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May 21, 2017 20:46:50 GMT
Post by KitKat on May 21, 2017 20:46:50 GMT
Looks like I missed this. Wait. . . No. I thought that I posted something to this. Oh wait no, never mind. *My troops fire at your's, targeting crew of anything in range, or else your more elite units* *My Skirmishers hit and run at your ranged cavalry, firing arrows as they go (or getting in close).* *The Hobgoblins attack your melee cavalry* *The Trappers reappear, attacking your Dunedain.* *All of my mangonels and archers fire at your forces. My land-forces fire at the river-flank of your troops (the far side of the army), while my river-troops fire at the middle of your army.* *The onagers continue to fire at your tanks, and the scorpions fire at your defensive troops.* *My main army engages yours, with the Dwarf guards attacking your front line.* *My ranged cavalry splits up. Half of them run off towards your Hobgoblins, while the other half wanders about your skirmishers. Those fighting the skirmishers easily outrun them, and they dash around barely in range of the skirmishers, frequently changing direction to be as difficult to hit as possible. They fire primarily at the skirmishers' Wargs.* *The melee cavalry quickly retreat from the Hobgoblins, while half of my ranged cavalry come to take their place. The ranged cavalry stay perpetually close to, yet out of reach of the Hobgoblins, and from there they bombard them with arrows.* *The Dunedain, being rangers who are used to scouting out otherwise-difficult-to-find things, spot your trappers a little ways off. They immediately sound for assistance, and then start firing arrows at them while slowly backing off. My melee cavalry soon come to their assistance and attack the trappers (likely just before or as they reach the Dunedain).*
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Post by mythmaster1 on May 22, 2017 0:30:26 GMT
Looks like I missed this. Wait. . . No. I thought that I posted something to this. Oh wait no, never mind. *My troops fire at your's, targeting crew of anything in range, or else your more elite units* *My Skirmishers hit and run at your ranged cavalry, firing arrows as they go (or getting in close).* *The Hobgoblins attack your melee cavalry* *The Trappers reappear, attacking your Dunedain.* *All of my mangonels and archers fire at your forces. My land-forces fire at the river-flank of your troops (the far side of the army), while my river-troops fire at the middle of your army.* *The onagers continue to fire at your tanks, and the scorpions fire at your defensive troops.* *My main army engages yours, with the Dwarf guards attacking your front line.* *My ranged cavalry splits up. Half of them run off towards your Hobgoblins, while the other half wanders about your skirmishers. Those fighting the skirmishers easily outrun them, and they dash around barely in range of the skirmishers, frequently changing direction to be as difficult to hit as possible. They fire primarily at the skirmishers' Wargs.* *The melee cavalry quickly retreat from the Hobgoblins, while half of my ranged cavalry come to take their place. The ranged cavalry stay perpetually close to, yet out of reach of the Hobgoblins, and from there they bombard them with arrows.* *The Dunedain, being rangers who are used to scouting out otherwise-difficult-to-find things, spot your trappers a little ways off. They immediately sound for assistance, and then start firing arrows at them while slowly backing off. My melee cavalry soon come to their assistance and attack the trappers (likely just before or as they reach the Dunedain).* *My troops spread out slightly, staying in formation.* *My tanks continue fire at the onagers crew.* *The Dwarf Guards are met by a large number of spikes (3 rows of Dual Pikes) and get hit by a number of darts (atlatl pin-pointers)* *My ranged cavalry also split up, following both sides of yours. The skirmishers engaged by your cavalry stop moving, and fire whenever your cavalry comes in range.* *The Hobgoblins move towards your scorpions* *The melee cavalry are attacked by basic traps* *The trappers continue fire at the Dunedain.*
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 22, 2017 3:07:11 GMT
*All of my mangonels and archers fire at your forces. My land-forces fire at the river-flank of your troops (the far side of the army), while my river-troops fire at the middle of your army.* *The onagers continue to fire at your tanks, and the scorpions fire at your defensive troops.* *My main army engages yours, with the Dwarf guards attacking your front line.* *My ranged cavalry splits up. Half of them run off towards your Hobgoblins, while the other half wanders about your skirmishers. Those fighting the skirmishers easily outrun them, and they dash around barely in range of the skirmishers, frequently changing direction to be as difficult to hit as possible. They fire primarily at the skirmishers' Wargs.* *The melee cavalry quickly retreat from the Hobgoblins, while half of my ranged cavalry come to take their place. The ranged cavalry stay perpetually close to, yet out of reach of the Hobgoblins, and from there they bombard them with arrows.* *The Dunedain, being rangers who are used to scouting out otherwise-difficult-to-find things, spot your trappers a little ways off. They immediately sound for assistance, and then start firing arrows at them while slowly backing off. My melee cavalry soon come to their assistance and attack the trappers (likely just before or as they reach the Dunedain).* *My troops spread out slightly, staying in formation.* *My tanks continue fire at the onagers crew.* *The Dwarf Guards are met by a large number of spikes (3 rows of Dual Pikes) and get hit by a number of darts (atlatl pin-pointers)* *My ranged cavalry also split up, following both sides of yours. The skirmishers engaged by your cavalry stop moving, and fire whenever your cavalry comes in range.* *The Hobgoblins move towards your scorpions* *The melee cavalry are attacked by basic traps* *The trappers continue fire at the Dunedain.* *My troops continue their bombardment. Some of the mangonels (on both sides) also fire at the tanks.* *The darts are, at least for the most part, deflected by the guards' shields and armor. Many of the guards fall back to the upriver flank of my army (towards the Hobgoblins).* *The ruffians move to and attack your formation's downriver flank.* *My ranged cavalry rejoin again. They run around the Hobgoblins, firing at point-blank while staying just out of reach, and keeping the Hobgoblins between them and your skirmishers.* *The scorpions redirect their fire at the Hobgoblins, as do the watchmen. Various infantry (mainly ruffians) take the brunt of the impact from the Hobgoblins, holding them back while the Dwarves move in to reinforce them.* Could you be a bit more specific about your "basic traps"? The little information you've given me about them tells be absolutely nothing. Also, I don't think there would be many traps (certainly not enough to stop all of the cavalry). For one thing, most traps take some time to set (relevance to be figured out once you tell me what sort of traps these are). Additionally, due to the short range of a repeating crossbow, the trappers would be having to spend much of their time moving to keep in range of the Dunedain, meaning that not only do they have less time to set traps, but they're also moving away from the traps that they set (meaning that they're soon of little use, and also leaving a trail of isolated (and thus likely more visible) traps that would make the cavalry more suspicious and wary of other traps). *After getting past the traps, my melee cavalry engage your trappers. My Dunedain quickly retreat towards my main army.*
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May 22, 2017 13:56:22 GMT
Post by mythmaster1 on May 22, 2017 13:56:22 GMT
*My troops spread out slightly, staying in formation.* *My tanks continue fire at the onagers crew.* *The Dwarf Guards are met by a large number of spikes (3 rows of Dual Pikes) and get hit by a number of darts (atlatl pin-pointers)* *My ranged cavalry also split up, following both sides of yours. The skirmishers engaged by your cavalry stop moving, and fire whenever your cavalry comes in range.* *The Hobgoblins move towards your scorpions* *The melee cavalry are attacked by basic traps* *The trappers continue fire at the Dunedain.* *My troops continue their bombardment. Some of the mangonels (on both sides) also fire at the tanks.* *The darts are, at least for the most part, deflected by the guards' shields and armor. Many of the guards fall back to the upriver flank of my army (towards the Hobgoblins).* *The ruffians move to and attack your formation's downriver flank.* *My ranged cavalry rejoin again. They run around the Hobgoblins, firing at point-blank while staying just out of reach, and keeping the Hobgoblins between them and your skirmishers.* *The scorpions redirect their fire at the Hobgoblins, as do the watchmen. Various infantry (mainly ruffians) take the brunt of the impact from the Hobgoblins, holding them back while the Dwarves move in to reinforce them.* Could you be a bit more specific about your "basic traps"? The little information you've given me about them tells be absolutely nothing. Also, I don't think there would be many traps (certainly not enough to stop all of the cavalry). For one thing, most traps take some time to set (relevance to be figured out once you tell me what sort of traps these are). Additionally, due to the short range of a repeating crossbow, the trappers would be having to spend much of their time moving to keep in range of the Dunedain, meaning that not only do they have less time to set traps, but they're also moving away from the traps that they set (meaning that they're soon of little use, and also leaving a trail of isolated (and thus likely more visible) traps that would make the cavalry more suspicious and wary of other traps). *After getting past the traps, my melee cavalry engage your trappers. My Dunedain quickly retreat towards my main army.* *My formation turns to meet them as they are spotted.* *The tanks continue fire.* *The Ranged cavalry get hit by the Skirmishers as they rejoin.* *the Hobgoblins attack your scorpions crews.* Wait, your Dunedain were moving? I never got that impression. Also, it's really basic stuff like tripwires and small stakes in the ground. *The Trappers use their melee weapons to engage your cavalry, falling back towards bushes and trees.*
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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May 22, 2017 19:06:15 GMT
Post by KitKat on May 22, 2017 19:06:15 GMT
*My troops continue their bombardment. Some of the mangonels (on both sides) also fire at the tanks.* *The darts are, at least for the most part, deflected by the guards' shields and armor. Many of the guards fall back to the upriver flank of my army (towards the Hobgoblins).* *The ruffians move to and attack your formation's downriver flank.* *My ranged cavalry rejoin again. They run around the Hobgoblins, firing at point-blank while staying just out of reach, and keeping the Hobgoblins between them and your skirmishers.* *The scorpions redirect their fire at the Hobgoblins, as do the watchmen. Various infantry (mainly ruffians) take the brunt of the impact from the Hobgoblins, holding them back while the Dwarves move in to reinforce them.* Could you be a bit more specific about your "basic traps"? The little information you've given me about them tells be absolutely nothing. Also, I don't think there would be many traps (certainly not enough to stop all of the cavalry). For one thing, most traps take some time to set (relevance to be figured out once you tell me what sort of traps these are). Additionally, due to the short range of a repeating crossbow, the trappers would be having to spend much of their time moving to keep in range of the Dunedain, meaning that not only do they have less time to set traps, but they're also moving away from the traps that they set (meaning that they're soon of little use, and also leaving a trail of isolated (and thus likely more visible) traps that would make the cavalry more suspicious and wary of other traps). *After getting past the traps, my melee cavalry engage your trappers. My Dunedain quickly retreat towards my main army.* *My formation turns to meet them as they are spotted.* *The tanks continue fire.* *The Ranged cavalry get hit by the Skirmishers as they rejoin.* *the Hobgoblins attack your scorpions crews.* Wait, your Dunedain were moving? I never got that impression. Also, it's really basic stuff like tripwires and small stakes in the ground. *The Trappers use their melee weapons to engage your cavalry, falling back towards bushes and trees.* *Due to the slowness of turning an entire formation, the ruffians strike your flank, while your front line is still engaged with a few Dwarves.* *Bombardment, as usual, continues.* *Although a few cavalrymen get taken down, their speed and maneuvering causes many of your skirmishers to miss. Now that the Hobgoblins are engaged, the huntsmen retreat away from them, leaving with a parting volley to their rear flank. The huntsmen wander around your skirmishers, staying barely within range and constantly moving, firing all the while.* *The Dwarf guards keep the Hobgoblins back, away from the scorpions. The scorpions and watchmen use the close proximity and large, raised targets of the Hobgoblins to devastating effect.* Yes, as I mentioned in my move. They weren't moving back as fast as they could, but still moving away. Okay. Well, tripwires would either be too visible, or else not effective against the horses (they'd have to be a bit up from the grass to actually catch their hooves, but that would make them more visible and easier to avoid). The stakes would do more damage, but they'd have a much smaller chance of actually getting hit. So I guess a few horses would be taken out (or at least injured), but that's about it. *The nomads continue to attack the trappers. A number of them split off to chase down those trappers who get ahead of the others in their retreat, while the Dunedain also try to snipe them down. Both cavalry and Dunedain pursue the retreating trappers, not allowing them to get too far ahead (if ahead at all).*
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May 22, 2017 21:25:33 GMT
Post by mythmaster1 on May 22, 2017 21:25:33 GMT
*My formation turns to meet them as they are spotted.* *The tanks continue fire.* *The Ranged cavalry get hit by the Skirmishers as they rejoin.* *the Hobgoblins attack your scorpions crews.* Wait, your Dunedain were moving? I never got that impression. Also, it's really basic stuff like tripwires and small stakes in the ground. *The Trappers use their melee weapons to engage your cavalry, falling back towards bushes and trees.* *Due to the slowness of turning an entire formation, the ruffians strike your flank, while your front line is still engaged with a few Dwarves.* *Bombardment, as usual, continues.* *Although a few cavalrymen get taken down, their speed and maneuvering causes many of your skirmishers to miss. Now that the Hobgoblins are engaged, the huntsmen retreat away from them, leaving with a parting volley to their rear flank. The huntsmen wander around your skirmishers, staying barely within range and constantly moving, firing all the while.* *The Dwarf guards keep the Hobgoblins back, away from the scorpions. The scorpions and watchmen use the close proximity and large, raised targets of the Hobgoblins to devastating effect.* Yes, as I mentioned in my move. They weren't moving back as fast as they could, but still moving away. Okay. Well, tripwires would either be too visible, or else not effective against the horses (they'd have to be a bit up from the grass to actually catch their hooves, but that would make them more visible and easier to avoid). The stakes would do more damage, but they'd have a much smaller chance of actually getting hit. So I guess a few horses would be taken out (or at least injured), but that's about it. *The nomads continue to attack the trappers. A number of them split off to chase down those trappers who get ahead of the others in their retreat, while the Dunedain also try to snipe them down. Both cavalry and Dunedain pursue the retreating trappers, not allowing them to get too far ahead (if ahead at all).* *The Pikemen their had already turned (though it is a small group of them) and attack.* *The Atlatl pin-pointers attack the ruffians.* *The skirmishers continue fire.* Umm. . . The Dwarf Guards are just pulling back from my troops. *The Trappers climb trees.* I did say my group ended up next to a forested area.
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 23, 2017 1:30:25 GMT
*Due to the slowness of turning an entire formation, the ruffians strike your flank, while your front line is still engaged with a few Dwarves.* *Bombardment, as usual, continues.* *Although a few cavalrymen get taken down, their speed and maneuvering causes many of your skirmishers to miss. Now that the Hobgoblins are engaged, the huntsmen retreat away from them, leaving with a parting volley to their rear flank. The huntsmen wander around your skirmishers, staying barely within range and constantly moving, firing all the while.* *The Dwarf guards keep the Hobgoblins back, away from the scorpions. The scorpions and watchmen use the close proximity and large, raised targets of the Hobgoblins to devastating effect.* Yes, as I mentioned in my move. They weren't moving back as fast as they could, but still moving away. Okay. Well, tripwires would either be too visible, or else not effective against the horses (they'd have to be a bit up from the grass to actually catch their hooves, but that would make them more visible and easier to avoid). The stakes would do more damage, but they'd have a much smaller chance of actually getting hit. So I guess a few horses would be taken out (or at least injured), but that's about it. *The nomads continue to attack the trappers. A number of them split off to chase down those trappers who get ahead of the others in their retreat, while the Dunedain also try to snipe them down. Both cavalry and Dunedain pursue the retreating trappers, not allowing them to get too far ahead (if ahead at all).* *The Pikemen their had already turned (though it is a small group of them) and attack.* *The Atlatl pin-pointers attack the ruffians.* *The skirmishers continue fire.* Umm. . . The Dwarf Guards are just pulling back from my troops. *The Trappers climb trees.* I did say my group ended up next to a forested area. *The ruffians fall back again.* *Bombarding continues.* It's a small army. My other troops (mainly some of the ruffians) held the Hobgoblins back for a short bit while the Dwarves moved in to take over for them. *The Dwarves continue to hold back the Hobgoblins, while the scorpions and watchmen fire at them.* *My ranged cavalry continue as before, making themselves very difficult to hit.* *After all of the surviving trappers escape, my melee cavalry set up a perimeter around the woods (so they can see all the way around it), just out of range of your troops. The Dunedain set to work picking the trappers out of the trees, from just out of their range.*
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May 23, 2017 22:26:17 GMT
Post by mythmaster1 on May 23, 2017 22:26:17 GMT
*The Pikemen their had already turned (though it is a small group of them) and attack.* *The Atlatl pin-pointers attack the ruffians.* *The skirmishers continue fire.* Umm. . . The Dwarf Guards are just pulling back from my troops. *The Trappers climb trees.* I did say my group ended up next to a forested area. *The ruffians fall back again.* *Bombarding continues.* It's a small army. My other troops (mainly some of the ruffians) held the Hobgoblins back for a short bit while the Dwarves moved in to take over for them. *The Dwarves continue to hold back the Hobgoblins, while the scorpions and watchmen fire at them.* *My ranged cavalry continue as before, making themselves very difficult to hit.* *After all of the surviving trappers escape, my melee cavalry set up a perimeter around the woods (so they can see all the way around it), just out of range of your troops. The Dunedain set to work picking the trappers out of the trees, from just out of their range.* *bombarding continues.* *The Hobgoblins engage the Dwarves.* *The Trappers attempt to slip down.
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 24, 2017 0:50:07 GMT
*The ruffians fall back again.* *Bombarding continues.* It's a small army. My other troops (mainly some of the ruffians) held the Hobgoblins back for a short bit while the Dwarves moved in to take over for them. *The Dwarves continue to hold back the Hobgoblins, while the scorpions and watchmen fire at them.* *My ranged cavalry continue as before, making themselves very difficult to hit.* *After all of the surviving trappers escape, my melee cavalry set up a perimeter around the woods (so they can see all the way around it), just out of range of your troops. The Dunedain set to work picking the trappers out of the trees, from just out of their range.* *bombarding continues.* *The Hobgoblins engage the Dwarves.* *The Trappers attempt to slip down. *Ditto (this will probably just continue until all of the other troops are destroyed, and then we calculate what our losses should be with these guys ).* *While the Dwarves simply hold the Hobgoblins back (not doing much damage themselves), the scorpions and watchmen quickly whittle away their numbers.* *Any trappers who leave the relative safety of the woods are spotted and hunted down (with little chance of escaping) by the cavalry, though said cavalry are mindful of exposing themselves too much to those still in the woods. Those trappers who choose to stay in hiding are somewhat more slowly picked off, but still with little chance of survival.* *The ranged cavalry continue as before.*
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May 24, 2017 13:14:11 GMT
Post by mythmaster1 on May 24, 2017 13:14:11 GMT
*bombarding continues.* *The Hobgoblins engage the Dwarves.* *The Trappers attempt to slip down. *Ditto (this will probably just continue until all of the other troops are destroyed, and then we calculate what our losses should be with these guys ).* *While the Dwarves simply hold the Hobgoblins back (not doing much damage themselves), the scorpions and watchmen quickly whittle away their numbers.* *Any trappers who leave the relative safety of the woods are spotted and hunted down (with little chance of escaping) by the cavalry, though said cavalry are mindful of exposing themselves too much to those still in the woods. Those trappers who choose to stay in hiding are somewhat more slowly picked off, but still with little chance of survival.* *The ranged cavalry continue as before.* (Sure, just remember that I built the DASTs to do damage to other siege weapons without major damage.) *When the Hobgoblins realize this (pretty quick.) they turn to smash another large number of crewmembers and archers.* *The Trappers watch each other's backs, preventing more losses.* *The Skirmishers continue as before as well.* *My troops move back into their old formation and begin moving forward.*
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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May 24, 2017 13:28:54 GMT
-last edited on May 24, 2017 13:34:41 GMT by Shamrock
Post by Shamrock on May 24, 2017 13:28:54 GMT
*Galadron/Sauron smashes your siege engines who are smashing my siege engines who are smashing your troops who are smashing mine who are smashing your windows* OOC: Indeed. *The troops form a Phalanx instead* OOC: I'm really wishing I got a book on tactics rather than an Illustrated Signs and Symbols Sourcebook for Christmas now. *Goes off to fing more formations on the internet* *Eru casts Galadron into the Void for smashing...*
OOC: Indeed.
*My troops rush up and attack yours while they are forming the Phalanx.*
OOC: Yeah, that might have been helpful. Good luck in your search. *His twin brother Ure who is never mentioned casts Eru into the Void* OOC: Indeed. *It turns into a chaotic melee, with both sides taking heavy losses* *Meanwhile, the ladders are laid against the walls, and 500 Guzar Swordsman climb them, while the Elite Archers smash anyone who attempts to push the ladders down.* OOC: It would. Thanks.
I drink tea.
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May 24, 2017 13:36:22 GMT
Post by Shamrock on May 24, 2017 13:36:22 GMT
Oh, right. Thanks. *The siege engines start firing at the Mammoths as soon as they come into range.* Sure thing.
*The riders attempt to steer the mammoths clear of the fire, though a couple mammoths are downed. Nevertheless, they continue charging in this manner, till they reach the Dunlending lines.*
*My other troops follow behind the mammoths. Once in arrow range, all archers peel off to the flanks, and open fire on the Dunlendings.*Indeed. *The Guzar Archers and siege engines do their best to down the rest of the mammoths, taking a few steps back between each volley.*
I drink tea.
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May 24, 2017 19:45:27 GMT
Post by KitKat on May 24, 2017 19:45:27 GMT
*Ditto (this will probably just continue until all of the other troops are destroyed, and then we calculate what our losses should be with these guys ).* *While the Dwarves simply hold the Hobgoblins back (not doing much damage themselves), the scorpions and watchmen quickly whittle away their numbers.* *Any trappers who leave the relative safety of the woods are spotted and hunted down (with little chance of escaping) by the cavalry, though said cavalry are mindful of exposing themselves too much to those still in the woods. Those trappers who choose to stay in hiding are somewhat more slowly picked off, but still with little chance of survival.* *The ranged cavalry continue as before.* (Sure, just remember that I built the DASTs to do damage to other siege weapons without major damage.) *When the Hobgoblins realize this (pretty quick.) they turn to smash another large number of crewmembers and archers.* *The Trappers watch each other's backs, preventing more losses.* *The Skirmishers continue as before as well.* *My troops move back into their old formation and begin moving forward.* Will do. Though I will point out that while they'd be quite effective against light-projectile weapons like ballistae and mangonels, onagers and other bigger stuff could still crush them. *Bombardment and other ranged fire continues.* *They also realize pretty quickly that the Dwarves are between them and the archers that they're trying to reach, meaning that their sudden redoubling of efforts results in little change.* *My troops continue as before, with the Dunedain picking away the trappers in the woods, while the cavalry take out anyone who strays too far.* *Ditto with the ranged cavalry.* *My forces likewise back away.*
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May 24, 2017 19:58:40 GMT
Post by mythmaster1 on May 24, 2017 19:58:40 GMT
(Sure, just remember that I built the DASTs to do damage to other siege weapons without major damage.) *When the Hobgoblins realize this (pretty quick.) they turn to smash another large number of crewmembers and archers.* *The Trappers watch each other's backs, preventing more losses.* *The Skirmishers continue as before as well.* *My troops move back into their old formation and begin moving forward.* Will do. Though I will point out that while they'd be quite effective against light-projectile weapons like ballistae and mangonels, onagers and other bigger stuff could still crush them. *Bombardment and other ranged fire continues.* *They also realize pretty quickly that the Dwarves are between them and the archers that they're trying to reach, meaning that their sudden redoubling of efforts results in little change.* *My troops continue as before, with the Dunedain picking away the trappers in the woods, while the cavalry take out anyone who strays too far.* *Ditto with the ranged cavalry.* *My forces likewise back away.* yeah. which is why the onager's crews were the first thing I targeted. *ditto.* Wait, Wait, Wait. I am pretty sure this is the basic map. SSSSSSSSSSSSSSS AAAAAAAAAAAAAAA TTTTTTT HHH HHH DDDDDD DDDDDD CCCCCC CCCCCC RRR GGGGGGGGGGGGGGGGG RRR GGGGGGGGGGGGGGGGG RRR GGGGGGGGGGGGGGGGG RRR GGGGGGGGGGGGGGGGG S=You Siege A=Your Archers H=Hobgoblin Cavalry D= Your Dwarves (which had recently unengaged my goblins) R= Ruffians G= Goblins C= Both of our ranged cavalry T= Trappers/melee cavalry/Dunedain. I'm pretty sure this is the basic line-up right now.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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May 24, 2017 21:09:18 GMT
Post by KitKat on May 24, 2017 21:09:18 GMT
Will do. Though I will point out that while they'd be quite effective against light-projectile weapons like ballistae and mangonels, onagers and other bigger stuff could still crush them. *Bombardment and other ranged fire continues.* *They also realize pretty quickly that the Dwarves are between them and the archers that they're trying to reach, meaning that their sudden redoubling of efforts results in little change.* *My troops continue as before, with the Dunedain picking away the trappers in the woods, while the cavalry take out anyone who strays too far.* *Ditto with the ranged cavalry.* *My forces likewise back away.* yeah. which is why the onager's crews were the first thing I targeted. *ditto.* Wait, Wait, Wait. I am pretty sure this is the basic map. SSSSSSSSSSSSSSS AAAAAAAAAAAAAAA TTTTTTT HHH HHH DDDDDD DDDDDD CCCCCC CCCCCC RRR GGGGGGGGGGGGGGGGG RRR GGGGGGGGGGGGGGGGG RRR GGGGGGGGGGGGGGGGG RRR GGGGGGGGGGGGGGGGG S=You Siege A=Your Archers H=Hobgoblin Cavalry D= Your Dwarves (which had recently unengaged my goblins) R= Ruffians G= Goblins C= Both of our ranged cavalry T= Trappers/melee cavalry/Dunedain. I'm pretty sure this is the basic line-up right now. *Some time has passed.* *The last of the Hobgoblins are destroyed. Surviving Dwarves and ruffians move to attack your upriver flank.* *The last of the trappers are destroyed. Dunedain move to start picking off your troops on the front line, melee cavalry move towards other cavalry.* *My ranged cavalry lead your cavalry back towards our armies again, now getting quite close to each other. My melee cavalry arrives and, running diagonally towards your cavalry, uses their lances to pick off the outer units of yours without losing speed and minimally exposing themselves.* *Bombardments continue. (Also, in case I didn't mention it earlier, archers and other units are reassigned as necessary to keep artillery running, especially onagers. There is always at least one trained crewman to aim the weapon properly.)* Not quite. Here's a better picture (not to scale): BBBB BBB
BBBB BBBB (way off in the distance by now) C C C AAASSSSSARRH WWW D AAASSSSSADHHC WWW C DD AAAAAAAAADDH WWW D RRFFFFFFFFFFF RRR GGGGGGGGGG C C C R GG GGGGGGGG GG GGGGGGGG GG GGGGGGGG GG GGGG GGGG ~~~~~M~~~~~~ ~~~~M~~~~ ##MMMM~~M~M~~~M~~~~~ ~~~~~~~~~M~~~~~MM~~~~MMMM###MMMM~~~~~M~~~~~~~~ ~~~~~~~~~~~~~~~~~~~M~~~M~~MMMM#M#MMMM~~ ~~~~~~~~~~~~~~ ~~~~MMMM# ~~~~~ <--- River flows this way <--- ~ - River # - Ford M - Archers/magnonels on rafts G - Your main army F - My (thin) front line (Dwarves and ruffians) R - Ruffians S - My siege weapons A - My archers D - My Dwarves H - Your Hobgoblins B - Our ranged cavalry W - Woods with trappers C - My melee cavalry D - My Dunedain Turquoise - Our ranged cavalry (away from others, now returning) Dark green - Dunedain/trappers/cavalry (trappers out of range in trees, cavalry keeping watch, Dunedain sniping) Blue - River/troops on river/troops being attacked by troops on river (ranged bombardment) Gold - My archers andsiege weapons firing on your main army/being fired on by your main army/your troops firing and being fired on (continuing until rest of battle is solved) Light green - My ruffians/your flank previously engaged with ruffians (my troops recently pulled back) Purple - Our front lines Red - Your Hobgoblins/troops engaged with them/troops firing on them (ruffians and archers held them back while Dwarves reinforced from front line, pushed in between Hobgoblins and ranged units)
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