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Thread: ~ StratO's Truck Stop: Age 74 Virtual Kingdom ~

  1. #1
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    ~ StratO's Truck Stop: Age 74 Virtual Kingdom ~

    Hello and welcome to The Virtual Kingdom, age 74.


    The PREMIER: Asia
    Bocan: rogue ~*Grilled Cheese & Tomato Soup
    Dwarf: war hero ~*Liver & Onions
    Elf: mystic ~*Sliced Turkey with Stuffing & Gravy*
    Human: sage ~ Manburger & Fries
    Orc: tactician ~ Pineapple Turnover

    The DELUXE: Eastern Europe
    Avian: paladin ~ Smoked Ham with Red-Eye Gravy
    Bocan: heretic ~*Jumbo Fried Shrimp
    Dark Elf: mystic ~*Pan Fried Catfish
    Dryad: warrior ~*French Toast & Canadian Bacon
    Orc: undead ~ Our World Famous Cinnamon Roll*

    The SPECIAL: Western Europe, HQ
    Bocan: rogue ~*Biscuits with Sausage Gravy
    Elf: sage ~*Blueberry Pancakes & Maple Syrup*
    Faery: paladin ~ *Spam & Slaw Sandwich*
    Faery: tactician ~ BLT sandwich & Tatertots*
    Human: undead ~ Mr. Bigs Breakfast Burrito *

    The CONTINENTAL: America
    Avian: undead ~*Corned Beef Hash
    Dark Elf: mystic ~*Meatloaf & Mashed Potatoes
    Dryad: warrior ~*Fried Chicken & Waffles
    Dwarf: heretic ~*Steak & Eggs
    Orc: paladin ~ Ulster Irish Stew

    The PLAZA: Australia
    Avian: tactician ~*Arkansas Chop Suey
    Dwarf: sage ~ Beanie-Weenies*
    Elf: heretic ~ Spaghetti & Meatballs
    Faery: rogue ~ Toasted Western
    Human: war hero ~ The Big Rig Rueben*

    In this version my aim was to cross divisions with elements of the spearhead and assault units. This is due to the decided ops/sabotage resistance we are enjoying this age. So my endeavor for the t/ms sake was to work the ops into the elliptical wave rather than a concentrated force at particular predictable times. Some of these builds are both violent and fragile in the interest of potential impact.

    Your comments are welcome, and thank you for your time.

    Edit: I'm doing some switching with the Bocan and Dwarves to achieve certain balances. It occurred to me the Bocan war hero may find it hard to find focus other than honor whoring. Your mileage may vary. Switches are Premier Division Dwarf sage to war hero, Special Division Bocan war hero to rogue and Plaza Division Dwarf rogue to sage. The intent was to offer an HQ unit of more telling strength in the support role.

    Edit 2: General GMT(continents) was designated for each division to help clarify the synchronicity of the elliptical wave. These aren't confinements but act as a guide to optimum activity focus.
    Last edited by StratOcastle; 07-12-2017 at 22:03.
    Quote Originally Posted by Bishop View Post
    Correct me then, instead of being a dick about it.
    love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
    ________
    Weed bowls

    http://www.bing.com/videos/search?q=...+say&FORM=VDRE

  2. #2
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    A big thank you to RattleHead for helping me through this TVK.

    I'm still browsing his version you'll find in the Strategy Forum.
    Quote Originally Posted by Bishop View Post
    Correct me then, instead of being a dick about it.
    love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
    ________
    Weed bowls

    http://www.bing.com/videos/search?q=...+say&FORM=VDRE

  3. #3
    Postaholic RattleHead's Avatar
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    Looks good. I like the Continental Menu myself!

    In general I like seeing the Paladin outside of a 'caster' role, (moreso last Age) it seems relegated to a support TM role, but I think it can be much more diverse than that.

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    Thank you.

    I'd have arranged the menu more sensibly, but work takes me away from my creative time. I also wanted to get The Virtual Kingdom out before another week passed. War and work make these things a little difficult.

    I'm running a paladin orc this round. I'm exploring the dimensions, as it appears to be a fairly elastic build. What can't be realized without experience I'll attempt to put together as the age progresses.
    Quote Originally Posted by Bishop View Post
    Correct me then, instead of being a dick about it.
    love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
    ________
    Weed bowls

    http://www.bing.com/videos/search?q=...+say&FORM=VDRE

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    With the advent of no stances this age we are now in live situations all age with the exception of eowcf.

    Because of the lack of stances my subtractions to the racial medley in The Virtual Kingdom were the Dryad and Dark Elf. This isn't necessarily that I don't see their role, it's more that the role required a deeper core count and the economic strain reduced kingdom flexibility.

    The Dryad can excel oow and thus the warrior designation(thx RattleHead) here is to offer as deep a reach into bottom feeding kingdoms as possible. Why is this important? Because the bottom feeding culture is reliable and offers an instant war in some cases. The Dryad warrior is not a deterrent, it's part of the intent to win wars by reducing enemies unbreakable potential.

    The Dark Elf economy is the biggest detractor to an otherwise high utility race. The reason I went with mystics for Dark Elf was to keep retooling efforts to a minimum and in war have one of the most devastating assault vehicles in the game.

    The Dark Elf and the Dryad both require a significant escort fleet to keep them upright in war. Enemies aren't keen on having the combination of deep offense and obliterating casters rampaging through their ranks. Despite the fact that we're only running 2 of each in The Virtual Kingdom, they aren't part of the same tactical sphere.

    The Dark Elf is actually part of the assault/interference that helps to push enemies away from the Dryad. The Dryad is part of the spearhead initiative. The Dryad shares status with the Elf Mystic, Sage and Heretic. There's a rather hazy line between hybrid and t/m this age, so the spearhead seems small yet is fortified with numerous backup scenarios.

    This age, creating pure spearhead divisions projected very brittle strats. Without stances this would result in entering wars in marginal shape in many cases. The premise here is to exert compound leverage on bottom feeders. So the spearhead is slight but sure and the massive clutch that supports the spearhead can go into action. So we're looking to crash their strength and push them to isolation. This is a philosophy I've used in province tactics. Like a predatory spider you grab them and drag them away to your lair. It's like cutting off the arm of a power lifter. He's badass but no match for other power lifters minus one arm. It's not the war you lose, it's the wars your enemy can no longer fight.
    Quote Originally Posted by Bishop View Post
    Correct me then, instead of being a dick about it.
    love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
    ________
    Weed bowls

    http://www.bing.com/videos/search?q=...+say&FORM=VDRE

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    Reflections on Assualt tactics

    If we look at the Continental Division the province out of place would be the Dryad Warrior. Unlike previous TVK spearhead division I've moved the working parts into assault divisions. The intent of the Dryad Warrior is to break enemy near unbreakables prelude to war. There's no expectation the Dryad Warrior will maintain constitution going into war. However, we devise ourselves around making the Dryad Warrior more difficult to dispatch by running interference.

    Interference/assault are close quarter tactics we use to break enemy objectives into less efficient and time consuming objectives. The initial quest of the Dryad is to break a hard defense. By breaking that hard defense the hope is to make the enemy more breakable to the orcs, the humans and then the avian. This is a spearhead by opportunity, not the focus. This is where command and control between 5 divisions operate.

    If the Continental Division achieves an opportunistic break on an enemy hard target then the "action" of spearheading takes place. This then pushes the initiative of the Plaza Division to run interference on enemy attackers. The practice is to collapse into the funnel created by the division that achieves breakthrough, thus pinning enemy counter measures into a narrow field.

    Let's move on to the assault, starting with the Dwarf Heretic. The Dwarf Heretic opens with Expose Thieves on the likely suspects and reports any cast difficulties. If cast difficulties are encountered, the Special Division(HQ) is notified and lays down a casting field appropriate to the encounter.

    Next, look at the DE mystic as a belt fed machine gun. We don't want the DE mystic dragging resources vulnerable to enemy sabotage, so we feed a nominal rune battery as the DE unleashes, let's say Nightmares on near enemy attacker(s). The DE mystic can exercise the option to concentrate NM or spread them out to maximize attacker taps. We always feed more than a cast requires. The Dwarf Heretic moves with sabotage and may or may not march depending on field status. We'd like the Dwarf Heretic to camp when possible.

    If enemy theft is well microed then the Orc Paladin takes action to crash the saboteur, and the Human Undead from the Special Division is dispatched to cover the Orc. If not the Orc Paladin attacks the interference target, followed by the Avian Undead.

    A word on targets: Assualt/interference targets generally fall into the category of enemy heavy attackers and attacker hybrids in near nw/acre range of TVK t/ms. Divisionally the objective is to push these potential dangers out of max effect range. This is not the end of our enemies offensive encounters. The objectives of an adjoining division might be to push those enemies out of their own max effect and thus results in a default chaining by incidental design. We can change intent on a dime if we sense blood in the water and the status is apparent to HQ.

    While the totality of actions seem sophisticated, remind yourself that the objectives are achieved within the division. In our example the complexities that face the division are then channeled to the Special(HQ) and Plaza Divisions as objectives. The order of battle is to take initiative tactically to serve the theater of war. What this is, pragmatically, is understanding the importance of winning battles room to room that dictate the pace of war. A war analogy would be a sniper holding back an infantry unit. We must have tactics in place to be snipers and counter snipers.

    When the decisions are conducted in real time between 5 people that understand each others tendencies we can sharpen our teamwork. Top kingdoms may have superior command and control, so all we can do is what we know in our wheelhouse. Keep it tight and be a conduit of opportunity.
    Last edited by StratOcastle; 05-12-2017 at 22:29.
    Quote Originally Posted by Bishop View Post
    Correct me then, instead of being a dick about it.
    love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
    ________
    Weed bowls

    http://www.bing.com/videos/search?q=...+say&FORM=VDRE

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    Reflections 2: Advanced Dungeons & Dragons

    Quickly I will add that plan A never works. In light of this we note that the Continental Division is perfectly capable of marching. The options to open the field around your mystic via zone, chain and cross-chain are all there. These actions could also be part of the initiative if for instance a breakthrough is achieved by another division. We can't depend on having a wealth of runes, mana or stealth so we imagine ourselves moving toward enemy weakness perpetually, while adapting to our own weakness.
    Quote Originally Posted by Bishop View Post
    Correct me then, instead of being a dick about it.
    love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
    ________
    Weed bowls

    http://www.bing.com/videos/search?q=...+say&FORM=VDRE

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    Postaholic RattleHead's Avatar
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    I wish I had more to add... Excellent work.

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    Quote Originally Posted by RattleHead View Post
    I wish I had more to add... Excellent work.
    Thank you, but I gave your views great consideration. The only reason I kept one faery paladin was because I wanted a plague immune bottom feeder. In fact I'm still contemplating a shuffle that'd retain the paladin bottom feeder ability and improve the t/m core.
    Quote Originally Posted by Bishop View Post
    Correct me then, instead of being a dick about it.
    love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
    ________
    Weed bowls

    http://www.bing.com/videos/search?q=...+say&FORM=VDRE

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