Armies (Forum Game)

Put here any posts that are totally OFF TOPIC - has no connection with AOS/AOF, SWS and so on.
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Armies (Forum Game)

Post by Sunrise Samurai »

Do I have a challenger? I think anything fast could do it, or anything involving fire.
The glorious sun rises again
User avatar
Puss_in_Boots
Posts: 3217
Joined: Fri Apr 21, 2017 1:23 am
Location: New Jersey

Re: Armies (Forum Game)

Post by Puss_in_Boots »

18 turns - 6 workers.
8 turns - ballistics.
6 turns - fire spell
18 - 3 mages

The workers will create wagons for a lighting strike on your undead forces, and fortress too to retreat them. They will build catapults or ballistae as well to overwhelm your undead army.

I win!
Last edited by Puss_in_Boots on Sun Oct 29, 2017 1:01 pm, edited 3 times in total.
OLÉ
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Armies (Forum Game)

Post by Sunrise Samurai »

Aren't mages and laborers in different games​? Also, without fireball, mages are pretty useless unless you have flesh and blood troops.

Regardless, mass workers making catapults and fortresses sounds good to me.
The glorious sun rises again
User avatar
General Brave
Posts: 4662
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Armies (Forum Game)

Post by General Brave »

How exactly does this work?
Wise, Might, Loyalty. Forever stands Warfell.
User avatar
Puss_in_Boots
Posts: 3217
Joined: Fri Apr 21, 2017 1:23 am
Location: New Jersey

Re: Armies (Forum Game)

Post by Puss_in_Boots »

Oh right forgot that was a researched spell due to campaign maps. *adding that in*

Removing laborers as well then...
OLÉ
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Armies (Forum Game)

Post by Sunrise Samurai »

6 turns for a mage. You get 3 mages and an extra 3 turns. Probably an extra worker is best on those 3 turns.
The glorious sun rises again
User avatar
Puss_in_Boots
Posts: 3217
Joined: Fri Apr 21, 2017 1:23 am
Location: New Jersey

Re: Armies (Forum Game)

Post by Puss_in_Boots »

Okay okay, I will do some checking next time..
Anybody got an army to oppose mine?
OLÉ
User avatar
DoomCarrot
Posts: 3096
Joined: Wed Mar 18, 2015 6:04 pm
Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point

Re: Armies (Forum Game)

Post by DoomCarrot »

Mongol horse archer x7
shielder x3
missionary x2

Immediately rush across field and utterly overwhelm your outnumbered mages, and kill workers before they can build anything. If your workers uickly make a fortress, then bring in shielders to finish the job :)

If a couple horse archers get hurt, just fall back and heal them. Hit and run perfected.
The day is coming when a single carrot, freshly observed, will set off a revolution.
User avatar
Puss_in_Boots
Posts: 3217
Joined: Fri Apr 21, 2017 1:23 am
Location: New Jersey

Re: Armies (Forum Game)

Post by Puss_in_Boots »

6 turns - Master skirmisher
8 turns - 4x skirmishers
7 turns - Loyalty
4 turns - church
15 turns - 3x hussars

Loyalty protects my hussars from conversion.
Hussars will chase down infantry and chop them down.
Skirmishers will travel packed together, so that they could annihilate a single mongol archer which gets close enough to battle with them.
Church is just there to provide healing and shelter from arrows.
OLÉ
User avatar
DoomCarrot
Posts: 3096
Joined: Wed Mar 18, 2015 6:04 pm
Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point

Re: Armies (Forum Game)

Post by DoomCarrot »

Lol you can't start with buildings :)

But that would prob work even without the church
The day is coming when a single carrot, freshly observed, will set off a revolution.
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Armies (Forum Game)

Post by Sunrise Samurai »

Replace the church with a worker or a healer of some sort, unless we're changing​ the rules to allow factories :lol:

18 turns- Centurion X3
20 turns- Roman legionnaire X5
12 turns- Roman Sagittarius x4

Centurions wipe out skirmishers pretty quickly while the legionnaires hold the hussars off until the centurions return. Sagittariui shoot the hussars for extra damage, and everyone benefits from legion bonus.
The glorious sun rises again
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Armies (Forum Game)

Post by Sunrise Samurai »

And I now officially request that the rules change to 100 turns, instead of 50. This is to allow upgrades to be more effective. Under a 50 turn rule, an upgrade simply requires too many turns to be effective.
If the rule is accepted, just assume double on my previous post, for calculating the next army.
The glorious sun rises again
User avatar
Puss_in_Boots
Posts: 3217
Joined: Fri Apr 21, 2017 1:23 am
Location: New Jersey

Re: Armies (Forum Game)

Post by Puss_in_Boots »

Okay, request is acceptable.
5 turns - flight
35 turns - 7x ornicopters
26 turns - 9x ballista
15 turns - 3x wagon
12 turns - 3x longbow
18 turns - 6x workers
2 turns - 1x laborers

I will use the seven ornicopters as early cover from centurions.
Workers will build a defendable position.
When Sunrise infantry arrive the ornicopters will break off to avoid being shot down.

-If Sunrise decides to hold back his archers
The ornicopters will swiftly descend from behind their position and clear them out with the first strike advantage.

-If he wants to suround them with his foot soldiers
Long bows and fortresses will serve the counter snipe role.

Then the ornicopters will chase down workers for repairs if low, and come back to destroy cavalry.

If the ornicopters are wiped out I'm pretty sure fortresses and ballista wagon combos would be enough to clear out the army.
OLÉ
User avatar
LordOfAles
Posts: 3694
Joined: Tue Jul 18, 2017 12:27 pm
Location: Balkans, Montenegro

Re: Armies (Forum Game)

Post by LordOfAles »

*hacked for 999999 gems*

bought as much "kill" upgrades as possible

1 Baby= 1pts

WIN
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Armies (Forum Game)

Post by Sunrise Samurai »

See my point. Flight didn't interfere as much with making ornithopters.

18 turns- elf archery upgrades 1-3
10 turns- dodge arrows 1-2 (but not 3)
12 turns- fire archer X3
39 turns- quick archer x13
15 turns- elf druid​ x5
6 turns- ent worker x2

Believe it or not, I can get first hit on the ornithopters with 9 range (after eagle eye) and 4 speed on quick archers. They can also deal with your ballistae easily, through sheer range, as we as hitting 9 power and 2 attacks, vs 6 pierce armor. 2 quick archers take out a ballista in one turn. Ent workers are my best seige, making elf outposts at 9 range from fortresses. Between outpost vision and eagle eye, fire archers now outrange fortresses. If workers die, fire archers can tank a hit and retreat to heal as your fortresses slowly burn, and any workers you send are murdered. Dodge arrows helps deal with any longbow ambushes.

LOA: the game caps you off at 10 gem spells. Won't work.
The glorious sun rises again
User avatar
LordOfAles
Posts: 3694
Joined: Tue Jul 18, 2017 12:27 pm
Location: Balkans, Montenegro

Re: Armies (Forum Game)

Post by LordOfAles »

ohhh.... then just spam ettins
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Armies (Forum Game)

Post by Sunrise Samurai »

Ettin spam? Now that it's 100 points, you should go uruks at level 3
The glorious sun rises again
User avatar
Puss_in_Boots
Posts: 3217
Joined: Fri Apr 21, 2017 1:23 am
Location: New Jersey

Re: Armies (Forum Game)

Post by Puss_in_Boots »

LordOfAles wrote:ohhh.... then just spam ettins
100 turns: More than enough assassins to kill the ettins. 30x
OLÉ
User avatar
LordOfAles
Posts: 3694
Joined: Tue Jul 18, 2017 12:27 pm
Location: Balkans, Montenegro

Re: Armies (Forum Game)

Post by LordOfAles »

I give up, its simply more effective to fight at discord :(
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
User avatar
Puss_in_Boots
Posts: 3217
Joined: Fri Apr 21, 2017 1:23 am
Location: New Jersey

Re: Armies (Forum Game)

Post by Puss_in_Boots »

You just need 100 scout dogs and your good enough to defeat a whole assassin army. :)
OLÉ
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Armies (Forum Game)

Post by Sunrise Samurai »

LordOfAles wrote:I give up, its simply more effective to fight at discord :(
I don't know. I managed to beat you there. Even if I did have to do it by crashing your tablet :P
The glorious sun rises again
User avatar
LordOfAles
Posts: 3694
Joined: Tue Jul 18, 2017 12:27 pm
Location: Balkans, Montenegro

Re: Armies (Forum Game)

Post by LordOfAles »

Very funny
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
User avatar
StormSaint373
Posts: 1801
Joined: Mon Nov 27, 2017 5:35 pm
Location: USA, East Ohio

Re: Armies (Forum Game)

Post by StormSaint373 »

Are TCs involved?
Beware the calm before the Tempest. . .
User avatar
StormSaint373
Posts: 1801
Joined: Mon Nov 27, 2017 5:35 pm
Location: USA, East Ohio

Re: Armies (Forum Game)

Post by StormSaint373 »

Let's see... For an army

50 points...

10x Rangers =40
2x Workers = 6
2x Priests AoF =4

Workers would build Castle (cost 12 turns) then they would surround the castle with a total of 8 fortresses, at which point the priests and builders would hide inside the buildings to maintain the base of operations. The Rangers would be hidden and would pick off any Invaders ignoring all obstacles except water. Large formations of rocks would be optimal for ranged units that even had a chance of getting them would be picked off due to their lack of armor. Orthenopters are out of the question! Melee units cannot touch them due to reach and because of the stealth ability, that cannot be spotted. The outpost would be bait. Aritllary cannot locate them and concentrated fire along with coodinated targets and skirmish movements. Over time ... The map would become a no man's land.

Sorry, I have fun narrating stories.
Beware the calm before the Tempest. . .
User avatar
godOfKings
Posts: 3302
Joined: Fri Sep 22, 2017 4:50 pm

Re: Armies (Forum Game)

Post by godOfKings »

4 scouts ( 4 turns)
3 workers ( 9 turns )
3 Mongolian horse archers ( 12 turns )
1 healer (3 turns)
3 Knights (12 turns)
1 wagon (4 turns)
2 pikemen ( 4 turns )
1 Shielder ( 2 turns )

U cannot hide nor can u run bwa ha ha ha
Mongols, knights and scouts will sniff out Ur rangers while Shielder takes out any towers u build, while having more workers mean I get to build towers faster than u and having a wagon initially will help me build deep inside Ur territory before u can counter, as well as make my shielder reach Ur under construction castle, I m pretty sure Mongolian archers can take out Ur priests if they dare to show their faces

I gave the pikeman beforehand so that if anybody makes a new army with lancers.... He won't know wat was waiting for him in that lonely wagon :twisted:
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
User avatar
Alpha
Posts: 1892
Joined: Sat Aug 20, 2016 5:51 pm
Location: Illnois, Niles

Re: Armies (Forum Game)

Post by Alpha »

The Diesel Order

A formation of Man at arms at the front followed by a second line of Man at arms followed by Halberdiers and Battle Mages, and soon followed by Knights and Heavy knights. A small band of imperials as bodyguards and then a drake knight as the commander
Epic Gamer Moment!
User avatar
godOfKings
Posts: 3302
Joined: Fri Sep 22, 2017 4:50 pm

Re: Armies (Forum Game)

Post by godOfKings »

I Haven't played aof so no idea about battle mage or imperial, but at least give turn costs, my army costs 50 turns ( might edit it to 100 turns to take u on)
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
User avatar
godOfKings
Posts: 3302
Joined: Fri Sep 22, 2017 4:50 pm

Re: Armies (Forum Game)

Post by godOfKings »

100 turns army
Ballistic 6 turns
Area damage 7 turns
Workers 12 36 turns
Gun powder 6 turns
Heavy catapult upgrade 8 turns
( currently 63 turns )
2 heavy catapult ( 16 turns)
3 pikes 6 turns
1 healer 3 turns
Ambidextria 4 turns
2 wagon 8 turns
First thing I would do, build two fortress put catapults in them,
Next castle in turn 3
Finally spam cannon towers, trebuchets, fortresses, wagons, catapults, u name it!!! ( also a few watch towers to keep assassins out )
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
Post Reply

Return to “OFF Topics”