017 20:40:06 GMT
The Shathuru are also well protected, at the very peak of the mountain. But I'm sorry, I got my numbers mixed up. I just re-checked them (trying to remember how many snipers I started with), and I actually have 100 Shathuru, plus 500 snipers. Plus, with many of those snipers firing on you archers, their numbers would dwindle significantly. Given that your archers are worth .8, their accuracy and chances of hitting a mere head that occasionally pops up would be fairly slim. Their survival rate is also going to be quite grim, given that I've got 500 snipers worth 2.667 (say 400, with 100 keeping the artillery clear of operators). Plus the Shathuru being worth about 6 MWE. But anyways, let's try to figure out some real numbers for casualties. So, you had first shot while my troops set up. At this point, you wouldn't know which troops were which, so we'll divide my casualties proportionally between the snipers and Shathuru. This is a free shot for you, however, your weapons would still need to get their bearings in regards to distance, so accuracy wouldn't be the best. Let's say that 1/2 of your onagers hit and destroy, 7 of your ballista, and 3 or so scorpions (my troops wouldn't be showing themselves much, but you could see them moving stuff around). Plus, if you have 500 archers firing, giving them about 65 successful hits (due to low skill and not all hits being lethal, but also a more effective trajectory and more volleys), that'd give me about 90 casualties (85 Shathuru left, 425 snipers). My first volley would also be relatively poor in accuracy (compared to normal). Let's say 35 incendiaries landed, and 75 operators destroyed. If we say it takes seven bolts to destroy one onager, since there are still a lot of people to put out fires (though all of the burning ones' crews are destroyed), then that'd leave you with 25 onagers left, and 10 without operators. We'll say that 5 ballistae (4 people each) and 5 scorpions (one person each) were abandoned to provide crews for 5 of the onagers (5 each). That puts you at 20 onagers, 15 ballistae, and 15 scorpions. Let's also say that some of your archers (50) switch over to operating unmanned siege weapons. Second round of yours we'll say that 15 of the onagers hit and destroyed, 10 ballistae, and 5 scorpions (all archer-manned ones miss, because they're still figuring out how stuff works). Archers will be be closer to 95. This move, however, you said was targeted at the snipers, so that'd leave me 85 Shathuru and 300 snipers. My turn would result in about 60 incendiaries landed, and 150 operators downed. If we say 5 bolts per weapon (as there's less proper crew), that's 12 more onagers gone, with 13 remaining. Also, all of their operators are gone, along with all but two of the ballistae (though two more scorpions could be manned). If we mix up the operators, you could get 3 onagers manned properly, plus the 2 ballistae, and 2 scorpions (the other weapons manned by 167 archers (5 of each with one shot under their belts, and 10 onagers, 13 ballistae, and 15 scorpions brand-new)). You have 333 regular archers left. Your turn again. All of your properly-manned weapons hit, plus 8 of the others (3 onagers, 2 ballistae, 3 scorpions), giving 15 casualties to the snipers. Your archers you had switch over to firing at the Shathuru, who were generally higher in the mountain in better locations (so they'd be more difficult to hit), so we'll say 50 casualties (again, more difficult to hit, plus new target with fewer archers). That leaves me with 35 Shathuru and 285 snipers. My turn, all Shathuru would hit, and we'll burn down 8 onagers to keep the numbers even. 200 snipers also hit, destroying the last of your operators and 175 archers. If your archers again man any empty weapons, you're left with 5 onagers, and your 20 ballistae and scorpions (all brand-new crews, 125 archers). There're 200 archers left. And now your last move and this move of mine. Let's assume that your archers take out the last of the Shathuru, and the artillery gets 10 snipers (again, these crews have no experience). On my move, if 50 snipers relocate, and 200 hundred hit, that'd leave you with all weapons crewed and no archers left, or 125 archers. Thoughts? *While keeping the surviving siege weapons clear of operators, as before, the snipers pick off your archers by the dozens, if not hundreds. Many relocate (staying hidden, behind the mountain) to some of the Shathuru's old positions, picking up their old weapons (those that survive) and especially their incendiaries.* *Your artillery bombardment is rather lackluster, as your crews are inexperienced and being constantly picked off.* *My artillery continues their bombardment.* Numbers look good, although I didn't read through every one of them. What are the current numbers? *The Archers retreat off the Main Tower, into the keeep.* *The melee units retreat back into the Keep.* *Some units secretly fall back into the dungeon.* (unless they did this earlier. . .) You have no siege operators left, and only 125 of the 500 archers you started with. There are also only 5 onagers left, although all of the ballistae and scorpions survived (all siege weapons are unmanned, however). All of my Shathuru are gone, but I have 225 snipers surviving (50 with the Shathuru's old equipment (and these ones I'm still going to call Shathuru since they have their equipment, even though they're still only worth 2 Dwarf-worth rather than 4.5)). *One of the Shathuru (again, these are just snipers with Shathuru equipment) fires a mini-grappling hook into one of the ballistae, tying the cable off nearby.* *The snipers relocate to new positions more suited to firing elsewhere in the fort.* *A small detatchment of troops joins the snipers in the mountains, several of them being aided in the travel up by ropes and things dropped by the snipers.* *Bombardment continues. Troops prepare to advance.* Shall we fast-forward to where my troops are in the mountains and your gatehouse is leveled? It doesn't look like you're planning to do much before then.
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May 10, 2017 13:09:56 GMT
-last edited on May 10, 2017 13:11:16 GMT by mythmaster1
Post by mythmaster1 on May 10, 2017 13:09:56 GMT
Numbers look good, although I didn't read through every one of them. What are the current numbers? *The Archers retreat off the Main Tower, into the keeep.* *The melee units retreat back into the Keep.* *Some units secretly fall back into the dungeon.* (unless they did this earlier. . .) You have no siege operators left, and only 125 of the 500 archers you started with. There are also only 5 onagers left, although all of the ballistae and scorpions survived (all siege weapons are unmanned, however). All of my Shathuru are gone, but I have 225 snipers surviving (50 with the Shathuru's old equipment (and these ones I'm still going to call Shathuru since they have their equipment, even though they're still only worth 2 Dwarf-worth rather than 4.5)). *One of the Shathuru (again, these are just snipers with Shathuru equipment) fires a mini-grappling hook into one of the ballistae, tying the cable off nearby.* *The snipers relocate to new positions more suited to firing elsewhere in the fort.* *A small detatchment of troops joins the snipers in the mountains, several of them being aided in the travel up by ropes and things dropped by the snipers.* *Bombardment continues. Troops prepare to advance.* Shall we fast-forward to where my troops are in the mountains and your gatehouse is leveled? It doesn't look like you're planning to do much before then. Wait. . . 500 archers? here are my archer numbers: 200 White-Eye Windlashers, worth 5 1,250 Orc Archers, worth .8 Which equates to more than 500 to start with. siege stuff works. *The Trebuchet on the Keep fire at the remaining Ballistae and Onagers, starting with the biggest threat.* (Note that I planted them far enough away that this is possible for a only the Trebs to fire at the Trebs, although the Ballistae and Onagers could fire at the metal walls.) And yeah, I'm not planning on doing much until you breach it. If you ladders, let's say you used though, if not, Siege Rams. If you don't have those (though I think you do) then I guess we can do it by your trebs and EPA's, although you'll have a much harder time in the next one. oh wait, here is the reason: Quoted (you missed the bold part): I've got at least 500 Orc archers (actually more, but doesn't need to count)
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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Post by KitKat on May 11, 2017 2:10:57 GMT
You have no siege operators left, and only 125 of the 500 archers you started with. There are also only 5 onagers left, although all of the ballistae and scorpions survived (all siege weapons are unmanned, however). All of my Shathuru are gone, but I have 225 snipers surviving (50 with the Shathuru's old equipment (and these ones I'm still going to call Shathuru since they have their equipment, even though they're still only worth 2 Dwarf-worth rather than 4.5)). *One of the Shathuru (again, these are just snipers with Shathuru equipment) fires a mini-grappling hook into one of the ballistae, tying the cable off nearby.* *The snipers relocate to new positions more suited to firing elsewhere in the fort.* *A small detatchment of troops joins the snipers in the mountains, several of them being aided in the travel up by ropes and things dropped by the snipers.* *Bombardment continues. Troops prepare to advance.* Shall we fast-forward to where my troops are in the mountains and your gatehouse is leveled? It doesn't look like you're planning to do much before then. Wait. . . 500 archers? here are my archer numbers: 200 White-Eye Windlashers, worth 5 1,250 Orc Archers, worth .8 Which equates to more than 500 to start with. siege stuff works. *The Trebuchet on the Keep fire at the remaining Ballistae and Onagers, starting with the biggest threat.* (Note that I planted them far enough away that this is possible for a only the Trebs to fire at the Trebs, although the Ballistae and Onagers could fire at the metal walls.) And yeah, I'm not planning on doing much until you breach it. If you ladders, let's say you used though, if not, Siege Rams. If you don't have those (though I think you do) then I guess we can do it by your trebs and EPA's, although you'll have a much harder time in the next one. oh wait, here is the reason: Quoted (you missed the bold part): I've got at least 500 Orc archers (actually more, but doesn't need to count)You said five hundred (and yes, I saw the bold, but you basically said to not bother with the extras), so I went off of that. So of those five hundred, one hundred and twenty-five would be left (in addition to your other seven hundred and fifty). Also, the tops of your towers would have limited space, so simply went with you having five hundred archers on top of that tower, with others elsewhere in the fort. I'm guessing you wouldn't pack all one thousand two hundred and fifty archers onto a single tower along with the thirty onagers, twenty ballistae, and twenty scorpions already on there, so the five hundred you tossed out seemed like a reasonable number. Since we're fast-forwarding, here are my long-term moves. *The Sankheled (twenty), Kheleburk (fifty), and Mahalu (thirty) arrive in the mountains. One of the Sankheled crawls across the cable onto the top of the tower, tying down several ropes (stretching to the other side) which the others use to cross. They immediately work on finding a way in.* *Snipers provide cover fire should anyone dare to peek their heads out.* *The gatehouse is thoroughly leveled by the artillery bombardment.* *In the meantime, another one of the EPAs is also (quickly) reconfigured, though not as heavily as the last (but more weight reduction).* *The army starts to move out. Several Kheleburk lead the way, searching for possible traps, followed by the first modified EPA, and then the second. The rest of the army moves in from the side/rear flanks. They pass over the rubble of the gatehouse, and head for the main gate.*
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May 11, 2017 13:41:41 GMT
Post by mythmaster1 on May 11, 2017 13:41:41 GMT
Wait. . . 500 archers? here are my archer numbers: 200 White-Eye Windlashers, worth 5 1,250 Orc Archers, worth .8 Which equates to more than 500 to start with. siege stuff works. *The Trebuchet on the Keep fire at the remaining Ballistae and Onagers, starting with the biggest threat.* (Note that I planted them far enough away that this is possible for a only the Trebs to fire at the Trebs, although the Ballistae and Onagers could fire at the metal walls.) And yeah, I'm not planning on doing much until you breach it. If you ladders, let's say you used though, if not, Siege Rams. If you don't have those (though I think you do) then I guess we can do it by your trebs and EPA's, although you'll have a much harder time in the next one. oh wait, here is the reason: Quoted (you missed the bold part): I've got at least 500 Orc archers (actually more, but doesn't need to count)You said five hundred (and yes, I saw the bold, but you basically said to not bother with the extras), so I went off of that. So of those five hundred, one hundred and twenty-five would be left (in addition to your other seven hundred and fifty). Also, the tops of your towers would have limited space, so simply went with you having five hundred archers on top of that tower, with others elsewhere in the fort. I'm guessing you wouldn't pack all one thousand two hundred and fifty archers onto a single tower along with the thirty onagers, twenty ballistae, and twenty scorpions already on there, so the five hundred you tossed out seemed like a reasonable number. Since we're fast-forwarding, here are my long-term moves. *The Sankheled (twenty), Kheleburk (fifty), and Mahalu (thirty) arrive in the mountains. One of the Sankheled crawls across the cable onto the top of the tower, tying down several ropes (stretching to the other side) which the others use to cross. They immediately work on finding a way in.* *Snipers provide cover fire should anyone dare to peek their heads out.* *The gatehouse is thoroughly leveled by the artillery bombardment.* *In the meantime, another one of the EPAs is also (quickly) reconfigured, though not as heavily as the last (but more weight reduction).* *The army starts to move out. Several Kheleburk lead the way, searching for possible traps, followed by the first modified EPA, and then the second. The rest of the army moves in from the side/rear flanks. They pass over the rubble of the gatehouse, and head for the main gate.* I was saying not to bother with counting them on how crazy smashed your Shathuru are. However, you're probably right, let's just go with that. *They manage to open the Portcullis, and find no traps until the Pit in front of the Main Keep (unless they spread out and head towards the Dungeon, but they shouldn't need to do that.) which is much to large for an EPA to get them across.* *When they get close enough, the Trebuchet on the top of the Keep begin firing anti-infantry rounds at your troops, aiming at your highest level units.*
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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May 11, 2017 20:42:21 GMT
-last edited on May 11, 2017 20:44:10 GMT by KitKat
Post by KitKat on May 11, 2017 20:42:21 GMT
You said five hundred (and yes, I saw the bold, but you basically said to not bother with the extras), so I went off of that. So of those five hundred, one hundred and twenty-five would be left (in addition to your other seven hundred and fifty). Also, the tops of your towers would have limited space, so simply went with you having five hundred archers on top of that tower, with others elsewhere in the fort. I'm guessing you wouldn't pack all one thousand two hundred and fifty archers onto a single tower along with the thirty onagers, twenty ballistae, and twenty scorpions already on there, so the five hundred you tossed out seemed like a reasonable number. Since we're fast-forwarding, here are my long-term moves. *The Sankheled (twenty), Kheleburk (fifty), and Mahalu (thirty) arrive in the mountains. One of the Sankheled crawls across the cable onto the top of the tower, tying down several ropes (stretching to the other side) which the others use to cross. They immediately work on finding a way in.* *Snipers provide cover fire should anyone dare to peek their heads out.* *The gatehouse is thoroughly leveled by the artillery bombardment.* *In the meantime, another one of the EPAs is also (quickly) reconfigured, though not as heavily as the last (but more weight reduction).* *The army starts to move out. Several Kheleburk lead the way, searching for possible traps, followed by the first modified EPA, and then the second. The rest of the army moves in from the side/rear flanks. They pass over the rubble of the gatehouse, and head for the main gate.* I was saying not to bother with counting them on how crazy smashed your Shathuru are. However, you're probably right, let's just go with that. *They manage to open the Portcullis, and find no traps until the Pit in front of the Main Keep (unless they spread out and head towards the Dungeon, but they shouldn't need to do that.) which is much to large for an EPA to get them across.* *When they get close enough, the Trebuchet on the top of the Keep begin firing anti-infantry rounds at your troops, aiming at your highest level units.* *The troops on the tower find their entrance inside. * *Coughcough.* *The Kheleburk, upon finding the pit, quickly check how long it is. They then tie several ropes from the first modified EPA onto some excessively long stakes placed on the other end of the pit (or onto any vertical protrusions on the keep).* *The pit is evacuated, and the first modified EPA is rolled onto it. The slack in the ropes just placed is taken up on a few winches on the EPA.* *My troops try to squeeze within the trebuchets' minimum range (which would be quite far, given their height), but otherwise spread out and mingle together, with many of the high-worth units taking cover under an EPA that followed them through the breach.*
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May 11, 2017 21:04:17 GMT
Post by mythmaster1 on May 11, 2017 21:04:17 GMT
I was saying not to bother with counting them on how crazy smashed your Shathuru are. However, you're probably right, let's just go with that. *They manage to open the Portcullis, and find no traps until the Pit in front of the Main Keep (unless they spread out and head towards the Dungeon, but they shouldn't need to do that.) which is much to large for an EPA to get them across.* *When they get close enough, the Trebuchet on the top of the Keep begin firing anti-infantry rounds at your troops, aiming at your highest level units.* *The troops on the tower find their entrance inside. * *Coughcough.* *The Kheleburk, upon finding the pit, quickly check how long it is. They then tie several ropes from the first modified EPA onto some excessively long stakes placed on the other end of the pit (or onto any vertical protrusions on the keep).* *The pit is evacuated, and the first modified EPA is rolled onto it. The slack in the ropes just placed is taken up on a few winches on the EPA.* *My troops try to squeeze within the trebuchets' minimum range (which would be quite far, given their height), but otherwise spread out and mingle together, with many of the high-worth units taking cover under an EPA that followed them through the breach.* *The Outer Defenses are found to be useless for weapons, traps or anything else.* *Numerous high-worth units are smashed, though many more survive.* *they find themselves at the Portcullis into the Keep.* OOC: Now we enter the Trap Zone. *Evil Laugh*
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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May 11, 2017 23:12:25 GMT
Post by KitKat on May 11, 2017 23:12:25 GMT
*The troops on the tower find their entrance inside. * *Coughcough.* *The Kheleburk, upon finding the pit, quickly check how long it is. They then tie several ropes from the first modified EPA onto some excessively long stakes placed on the other end of the pit (or onto any vertical protrusions on the keep).* *The pit is evacuated, and the first modified EPA is rolled onto it. The slack in the ropes just placed is taken up on a few winches on the EPA.* *My troops try to squeeze within the trebuchets' minimum range (which would be quite far, given their height), but otherwise spread out and mingle together, with many of the high-worth units taking cover under an EPA that followed them through the breach.* *The Outer Defenses are found to be useless for weapons, traps or anything else.* *Numerous high-worth units are smashed, though many more survive.* *they [whom?] find themselves at the Portcullis into the Keep.* OOC: Now we enter the Trap Zone. *Evil Laugh* Wait, so, I think we need a bit of clarification here. First, my troops on top of the tower. They're not trying to use any of the siege weapons, but rather they're finding the entrance from the top of the tower to the inside of the tower. Again, this is the main tower that I was firing at from the mountain. Second, the main army. From my understanding, my troops are inside the main walls, in the courtyard between them and the keep, and are preparing to cross the pit right in front of said keep. Is that not right? Have I somehow passed the pit without realizing it? Anyways, these are my moves (assuming that I'm not wrong) for the main army. The troops on the tower should be entering the tower right now (or will be once you give me the details on said entrance). *As the pit collapses under the weight of the EPB (what I'm calling the first modified EPA: Easily Propelled Bridge ), the ropes catch the end dangling off the edge and keep it from falling to the bottom of the pit. A pair of wheeled supports mounted on hinges swing down, and a pair of ropes are used to extend these to the point where the bridge is level (assisted by the ropes on the other side of the pit). The EPB continues to advance until the end of the bridge reaches solid ground again, and then many Dwarves grab posts, drop them vertically into the pit, and secure the top ends to the bridge (creating more vertical supports).* *The EPR (the second modified EPA: the Easily Propelled Ram ) is prepared.* *My troops gather around the keep, inside the minimum range of the trebuchets.*
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May 12, 2017 12:09:56 GMT
Post by mythmaster1 on May 12, 2017 12:09:56 GMT
*The Outer Defenses are found to be useless for weapons, traps or anything else.* *Numerous high-worth units are smashed, though many more survive.* *they [whom?] find themselves at the Portcullis into the Keep.* OOC: Now we enter the Trap Zone. *Evil Laugh* Wait, so, I think we need a bit of clarification here. First, my troops on top of the tower. They're not trying to use any of the siege weapons, but rather they're finding the entrance from the top of the tower to the inside of the tower. Again, this is the main tower that I was firing at from the mountain. Second, the main army. From my understanding, my troops are inside the main walls, in the courtyard between them and the keep, and are preparing to cross the pit right in front of said keep. Is that not right? Have I somehow passed the pit without realizing it? Anyways, these are my moves (assuming that I'm not wrong) for the main army. The troops on the tower should be entering the tower right now (or will be once you give me the details on said entrance). *As the pit collapses under the weight of the EPB (what I'm calling the first modified EPA: Easily Propelled Bridge ), the ropes catch the end dangling off the edge and keep it from falling to the bottom of the pit. A pair of wheeled supports mounted on hinges swing down, and a pair of ropes are used to extend these to the point where the bridge is level (assisted by the ropes on the other side of the pit). The EPB continues to advance until the end of the bridge reaches solid ground again, and then many Dwarves grab posts, drop them vertically into the pit, and secure the top ends to the bridge (creating more vertical supports).* *The EPR (the second modified EPA: the Easily Propelled Ram ) is prepared.* *My troops gather around the keep, inside the minimum range of the trebuchets.* The troops on the top of the Main Tower found the way in, but find getting in next to useless due to the safety features of various locked doors and the fact that their is no way into the Keep from them. No, you haven't passed the pit yet, I'm just saying that you are about to attack it. *Archers in the Keep fire down at your high-worth units from the top of the keep.*
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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May 12, 2017 21:17:49 GMT
Post by KitKat on May 12, 2017 21:17:49 GMT
Wait, so, I think we need a bit of clarification here. First, my troops on top of the tower. They're not trying to use any of the siege weapons, but rather they're finding the entrance from the top of the tower to the inside of the tower. Again, this is the main tower that I was firing at from the mountain. Second, the main army. From my understanding, my troops are inside the main walls, in the courtyard between them and the keep, and are preparing to cross the pit right in front of said keep. Is that not right? Have I somehow passed the pit without realizing it? Anyways, these are my moves (assuming that I'm not wrong) for the main army. The troops on the tower should be entering the tower right now (or will be once you give me the details on said entrance). *As the pit collapses under the weight of the EPB (what I'm calling the first modified EPA: Easily Propelled Bridge ), the ropes catch the end dangling off the edge and keep it from falling to the bottom of the pit. A pair of wheeled supports mounted on hinges swing down, and a pair of ropes are used to extend these to the point where the bridge is level (assisted by the ropes on the other side of the pit). The EPB continues to advance until the end of the bridge reaches solid ground again, and then many Dwarves grab posts, drop them vertically into the pit, and secure the top ends to the bridge (creating more vertical supports).* *The EPR (the second modified EPA: the Easily Propelled Ram ) is prepared.* *My troops gather around the keep, inside the minimum range of the trebuchets.* The troops on the top of the Main Tower found the way in, but find getting in next to useless due to the safety features of various locked doors and the fact that their is no way into the Keep from them. No, you haven't passed the pit yet, I'm just saying that you are about to attack it. *Archers in the Keep fire down at your high-worth units from the top of the keep.* Okay. *The troops in the tower travel deeper in, hunting for the archers that went in through this way. They burn/smash/pick the locks through any doors necessary.* *My high-worth units grab shields from the lower-worth units (specifically the pavises from the crossbowmen's backs) and hold them over their heads, at an angle.* *Troops quickly inspect the portcullis for imperfections that could be used to lift the gate. (Assuming none are found.)* *The EPR is rolled over the EPB up to the gate. It fires the first ramming (it's a ballista-powered ram, just so you know).*
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May 14, 2017 21:16:04 GMT
Post by mythmaster1 on May 14, 2017 21:16:04 GMT
The troops on the top of the Main Tower found the way in, but find getting in next to useless due to the safety features of various locked doors and the fact that their is no way into the Keep from them. No, you haven't passed the pit yet, I'm just saying that you are about to attack it. *Archers in the Keep fire down at your high-worth units from the top of the keep.* Okay. *The troops in the tower travel deeper in, hunting for the archers that went in through this way. They burn/smash/pick the locks through any doors necessary.* *My high-worth units grab shields from the lower-worth units (specifically the pavises from the crossbowmen's backs) and hold them over their heads, at an angle.* *Troops quickly inspect the portcullis for imperfections that could be used to lift the gate. (Assuming none are found.)* *The EPR is rolled over the EPB up to the gate. It fires the first ramming (it's a ballista-powered ram, just so you know).* Umm. . . The Archers fled across the Bridge that was on the Pit (until it was brought back into the First Hall) so their are no ways into the stuff. *After the troops eventually get in (inevitable) then they find themselves in a locked room, with a bridge in one corner, murder holes above them and torches throughout (sides and middle.)
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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May 14, 2017 23:08:32 GMT
Post by KitKat on May 14, 2017 23:08:32 GMT
Okay. *The troops in the tower travel deeper in, hunting for the archers that went in through this way. They burn/smash/pick the locks through any doors necessary.* *My high-worth units grab shields from the lower-worth units (specifically the pavises from the crossbowmen's backs) and hold them over their heads, at an angle.* *Troops quickly inspect the portcullis for imperfections that could be used to lift the gate. (Assuming none are found.)* *The EPR is rolled over the EPB up to the gate. It fires the first ramming (it's a ballista-powered ram, just so you know).* Umm. . . The Archers fled across the Bridge that was on the Pit (until it was brought back into the First Hall) so their are no ways into the stuff. *After the troops eventually get in (inevitable) then they find themselves in a locked room, with a bridge in one corner, murder holes above them and torches throughout (sides and middle.) What do you mean? Are you referring to the archers that were on the tower, or the other archers? And what "stuff" are there no ways into? If you're referring to accessing the main gate into the keep over the pit, then that's what the EPB was for. *After carefully inspecting the room from where they are (ensuring that the murder holes open directly onto the upper platform, where they came from), the detatchment secures the room (setting it up as a base of operations), inspects this bridge and wherever it leads, and then moves deeper into the tower. They are careful to account for every bit of space the tower should have as they move down, making sure that there are no possible hiding places for Orcs to ambush them from.* *The EPR continues to fire at the main gate, slowly warping it and crushing it inwards.*
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May 14, 2017 23:53:40 GMT
Post by mythmaster1 on May 14, 2017 23:53:40 GMT
Umm. . . The Archers fled across the Bridge that was on the Pit (until it was brought back into the First Hall) so their are no ways into the stuff. *After the troops eventually get in (inevitable) then they find themselves in a locked room, with a bridge in one corner, murder holes above them and torches throughout (sides and middle.) What do you mean? Are you referring to the archers that were on the tower, or the other archers? And what "stuff" are there no ways into? If you're referring to accessing the main gate into the keep over the pit, then that's what the EPB was for. *After carefully inspecting the room from where they are (ensuring that the murder holes open directly onto the upper platform, where they came from), the detatchment secures the room (setting it up as a base of operations), inspects this bridge and wherever it leads, and then moves deeper into the tower. They are careful to account for every bit of space the tower should have as they move down, making sure that there are no possible hiding places for Orcs to ambush them from.* *The EPR continues to fire at the main gate, slowly warping it and crushing it inwards.* the archers on the tower retreated into the keep. *The Bridge is against the wall, and they find all ways locked.* *The EPR is getting nowhere* (It's already been used against the gate, they're in.)*
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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Post by KitKat on May 15, 2017 0:53:23 GMT
What do you mean? Are you referring to the archers that were on the tower, or the other archers? And what "stuff" are there no ways into? If you're referring to accessing the main gate into the keep over the pit, then that's what the EPB was for. *After carefully inspecting the room from where they are (ensuring that the murder holes open directly onto the upper platform, where they came from), the detachment secures the room (setting it up as a base of operations), inspects this bridge and wherever it leads, and then moves deeper into the tower. They are careful to account for every bit of space the tower should have as they move down, making sure that there are no possible hiding places for Orcs to ambush them from.* *The EPR continues to fire at the main gate, slowly warping it and crushing it inwards.* the archers on the tower retreated into the keep. *The Bridge is against the wall, and they find all ways locked.* *The EPR is getting nowhere* (It's already been used against the gate, they're in.)* Okay. Is this just a loose bridge lying around? *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.
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May 15, 2017 13:42:10 GMT
-last edited on May 15, 2017 13:43:00 GMT by mythmaster1
Post by mythmaster1 on May 15, 2017 13:42:10 GMT
the archers on the tower retreated into the keep. *The Bridge is against the wall, and they find all ways locked.* *The EPR is getting nowhere* (It's already been used against the gate, they're in.)* Okay. Is this just a loose bridge lying around? *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.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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