Armies (Forum Game)
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Armies (Forum Game)
Do I have a challenger? I think anything fast could do it, or anything involving fire.
The glorious sun rises again
- Puss_in_Boots
- Posts: 3217
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Armies (Forum Game)
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!
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
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Armies (Forum Game)
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.
Regardless, mass workers making catapults and fortresses sounds good to me.
The glorious sun rises again
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
- Puss_in_Boots
- Posts: 3217
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Armies (Forum Game)
Oh right forgot that was a researched spell due to campaign maps. *adding that in*
Removing laborers as well then...
Removing laborers as well then...
OLÉ
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Armies (Forum Game)
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
- Puss_in_Boots
- Posts: 3217
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Armies (Forum Game)
Okay okay, I will do some checking next time..
Anybody got an army to oppose mine?
Anybody got an army to oppose mine?
OLÉ
- 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)
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.
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.
- Puss_in_Boots
- Posts: 3217
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Armies (Forum Game)
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.
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
- 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)
Lol you can't start with buildings
But that would prob work even without the church
But that would prob work even without the church
The day is coming when a single carrot, freshly observed, will set off a revolution.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Armies (Forum Game)
Replace the church with a worker or a healer of some sort, unless we're changing the rules to allow factories
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.
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
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Armies (Forum Game)
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.
If the rule is accepted, just assume double on my previous post, for calculating the next army.
The glorious sun rises again
- Puss_in_Boots
- Posts: 3217
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Armies (Forum Game)
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.
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
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Armies (Forum Game)
*hacked for 999999 gems*
bought as much "kill" upgrades as possible
1 Baby= 1pts
WIN
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.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Armies (Forum Game)
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.
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
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Armies (Forum Game)
ohhh.... then just spam ettins
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Armies (Forum Game)
Ettin spam? Now that it's 100 points, you should go uruks at level 3
The glorious sun rises again
- Puss_in_Boots
- Posts: 3217
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Armies (Forum Game)
100 turns: More than enough assassins to kill the ettins. 30xLordOfAles wrote:ohhh.... then just spam ettins
OLÉ
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Armies (Forum Game)
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.
- Puss_in_Boots
- Posts: 3217
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Armies (Forum Game)
You just need 100 scout dogs and your good enough to defeat a whole assassin army. 
OLÉ
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Armies (Forum Game)
I don't know. I managed to beat you there. Even if I did have to do it by crashing your tabletLordOfAles wrote:I give up, its simply more effective to fight at discord
The glorious sun rises again
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Armies (Forum Game)
Very funny
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Armies (Forum Game)
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.
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. . .
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Armies (Forum Game)
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
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
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
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
Re: Armies (Forum Game)
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
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!
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Armies (Forum Game)
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
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
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Armies (Forum Game)
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 )
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
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