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Re: Armies (Forum Game)

Posted: Sat Oct 28, 2017 12:41 am
by Sunrise Samurai
Do I have a challenger? I think anything fast could do it, or anything involving fire.

Re: Armies (Forum Game)

Posted: Sat Oct 28, 2017 1:16 am
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!

Re: Armies (Forum Game)

Posted: Sun Oct 29, 2017 2:00 am
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.

Re: Armies (Forum Game)

Posted: Sun Oct 29, 2017 2:21 am
by General Brave
How exactly does this work?

Re: Armies (Forum Game)

Posted: Sun Oct 29, 2017 2:45 am
by Puss_in_Boots
Oh right forgot that was a researched spell due to campaign maps. *adding that in*

Removing laborers as well then...

Re: Armies (Forum Game)

Posted: Sun Oct 29, 2017 12:02 pm
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.

Re: Armies (Forum Game)

Posted: Sun Oct 29, 2017 7:44 pm
by Puss_in_Boots
Okay okay, I will do some checking next time..
Anybody got an army to oppose mine?

Re: Armies (Forum Game)

Posted: Wed Nov 01, 2017 11:59 pm
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.

Re: Armies (Forum Game)

Posted: Thu Nov 02, 2017 12:40 am
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.

Re: Armies (Forum Game)

Posted: Thu Nov 02, 2017 12:54 am
by DoomCarrot
Lol you can't start with buildings :)

But that would prob work even without the church

Re: Armies (Forum Game)

Posted: Thu Nov 02, 2017 1:10 am
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.

Re: Armies (Forum Game)

Posted: Thu Nov 02, 2017 1:25 am
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.

Re: Armies (Forum Game)

Posted: Thu Nov 02, 2017 3:03 am
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.

Re: Armies (Forum Game)

Posted: Thu Nov 02, 2017 10:34 am
by LordOfAles
*hacked for 999999 gems*

bought as much "kill" upgrades as possible

1 Baby= 1pts

WIN

Re: Armies (Forum Game)

Posted: Thu Nov 02, 2017 11:20 am
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.

Re: Armies (Forum Game)

Posted: Thu Nov 02, 2017 11:21 am
by LordOfAles
ohhh.... then just spam ettins

Re: Armies (Forum Game)

Posted: Thu Nov 02, 2017 2:11 pm
by Sunrise Samurai
Ettin spam? Now that it's 100 points, you should go uruks at level 3

Re: Armies (Forum Game)

Posted: Thu Nov 02, 2017 8:03 pm
by Puss_in_Boots
LordOfAles wrote:ohhh.... then just spam ettins
100 turns: More than enough assassins to kill the ettins. 30x

Re: Armies (Forum Game)

Posted: Thu Nov 02, 2017 8:45 pm
by LordOfAles
I give up, its simply more effective to fight at discord :(

Re: Armies (Forum Game)

Posted: Thu Nov 02, 2017 9:05 pm
by Puss_in_Boots
You just need 100 scout dogs and your good enough to defeat a whole assassin army. :)

Re: Armies (Forum Game)

Posted: Fri Nov 03, 2017 1:41 am
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

Re: Armies (Forum Game)

Posted: Fri Nov 03, 2017 7:44 am
by LordOfAles
Very funny

Re: Armies (Forum Game)

Posted: Wed Nov 29, 2017 9:40 pm
by StormSaint373
Are TCs involved?

Re: Armies (Forum Game)

Posted: Wed Nov 29, 2017 9:59 pm
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.

Re: Armies (Forum Game)

Posted: Wed Dec 06, 2017 10:16 am
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:

Re: Armies (Forum Game)

Posted: Thu Dec 07, 2017 4:29 pm
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

Re: Armies (Forum Game)

Posted: Thu Dec 07, 2017 4:38 pm
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)

Re: Armies (Forum Game)

Posted: Thu Dec 07, 2017 4:55 pm
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 )