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> Supreme Omega Tcombat 3rd edition, Once more with feeling
iliketwinkies
 Posted: Nov 10 2014, 10:23 AM
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Research:
Steel working
Improved Siren Songs

Build:
Navy ships
Navy Ships
Battleships 5/7(extra build slot put into battleships)
Mines Tridents

Misc:
Ancient Text translations is complete.
Focus all labor on tridents.
Greet the merchants of Fal’mari with friendliness.
Ask Karthal to assess the magical woods and altar together.
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Zurumon
 Posted: Nov 12 2014, 07:49 AM
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Month of Fall, year 3

The Blood Tide Clan launches their surprise attack on Twil'kala making progress into the nation's lands but Twil'kala respondes quickly. Blood Tide spies attempt to kill to leadership only to be all slain by the High King himself. Trade routes travelling to Gobbendrak encounter another nation of Keldoran. Knights 1&2 take 30% casualties as they are generally out performed by the Twil'kala knights. New Bloods 1 is at 50% the rest are unaffected.

Encia is being overwhelmed by refugees from Chido which gets completely conquered.

Sirenity becomes aware of De'andres and Fal'mari through trade. Scouts are still at the Avian statue awaiting orders.

Karthal discovers Fizzlestan, a small nation of pyromaniac wolfmen, they seem friendly but then again they are holding explosives, like all of them all the time..... perhaps the aren't the best to associate with.

Brood Basilisk attacks the entrenched Silkar Dominion forces, and in return they suffer horrid losses. Standing army 1 is brought to 1% fighting strength and standing army 2 is completely wiped out. Phrazon Prime takes those who surrendered as prisoners. The spy in the Silkar Dominion's capital is caught as well. However a Basilisk spy manages to infiltrate the Silkar entrenched army. Current stats SA1-45% SA2-60% SA3-35% Siege1-80% Siege2-30%. Diplomats in the Silver's land are able to get the vague area of where the country that trades with them is located but not much else is learned.

Il Kamal gets the support of the Storm Elves for their campaign. A new side effect is noticed from the heralds they are rather clumsy, like a child that has gone through a massive growth spurt. Twil'kala scouts arrive at the oasis colony, take notes, sketch the surroundings, and pay simple respects to the shrines surrounding the Oasis. They do inquire heavily about the white crocodile. To the south a lone man with a jolly roger captain's hat, bright red coat, and a grey drama mask(half laughing half crying), approaches the armies of Il Kamal claiming to be the Pirate-King of Fal'mari. He says he will fight anyone in a duel to avoid "unnecessary" bloodshed and even says he'll be willing to bend the rules so Il Kamal can send their 5 best at him at the same time.


Blood Tide
Research:
Fox calvary 6/6
Appendix project 4/4
Ram Domestication 5/7
Medicine 6/6
Gremlin cure 3/4
Imporved capturing 2/5

Build:
Reinforce 4/4
New Blood 4/4
New Blood 4/4
Workshops 8/8
Beserker 3/4
Beserker 3/4
Reinforce 3/3
Poisoned weapons 1/4
Equip all units with foxes 1/8
Beserker 1/4


Encia
Research:
Military tactics 4/4 Sir Ignis gave bonus
Chemistry 5/6
Iron working 7/7
Metallurgy 2/7
Machining 2/8

Build:
Wprkshop 7/7
Settlers 4/4
Standing Army 4/4
Research Facility 7/7
Settlers 4/4
Refugee Camp 2/2
Standing Army 2/4
Standing Army 2/4


Il Kamal
Research:
Oasis POWAH 6/6
Potion of Crystal Meth 4/8
Superior Calvary Tactics+Horse Breeding 4/6
Dragon Biology without Vivisection 3/3
Improved Alcheming 2/7
Alchemists Fire 2/5

Build:
Elf Breath by Il Kamal 2/3
Settlers 5/5
Imperial Road System 3/3
Scouts 3/3
Grand Canal System 8/8
Eternals + Croc 3/3
Giant tonic 1/3
Herald unit 1/3
spies 1/3


Kathal
Research:
Metalurgy 8/8
MADS 11/15
Steam 11/17
Social magic 3/16
Superior tactics 3/4

Build:
Workshop 5/8(assuming you would want an extra build slot)
Angramar(research Facility) 8/8
Warrior 3/4
Astromere 3/6
Farms 4/4
Kalgar Phalynx 5/5
Spies 3/3
Diplomats 2/2
Temple Library 3/3

Sirenity
Research:
Steel working 3/6
Improved Siren Songs 11/12
Ancient Text translation 4/4
Build:
Navy ships 5/5
Navy Ships 5/5
Battleships 6/7
Mines 2/4
Tridents 2/2


Brood Basilisk
Research:
Physics 6/6
Machinery 8/8
Arcana 9/13
Banking 6/7
Gunpowder 3/8

Build:
Standard Army 2/4
Convert militia 1/4
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Azureink
 Posted: Nov 12 2014, 04:51 PM
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[Ouch. Now I know that Militia are terrible against Standard Army, even if they outnumber them on open terrain.]

user posted image

[~~Turn 12~~]
Research
Slot 1 - Arcana 9/13
Slot 2 - Banking 6/7
Slot 3 - Gunpowder 4/8

Build
Slot 1 - Research Facilities 6/8
Slot 2 - Workshops 6/8
Slot 3 - Standard Army 2/4
Slot 4 - Convert Militia into two Standard Army 2/4 [Treasury Funds to reduce Turns by 1]

Diplomatic Actions
1. Diplomats of Silvers [Embassy]: Continue Trade.
2. Diplomats of Melodan [Embassy]: Continue overseeing integration with Brood Basilisk.

Units
Diplomatic Units:
Korphan Fangmantle [Diplomatic Hero Unit] - Continue Diplomatic Conversion of Silvers.

Reconnaissance Units:
Scout 1 [100%] - Scout North.
Scout 2 [100%] - Scout North-West.

Combat Units:
Standard Army 1 [01%] - Retreat to Melodan's Capital. Disband.
Standard Army 3 [100%] - Retreat to Melodan's Capital.
Standard Army 4 [100%] - Retreat to Melodan's Capital.

Espionage Units:
Spy 2 - Retreat to Melodan's Capital and begin Counter-Intelligence work.

--------------------------------------------------------------------------------------------------

user posted image~user posted image~user posted image

Month of Fall, Year 3 ALSD [After Laser Sniper Dragons]

Additional Completed Research:
Advanced Naval Tactics
Advanced Shipbuilding
Higher Education
Machinery
Physics
Additional Completed Buildings:
Aqueduct
Farms [x2]
Mines

user posted image

Utter defeat. Two armies have been wiped out to almost the last man. Only one-hundred of the two-thousand troops returned from the front. The enemy still has over fourteen-hundred troops. We marched upon them with ten-thousand to their measly four, and we still lost after a year of intense fighting. The blow to morale is devastating. The remaining troops were relieved of duty and sent to counseling.

Everyone is ordered into Melodan's capital to begin siege preparations. It will be another year before we have enough troops to march against the Silkar Dominion. We are in a terrible position at the moment.

--------------------
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Greatest_Dude
 Posted: Nov 14 2014, 10:00 AM
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Men i love war
~General Arkhen the Warmaster of the 1st Test

Research:
-study Twi'kala's riding tactics and learn from them

Build:
-siege equipment
-speed up poison weapons

Army:
-New Blood #1, the liberators(v) Bp1 50%
-group and attack Twil'kala

-New Blood #2, Red tide Bp1 100%
-group and attack Twil'kala

-New Blood #3, Face stabbers Bp1 100%
-group and attack Twil'kala

Raiders pygmy killers #1 Bp5 100%
-raid the surrounding villages for prisoners, probe for weak spots, when a village is empty of the living unleash the gremlin cages

Raiders Crafty Foxes #2 BP5 100%
-raid the surrounding villages for prisoners, probe for weak spots, when a village is empty of the living unleash the gremlin cages

Knight #1, Order of the Burning Heart Bp 2 70%
-group and attack Twil'kala

Knight #2, Order of the Bloody Axe Bp 2 70%
-group and attack Twil'kala

Explorers:
#2 explorers (1/2 str): explore the rest of the fog of war in the mountains

Spy: resurrect

Misc:
- find info about this new coutry
-

--------------------
Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
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iliketwinkies
 Posted: Nov 17 2014, 03:24 AM
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Research:
Steel working
Improved Siren Songs

Build:
Navy ships
Battleships
Mines


Misc:
- Ancient Text translation completed
- Send one scout to go past the statue and observe surrounding area, other scout stays put.
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Spookums
 Posted: Nov 18 2014, 07:49 AM
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[Actions]

-The holy council of Il'Kamal has taken this Pirate King's challenge into consideration. Il'Kamal is by no means a warmongering nation, and therefore this arrangement would be a most favorable method to settle our dispute. The council will accept the terms of this duel, but proposes a further arrangement. The council proposes that all future conflicts between our nations will be settled through ritualized combat. Once a year a grand duel will be held between champions of the two great nations in order to settle issues of trade, territory and miscellaneus conflicts. The victor of each trial will determine which country will emerge victorious in whatever conflicts emerged that year. So long as both sides honor this treaty, there shall be no need to resort to war and bloodshed to settle our disputes.

The stakes for the very first ceramony will be as such: One champion from both countries will square off in a duel. Should Il'Kamal emerge victorious, The Fal'mari will return the enslaved scouts. Should Fal'mari win, Il'Kamalian troops will withdraw back to the homeland and no longer will Il'Kamal speak of this incident.

For this duel Il'Kamal will send Razul Al Anzaras, first of Undeki's noble Zephyrs. Razul is one of the most talented and skilled swordsmen in all of Il'Kamal. He has served as first captain of the royal guard for many years, garnering a reputation for his his fleetness of foot and graceful fighting style. Razul was the first Kamalian to volunteer to drink the newly concocted elven tonic which gifted him the breath of Undeki and trasnformed him into a living zephyr.

[Research]

-Improved Alchemy brewing
-Potion of Speed (A potion you give to a unit in order to make them move faster across the map)
-Mounted Cavalry (Super fast moving spear unit)
-Alchemists Fire

[Build]

-Utilize the newly built grand canals to create sustainable farms in the desert.
-Begin Brewing Giant tonic
-Begin Brewing Herald unit
-Spy unit


[Scouts]

-Scout unit 1: Explore west towards Twil'Kala
-Scout unit 2: Scout east

[Military]

-Basic Infantry 1: Fortify at the Fal'Mari Border
-Basic Infantry 2: Fortify at the Fal'Mari Border
-Basic Infantry 3: Fortify at the Fal'Mari Border
-Basic Infantry 4: Fortify at the Fal'Mari Border
-Heralds Unit 1: Head to the Fal'Mari Border
-Dervish Unit 1: Head to the Fal'Mari Border

[Spies]
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Zurumon
 Posted: Nov 27 2014, 06:03 AM
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Month of Ice, year 4

Encia well someone should really fucking post now shouldn't they.

Blood Tide begins pushing into Twil'kalan lands but has to avoid the castles for they are too heavily fortified. New Blood 1 takes 10%, New Blood 2 takes 15%, Knights 1 takes 35% Knights 2 takes 5%. Raiders 1 take 80% as a unit of Twil'kala knights was waiting in ambush. The High King of Twil'kala is personally leading the main army. Raiders 2 manage to raid more captives.

Sirenity scouts encounter a wandering Orc Ronin, named Orka Norkanoba, who has no lord to fight for anymore. Sirenity's sea fleet is completed.

Karthal should post, also they encounter Fal'mari.

Brood Basilisk is approached by Silkar diplomats who offer a peace treaty so long as the Brood agrees to their "Phrazon line" which prohibits the Brood from expanding or settling past the purple line drawn on the map.

Il Kamal citizens are outraged, as Razul Al Anzaras is slain by the Pirate-king. Razul fought valiantly but when he ran the Pirate-king through with his blade the King simply held onto the blade and stabbed Razul. Inspection of Razul's blade revealed no blood despite being punched through the Pirate-king's chest. Scouts to the west discover a small nation under the rule of Twil'kala. Scouts to the east discover an exotic jungle that rains everyday except Saturday and Sunday without fail. After being ignored yet again Twil'kalan scouts leave northeast.(you shouldn't ignore countries)

Blood Tide
Research:
Fox calvary 6/6
Appendix project 4/4
Ram Domestication 6/7
Medicine 6/6
Gremlin cure 4/4
Imporved capturing 3/5
Study Twil'kala 1/4

Build:
Reinforce 4/4
New Blood 4/4
New Blood 4/4
Workshops 8/8
Beserker 4/4 Botched
Beserker 4/4 Botched
Reinforce 3/3
Poisoned weapons 3/4
Equip all units with foxes 2/8
Beserker 2/4
Siege equipment 1/3


Encia Has A lot of Build and Research slots open!!!
Research:
Military tactics 4/4 Sir Ignis gave bonus
Chemistry 6/6
Iron working 7/7
Metallurgy 3/7
Machining 3/8

Build:
Wprkshop 7/7
Settlers 4/4
Standing Army 4/4
Research Facility 7/7
Settlers 4/4
Refugee Camp 2/2
Standing Army 3/4
Standing Army 3/4


Il Kamal
Research:
Oasis POWAH 6/6
Potion of Crystal Meth 5/8
Superior Calvary Tactics+Horse Breeding 5/6
Dragon Biology without Vivisection 3/3
Improved Alcheming 3/7
Alchemists Fire 3/5

Build:
Elf Breath by Il Kamal 3/3
Settlers 5/5
Imperial Road System 3/3
Scouts 3/3
Grand Canal System 8/8
Eternals + Croc 3/3
Giant tonic 2/3
Herald tonic 2/3
spies 2/3
Farms 1/4



Kathal Has A lot of Build and Research slots open!!!
Research:
Metalurgy 8/8
MADS 12/15
Steam 12/17
Social magic 4/16
Superior tactics 4/4

Build:
Workshop 6/8(assuming you would want an extra build slot)
Angramar(research Facility) 8/8
Warrior 4/4
Astromere 4/6
Farms 4/4
Kalgar Phalynx 5/5
Spies 3/3
Diplomats 2/2
Temple Library 3/3

Sirenity Has A lot of Build and Research slots open!!!
Research:
Steel working 4/6
Improved Siren Songs 12/12
Ancient Text translation 4/4
Build:
Navy ships 5/5
Navy Ships 5/5
Battleships 7/7
Mines 3/4
Tridents 2/2


Brood Basilisk
Research:
Physics 6/6
Machinery 8/8
Arcana 10/13
Banking 7/7
Gunpowder 4/8

Build:
Standard Army 3/4
Convert militia 2/4
Heads up your workshop and research facility are completed!!
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Azureink
 Posted: Nov 27 2014, 07:26 AM
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user posted image

[~~Turn 13~~]
Research
Slot 1 - Banking 7/7 [Completing!]
Slot 2 - Arcana 10/13
Slot 3 - Gunpowder 5/8
Slot 4 - Advanced Ground Tactics 1/5

Build
Slot 1 - Convert Militia into two Standard Army 3/4
Slot 2 - Standard Army 3/4
Slot 3 - Banks 1/3
Slot 4 - Marketplaces 1/3
Slot 5 - Constabularies 1/3

Diplomatic Actions
1. Diplomats of Silvers [Embassy]: Continue Trade.
2. Diplomats of Melodan [Embassy]: Continue Trade.
3. Diplomats of Silkar: Agree to the "Phrazon Line" on the condition that the Silkar Dominion agrees to not expand or settle past the other side of the Line into what will be Brood territory.

Units
Diplomatic Units:
Korphan Fangmantle [Diplomatic Hero Unit] - Continue Diplomatic Conversion of Silvers.

Reconnaissance Units:
Scout 1 [100%] - Scout North.
Scout 2 [100%] - Scout North-West.

Combat Units:
Standard Army 1 [100%] - Garrison.
Standard Army 2 [100%] - Garrison.

Espionage Units:
Spy 1 - Counter-Intelligence.

--------------------------------------------------------------------------------------------------

user posted image~user posted image~user posted image

Month of Ice, Year 4 ALSD [After Laser Sniper Dragons]

Additional Completed Research:
Advanced Naval Tactics
Advanced Shipbuilding
Banking [Completing!]
Higher Education
Machinery
Physics
Additional Completed Buildings:
Aqueduct
Farms [x2]
Mines
Research Facilities
Workshops

user posted image

Diplomats of the Silkar Dominion meet with Brood Basilisk diplomats with a Peace Treaty. The "Phrazon Line" will divide the world between the two powers, with the caveat being that both sides stay on their own side of the Line. No expansion or settlements across the Line are allowed. As both Brood Basilisk and the Silkar Dominion acknowledge each others' strength, the Peace Treaty can be signed. This will give Brood Basilisk the time it needs to rebuild from a costly war as well as complete the integration of Melodan into the Brood. Once another nation or two joins us we will have the strength necessary to consider ourselves a reborn Empire.

In the meantime, construction of the Workshops and Research Facilities were completed two months ahead of schedule. A festive atmosphere spread through the region at the news. The budgets of Production and Research were increased immediately afterwards, and projects assigned to secure an economic and intelligence base began. We shall also research better tactics to deal with ground warfare, studying the last war in detail to see where we could improve, We need to make sure that other nations cannot so easily beat us in future engagements.

--------------------
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Greatest_Dude
 Posted: Nov 28 2014, 07:25 PM
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Research:
-imporved seige tactics

build:
-take extra slot off posioned weapons
-build "battering rams"
-Reinforcements (all, priority knights)

Army:
-New Blood #1, the liberators(v) Bp2 40%
-assist with gemlin deployment

-New Blood #2, Red tide Bp2 85%
-group and attack Twil'kala

-New Blood #3, Face stabbers Bp2 100%
-group and attack Twil'kala

Raiders pygmy killers #1 Bp6 20%
-pull back, atemp sword

Raiders Crafty Foxes #2 BP6 100%
- spread large amounts of gremlins around the castle line

Knight #1, Order of the Burning Heart Bp 3 35%
-group and attack Twil'kala

Knight #2, Order of the Bloody Axe Bp 3 65%
-group and attack Twil'kala

Bezerkers #1, Raaaaaaa!!!!!! BP 0
-send to the front as a distraction for gremlin deployment

Bezerkers #2, Aaaaahhhhhhhhh!!!!!! BP 0
-send to the front as a distraction for gremlin deployment

Explorers:
#2 explorers (1/2 str): explore the rest of the fog of war in the mountains

Spy: resurrect

Misc:
- find info about this new coutry (why is there a giant spiral on the map?)
-Spread gremlins across the castle line, to ensure they stay in their stone tombs
-convert 50% of captives into Blood born

--------------------
Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
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Zurumon
 Posted: Nov 28 2014, 08:32 PM
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QUOTE (Greatest_Dude @ Nov 28 2014, 11:25 AM)

Misc:
- find info about this new coutry (why is there a giant spiral on the map?)

Whoops, Earthquake of a extreme magnitude, Keldoran is a human Monarchy with an incredibly large population but poor production.
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Spookums
 Posted: Dec 11 2014, 08:23 AM
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[Actions]

-The people of Il'Kamal are outraged and justly so. By accepting the terms of the challenge this pirate king swore himself to fair and honorable combat. This man, if he can even call himself that, won not through martial prowess, but through trickery and deceit. The overseers of this contest demand that Fal'mari pay recompense for their actions or else the terms of this ceasefire will be declared null and void.

[Research]

-Improved Alchemy brewing
-Potion of Speed (A potion you give to a unit in order to make them move faster across the map)
-Alchemists Fire
-Develop a siege weapon that can launch alchemical substances over fast distances

[Build]

-Utilize the newly built grand canals to create sustainable farms in the desert.
-Dervish Unit
-Herald Unit
-Begin constructing academies throughout the nation


[Scouts]

-Scout unit 1: Scooch around north and keep exploring
-Scout unit 2: Scout east

[Military]

-Basic Infantry 1: Fortify at the Fal'Mari Border
-Basic Infantry 2: Fortify at the Fal'Mari Border
-Basic Infantry 3: Fortify at the Fal'Mari Border
-Basic Infantry 4: Fortify at the Fal'Mari Border
-Heralds Unit 1: Head to the Fal'Mari Border
-Heralds Unit 2: Head to the Fal'Mari Border
-Dervish Unit 1: Head to the Fal'Mari Border
-Giant Unit 1: Head to the Fal'mari Border

[Spies]

-Infiltrate the Fal'mari Capital. Try and find out the secret to their king's immortality.
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Ryker Stormblade
 Posted: Dec 14 2014, 02:30 AM
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Research
Genetics
Medicine
Machining

Build
Constant armies
Farms
Renovate Cities to have defensive measures

--------------------
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