The Onagers and Ballistae are moved forward and begin targeting the troop transports.
They come under heavy fire as they move within range of the Morgul Host.
The transports split into two groups; those carrying Orcs land to the north of the battle, while those carrying Haradrim land to the south. Due to this maneuver, they are out of range of the Gondorian siege engines for most of their voyage.
The Ballistae remain out of range of the Orcish longbows because they don't need to get that close, and the trebuchets have taken enough losses that they aren't a threat anymore. The Orcs going north take heavy losses due to the fact that they must row hard to get upriver. Any Haradrim transports that have lost their sails must also work with oars to prevent their being swept down the river.
The Mangonels are split. Half go north and half go south. The odd one out stays in the center.
{JAMMERS! -GOOD- ONLY!} Awesome, thanks. With 8legos new troops we should be able to hold back CC. Do you want my elves to hang back with the dwarves, maybe attempt a flanking attack after you've engaged?
I've got a large force (7k) of Gondorians here between my siege engines and the Orcish lines. I also have a small Dwarven force (4k) from the Iron Hills standing near my siege engines.
I'm going to engage his Orcs soon enough, but Cody's army is worrying. Also, he's got a lot of reinforcements coming in across the river. The Dwarves can wait in reserve until they're needed.
{JAMMERS! -GOOD- ONLY!} Awesome, thanks. With 8legos new troops we should be able to hold back CC. Do you want my elves to hang back with the dwarves, maybe attempt a flanking attack after you've engaged?
{JAMMERS! -GOOD- ONLY!} Ok, what do you want my men to do? And it is only 1000 elves, sorry. All my troops are busy helping bree, or defending against sham. Plus Rhun and the high pass.
They come under heavy fire as they move within range of the Morgul Host.
The transports split into two groups; those carrying Orcs land to the north of the battle, while those carrying Haradrim land to the south. Due to this maneuver, they are out of range of the Gondorian siege engines for most of their voyage.
The Ballistae remain out of range of the Orcish longbows because they don't need to get that close, and the trebuchets have taken enough losses that they aren't a threat anymore. The Orcs going north take heavy losses due to the fact that they must row hard to get upriver. Any Haradrim transports that have lost their sails must also work with oars to prevent their being swept down the river.
The Mangonels are split. Half go north and half go south. The odd one out stays in the center.
They won't take heavy looses. On order to target them, the following things have to happen:
1. Someone sees them leaving. Normally not possible, but is now due to the leveled area. 2. A runner goes to the commanders. 3. A commander makes a decision. 4. Siege weapons are sent to the bank opposite the launching point. This takes a while, due to rubble, and presumably an escort is sent, as an Orc ambush is likely. By the time they get there, the transports are slightly to the south due to the river pushing them. 5. Siege engines are moved slightly to the south. By the time they get there, the transports have started splitting, so only the first one or two shots will have any chance of hitting. 6. They move north and south. By the time they reach suitable positions, the transports will be further along.
When you add to this that the siege engines can't fire from just anywhere (they'll want even ground, with little rubble) and that they'll be travelling very slowly due to risk of damage, there will be few casualties. Oh, there's also the fact that roads with the least amount of rubble, meaning the siege engines can move at any reasonable speed will be a distance from the river, meaning they'll have to wait while runners go and check if the transports are anywhere near their position.
The Ballistae remain out of range of the Orcish longbows because they don't need to get that close, and the trebuchets have taken enough losses that they aren't a threat anymore. The Orcs going north take heavy losses due to the fact that they must row hard to get upriver. Any Haradrim transports that have lost their sails must also work with oars to prevent their being swept down the river.
The Mangonels are split. Half go north and half go south. The odd one out stays in the center.
They won't take heavy looses. On order to target them, the following things have to happen:
1. Someone sees them leaving. Normally not possible, but is now due to the leveled area. 2. A runner goes to the commanders. 3. A commander makes a decision. 4. Siege weapons are sent to the bank opposite the launching point. This takes a while, due to rubble, and presumably an escort is sent, as an Orc ambush is likely. By the time they get there, the transports are slightly to the south due to the river pushing them. 5. Siege engines are moved slightly to the south. By the time they get there, the transports have started splitting, so only the first one or two shots will have any chance of hitting. 6. They move north and south. By the time they reach suitable positions, the transports will be further along.
When you add to this that the siege engines can't fire from just anywhere (they'll want even ground, with little rubble) and that they'll be travelling very slowly due to risk of damage, there will be few casualties. Oh, there's also the fact that roads with the least amount of rubble, meaning the siege engines can move at any reasonable speed will be a distance from the river, meaning they'll have to wait while runners go and check if the transports are anywhere near their position.
I know this really isn't relevant to me, but I would like to point out that LB's commanders are probably smart enough to realize that ships are moving targets, and that they'd have to move a bit ahead of them when they set up in order to be ready to fire when they pass. Same idea as shooting in front of a moving target instead of directly at it.
They won't take heavy looses. On order to target them, the following things have to happen:
1. Someone sees them leaving. Normally not possible, but is now due to the leveled area. 2. A runner goes to the commanders. 3. A commander makes a decision. 4. Siege weapons are sent to the bank opposite the launching point. This takes a while, due to rubble, and presumably an escort is sent, as an Orc ambush is likely. By the time they get there, the transports are slightly to the south due to the river pushing them. 5. Siege engines are moved slightly to the south. By the time they get there, the transports have started splitting, so only the first one or two shots will have any chance of hitting. 6. They move north and south. By the time they reach suitable positions, the transports will be further along.
When you add to this that the siege engines can't fire from just anywhere (they'll want even ground, with little rubble) and that they'll be travelling very slowly due to risk of damage, there will be few casualties. Oh, there's also the fact that roads with the least amount of rubble, meaning the siege engines can move at any reasonable speed will be a distance from the river, meaning they'll have to wait while runners go and check if the transports are anywhere near their position.
I know this really isn't relevant to me, but I would like to point out that LB's commanders are probably smart enough to realize that ships are moving targets, and that they'd have to move a bit ahead of them when they set up in order to be ready to fire when they pass. Same idea as shooting in front of a moving target instead of directly at it.
Yes, but the banks are still covered in rubble from the fallen wall, meaning that the siege engines have to wait for runners to tell them if the ships are within a mile of their positions, or if they went too far.
The Orcs have now landed a few miles north of the battle. They move into the city, staying well away from the combat zone to ensure they are not detected.
{JAMMERS! -Good- ONLY!} Since you are in charge of Mirkwood, could you use Rex's elves to intercept Shamrock's reinforcements? I'll use my Dwarves to deal with his Haradrim, and my Gondorians can meet his Orcs.
{JAMMERS! -Good- ONLY!} Since you are in charge of Mirkwood, could you use Rex's elves to intercept Shamrock's reinforcements? I'll use my Dwarves to deal with his Haradrim, and my Gondorians can meet his Orcs.
The Orcs have now landed a few miles north of the battle. They move into the city, staying well away from the combat zone to ensure they are not detected.
{JAMMERS! -Good- ONLY!} Since you are in charge of Mirkwood, could you use Rex's elves to intercept Shamrock's reinforcements? I'll use my Dwarves to deal with his Haradrim, and my Gondorians can meet his Orcs.