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The_Dude
Postmaster General
Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
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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.
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warriorbunny
New Poster
Joined: 27 Mar 2010
Location: UK
Status: Offline
Points: 4
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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
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Hora
Postmaster
Joined: 10 May 2010
Status: Offline
Points: 839
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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  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  So let's stay just fair in this game, and keep all action at those forts, please Hora, member of Invictus
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Faldrin
Forum Warrior
Joined: 03 Sep 2010
Status: Offline
Points: 239
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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 |
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| 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 | |
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Createure
Postmaster General
Joined: 07 Apr 2010
Location: uk
Status: Offline
Points: 1191
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Posted: 06 Jan 2011 at 11:48 |
Brids17 wrote:
I can't see anyone getting ahead with you guys being 13 days ahead of second place.
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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
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Brids17
Postmaster General
Joined: 30 Jul 2010
Location: Canada
Status: Offline
Points: 1483
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Posted: 06 Jan 2011 at 05:30 |
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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.
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 06 Jan 2011 at 02:26 |
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.
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Createure
Postmaster General
Joined: 07 Apr 2010
Location: uk
Status: Offline
Points: 1191
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Posted: 06 Jan 2011 at 01:38 |
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.
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The_Dude
Postmaster General
Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
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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.
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Llyorn Of Jaensch
Postmaster
Joined: 31 Mar 2010
Location: Sydney
Status: Offline
Points: 924
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Posted: 06 Jan 2011 at 01:21 |
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.
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