Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - King's Tourney #1
  FAQ FAQ  Forum Search   Register Register  Login Login

Forum LockedKing's Tourney #1

 Post Reply Post Reply Page  <1 3132333435 42>
Author
The_Dude View Drop Down
Postmaster General
Postmaster General


Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
Direct Link To This Post Posted: 06 Jan 2011 at 14:54
HOLD THE PRESSES!
 
Am I reading here that the competition has left the flags and moved to cities?
 
I understand that the losses are starting to mount up.  I understand that long-term resiliency in the tournament rests on an alliances economic output.  I understand the temptation to attack a competitors economy (i.e., cities) to weaken competitors.   However, I think King Sigurd created this tournament to provide his champions an opportunity to flex their muscles and strut their stuff in a setting that would avoid war.
 
Keep in mind, fellow Illyrians, that opening campaigns on cities can quickly escalate into Global Thermo-nuclear Warfare (i.e. sieges and loss of cities).  And for all those that think "well, it is just a game." I want to highlight the important fact that when alliances do go nuclear, they select high value targets (big players, big cities) and the end result is that the defeated player leaves Illy for good in many cases.  And when a player leaves Illy, remaining players lose a friend and Illy becomes less fun for the survivors.
 
I, for one, implore all Illyrians to maintain the proper spirit of good sportsmanship in the tournament and restrict all activites to the flag sites.
Back to Top
warriorbunny View Drop Down
New Poster
New Poster
Avatar

Joined: 27 Mar 2010
Location: UK
Status: Offline
Points: 4
Direct Link To This Post Posted: 06 Jan 2011 at 14:29
Excellent reply from Hora - just thought I would jump in and reinforce that message.

What happens in the tournament should stay on the tournament squares, (Kumo).  If we are sausages, why do you need to hit our towns with diplo and magic to lessen our forces?  Surely, sausages are no threat to you!

WB


Back to Top
Hora View Drop Down
Postmaster
Postmaster
Avatar

Joined: 10 May 2010
Status: Offline
Points: 839
Direct Link To This Post Posted: 06 Jan 2011 at 12:00
As for tactics and/or conspiracy/mercenary theories....
We never worked as mercenaries (at least since I know), and won't do in near future!
Just look on the map, look where our town are, and then try to find out what were the nearest forts to attack... fine, think you all had math in school Clap

Now I just heard of an inbound attack on a member of Invictus, so why?
I just thought H? is happy with us sending them training material, I wonder why noone brought up the theory of us working together with H? to train their commanders  LOL

So let's stay just fair in this game, and keep all action at those forts, please

Hora, member of Invictus
Back to Top
Faldrin View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 03 Sep 2010
Status: Offline
Points: 239
Direct Link To This Post Posted: 06 Jan 2011 at 11:59
Using the right troops for the job. Just the timing was all wrong:
 
Sent By: System
Received By: Faldrin
Sent: 03JAN11 17:14
Subject: Failed attack against Faya's forces at Square 500|0 by Faldrin's forces from Borchium

Two opposing forces clash against each other.

Cavalry comes into its own when able to strike hostile forces at will, and from unexpected directions - and nowhere is this more feasible than on open plains. Lightly armoured spear units, however, prefer terrain where there's some cover available.

Fighting defensively on open plains, cavalry draws strength from the ability to form and reform their lines of engagement depending on the direction of battle, and it is here where cavalry excels.

Attackers: Unit: Quantity: Casualties: Survivors:
Commander: Narlin Runerider 1 Damaged for 100, 0 health remains.
Troops: Runeriders 2000 2000 0


Despite your troops' defeat, word reaches you concerning the defenders' forces in this battle.

Defenders: Unit: Quantity: Casualties: Survivors:
Commander: Crystal2 Swiftsteed 1 Damaged for 21, 35 health remains.
Troops: Phalanxes 119 45 74
Troops: Wardancers 119 45 74
Troops: Elven Trueshots 119 45 74
Commander: Crystal3 Swiftsteed 1 Damaged for 30, 50 health remains.
Troops: Swiftsteeds 903 348 555
Commander: Gordon Swiftsteed 1 Damaged for 21, 35 health remains.
Troops: Swiftsteeds 80 30 50
Commander: Axel Axman 1 Damaged for 21, 35 health remains.
Troops: Yeomen 13 5 8
Troops: Halbardiers 76 29 47
Troops: Axmen 19 7 12
Troops: Stalwarts 268 103 165
Troops: Slingers 9 3 6
Commander: Ardlett Packsman 1 Damaged for 21, 35 health remains.
Troops: Packsmen 53 20 33
Troops: Runeriders 221 85 136
Commander: Packard Packsman 1 Damaged for 21, 35 health remains.
Troops: Crossbowmen 124 47 77
Commander: Faya4 Swiftsteed 1 Damaged for 31, 50 health remains.
Troops: Marshals 303 116 187
Commander: Sir Robin Longbowman 1 Damaged for 21, 35 health remains.
Troops: Archers 6 2 4
Troops: Longbowmen 138 53 85
Commander: Sir Lothar Swordsman 1 Damaged for 21, 35 health remains.
Troops: Militiamen 6 2 4
Troops: Pikemen 114 43 71
Troops: Swordsmen 11 4 7
Troops: Men-at-Arms 72 27 45
Troops: Charioteers 5 1 4
Troops: Knights 144 55 89
Commander: Crystal4 Swiftsteed 1 Damaged for 24, 40 health remains.
Troops: Marshals 412 158 254
Commander: Speedy Swiftsteed 1 Damaged for 21, 35 health remains.
Troops: Marshals 26 10 16
Commander: Packist Packsman 1 Damaged for 21, 35 health remains.
Troops: Yeomen 6 2 4
Troops: Stalwarts 77 29 48
Troops: Crossbowmen 10 3 7
Troops: Runeriders 61 23 38
Commander: Faya1 Swiftsteed 1 Damaged for 31, 50 health remains.
Troops: Phalanxes 268 103 165
Troops: Wardancers 267 102 165
Troops: Elven Trueshots 640 246 394
Commander: Dirk Militiaman 1 Damaged for 42, 69 health remains.
Troops: Charioteers 525 202 323
Troops: Knights 739 284 455
Commander: Horse Packsman 1 Damaged for 28, 46 health remains.
Troops: Packsmen 143 55 88
Troops: Runeriders 148 57 91
Commander: Rork Marshal 1 Damaged for 21, 35 health remains.
Troops: Swiftsteeds 95 36 59
Troops: Marshals 142 54 88
Commander: Yum1 Swiftsteed 1 Damaged for 32, 53 health remains.
Troops: Swiftsteeds 175 67 108
Commander: Yum2 Marshal 1 Damaged for 32, 53 health remains.
Troops: Marshals 169 65 104
Commander: James Marshal 1 Damaged for 21, 35 health remains.
Troops: Swiftsteeds 101 38 63
Troops: Marshals 101 38 63
Commander: Speed Bug Charioteer 1 Damaged for 31, 50 health remains.
Troops: Charioteers 386 148 238
Troops: Knights 268 103 165
Commander: Grant Militiaman 1 Damaged for 21, 35 health remains.
Troops: Charioteers 26 10 16
Troops: Knights 52 20 32
Commander: NoOne Protector 1 Damaged for 24, 40 health remains.
Troops: Swiftsteeds 408 157 251
Commander: Crystal1 Charioteer 1 Damaged for 21, 35 health remains.
Troops: Charioteers 327 126 201
Commander: Sleepy2 Swiftsteed 1 Damaged for 32, 53 health remains.
Troops: Marshals 88 33 55
Commander: Sleepy3 Swiftsteed 1 Damaged for 22, 36 health remains.
Troops: Phalanxes 103 39 64
Troops: Wardancers 103 39 64
Troops: Elven Trueshots 103 39 64
Commander: Sleepy4 Swiftsteed 1 Damaged for 21, 35 health remains.
Troops: Swiftsteeds 253 97 156
Commander: Beau Wolfrider 1 Damaged for 42, 68 health remains.
Troops: Wolfriders 1396 538 858
Commander: Beau Wolfrider 1 Damaged for 21, 35 health remains.
Troops: Wolfriders 1894 730 1164
Commander: Toeless1 Swiftsteed 1 Damaged for 21, 35 health remains.
Troops: Swiftsteeds 218 84 134
Commander: Toeless2 Swiftsteed 1 Damaged for 32, 53 health remains.
Troops: Marshals 89 34 55
Commander: Toeless3 Swiftsteed 1 Damaged for 22, 36 health remains.
Troops: Phalanxes 25 9 16
Troops: Wardancers 25 9 16
Troops: Elven Trueshots 103 39 64
Commander: Horsie Charioteer 1 Damaged for 21, 35 health remains.
Troops: Charioteers 218 84 134
Commander: Alumi Shadoweye Marshal 1 Damaged for 21, 35 health remains.
Troops: Marshals 71 27 44
Commander: SiegetheDay1 Swiftsteed 1 Damaged for 31, 50 health remains.
Troops: Swiftsteeds 190 73 117

Back to Top
Createure View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 07 Apr 2010
Location: uk
Status: Offline
Points: 1191
Direct Link To This Post Posted: 06 Jan 2011 at 11:48
Originally posted by Brids17 Brids17 wrote:

I can't see anyone getting ahead with you guys being 13 days ahead of second place. 

Pretty much wrong... there are 203.2 total possession days remaning (with only 44.8 passed) in this tournament as of right now, imo it can still go any way, especially given there are several big alliances that didn't make an appearance while everyone else is killing off their troops.


Edited by Createure - 06 Jan 2011 at 11:48
Back to Top
Brids17 View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 30 Jul 2010
Location: Canada
Status: Offline
Points: 1483
Direct Link To This Post Posted: 06 Jan 2011 at 05:30
You may not actually have competition, at least not for the overall flag holding time. I can't see anyone getting ahead with you guys being 13 days ahead of second place. 
Back to Top
HonoredMule View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
Direct Link To This Post Posted: 06 Jan 2011 at 02:26
Originally posted by The_Dude The_Dude wrote:

I'll say that again...HUZZAH to all the alliances participating in the tourney, most especially to those alliances that know their only reward is showing their alliance's colors...


...or contributing clearing attacks in exchange for goods and services rendered by other competitors.  And that brings to light an important note, that players who can't compete can still profit, and not just via trade.  Last I checked, there were no rules against cooperative agreements or hiring mercenary alliances to help clear the way.  This might also prove a more sensible explanation for VIC's choice of strategy.

Suffice it to say Harmless is not counting our chickens just yet.  We may not even know who is our real competition. Clap
Back to Top
Createure View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 07 Apr 2010
Location: uk
Status: Offline
Points: 1191
Direct Link To This Post Posted: 06 Jan 2011 at 01:38
Originally posted by The_Dude The_Dude wrote:

South Flag:
Over 150K casualties
4 VIC armies hit within 3 hours.  That's a significant tightening of army arrival by VIC.  These 4 armies caused 28,326 casualties.


VIC have been arrive pretty scattered over an extended period of time. I reckon they thought they would have the flag by now too because there's ALOT of defesive armies attacking the flag with rather bad ratios.
Back to Top
The_Dude View Drop Down
Postmaster General
Postmaster General


Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
Direct Link To This Post Posted: 06 Jan 2011 at 01:27

OK, I began compiling this report at midnight server...

North Flag:
Unoccupied.  mCrow (h8tedoak) killed off Rymis using Attack order.
 
Northeast Flag:
H? continues reinforcing
 
East Flag:
GOON continues reinforcing.  A small Peace army challenged.
 
Southeast Flag:
Dlord continues reinforcing.  2 smaller VIC armies hit...but 6 Dlord armies arrived as reinforcements between those VICs.
 
 
South Flag:
Over 150K casualties
4 VIC armies hit within 3 hours.  That's a significant tightening of army arrival by VIC.  These 4 armies caused 28,326 casualties.
 
Let's recognize AH alliance for showing their colors here!
 
Southwestg:
L W O hits with 8 armies in 6 hours.  There's some planning going on there.  :)
 
Let's recognize these alliances for showing their colors here - of all flags, I mean come on...These alliances are showing they intend to compete:
 
In addition to L W O
Ana
Beer!
ARR
 
West Flag:
A small GOON army (Faya) died here.  Curse (Tanis) makes a move and captures the flag!
 
This flag attracts smaller armies.
 
Northwest Flag:
Curse continues to reinforce.  FDU (JCD64) makes a valiant showing, as does =CE=.
 
Let's recognize the competitive spirit these alliances are showing.
 
I'll say that again...HUZZAH to all the alliances participating in the tourney, most especially to those alliances that know their only reward is showing their alliance's colors.  That's serious competition.
 
 
Back to Top
Llyorn Of Jaensch View Drop Down
Postmaster
Postmaster
Avatar

Joined: 31 Mar 2010
Location: Sydney
Status: Offline
Points: 924
Direct Link To This Post Posted: 06 Jan 2011 at 01:21
Originally posted by some random guy some random guy wrote:

But what about alliances with large numbers of new players?
(putting this here per request of Llyorn)


Well they could 'marry' with a more established Alliance. But as HM pointed out the rewards should steer towards those more invested in the game (as they naturally do) and if you had a COMPLETLY even playing field (ie all random variables were excluded) then by definition no one could win.
Back to Top
 Post Reply Post Reply Page  <1 3132333435 42>
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.