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

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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 !
    ________
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  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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    Macro, Micro & Meta

    We know what it is but sometimes we don't know where. The simplest form of macro is evident in one of our most prolific whoring kingdoms, Emeriti. Currently rated number one in land, the phrase of the age is Orc Smash. On the surface this doesn't require study. We can see that orcs can hit deeper in nw and land not just because of their offense and gains bonus but also because their nw/elite is efficient in this function. Note also this is raw capability, with no two-stage presumptions based in mana/runes or dependence on soft variables.

    Emeriti macro objectives are to win the land crown. If we look into what they're doing different from the rest of us it's in how they maximize these strengths. They still retain the inherent weaknesses all orc core kingdoms experience, but the focus is the land gains. One hint of interest was that Emeriti was using a great number of conquest attacks in their war vs Frost Giants, a dwarf/faery kingdom. This in itself demonstrates the savvy of their approach. They perhaps calculated their gains within a given frame and would then withdrawal before those gains would recede. Winning wars is not their objective.

    We keep this knowledge so that we always have a fundamental position to work from. When in doubt we look at the best. We use our environmental perspective, but when we want land we point to Emeritis example on the chalkboard.

    I'd say the simplest way to look at micro is how macro supports your leverage. An example is in avian speed. While many simply look at avians as a way of gaining more attacks through volume there's a level of sophistication speed can provide. An observant player will note the specific strength in being faster than your opponent is in what you attack. Like a fighter jet with a tighter turn radius, you will find yourself capable of hitting your opponent twice inside their single unique. Once you've arrived here you can dismantle a single opponent piece by piece. You're not restricted to land gains because you can equalize your gains within the nw/land framework.
    I'll qualify my experience with avian tac in that I've gone on runs where I'll segment my attacks at roughly 1.5-2.5 ticks. That is one general with a defense breaking army every 2ish ticks. These were initially experiments in land fluidity, but I soon learned I could afford abducts(learns), massacres, razes or plunders.

    How did I use these?

    When facing an enemy avian tac I maximized my rax and stole gold to accelerate build. Once I had established a very slight margin being faster than the enemy avian tac I razed with one tap. This then gave me speed supremacy and I followed with general arson because there was a reduction in WT as well as rax. I continued my rax push and levied my gains through ambush. If you're working between your enemies uniques they can't ambush without leaving troops home. The difference in speed between trad march, ambush and alternative attack types allowed me to trad without exposure to ambush and use alternative(abduct, mass, plunder, raze) attacks when I would be exposed to ambush. Thus spreading my 4 attacks over a 7 tick spread, I dispatched my most dangerous opponent quickly.

    Things don't always go as planned and when they don't we look at the macro serving the micro first.

    Meta is by definition "above the game". We won't go into the existential meta like octo but we can look at something as simple as diplo. Again I'll refer to top kingdoms and their understanding of meta within my simple grasp. Top kingdom homes pump is a derivative of diplo. This is fundamental and aimed at the less informed player:

    The key to whoring-top-diplo is that the competitive ceiling is based on the biggest kingdom on down. It's more complicated due to player awareness and relationships, but the brass tacks are apparent. When you compete in the top your primary diplo is with the few kingdoms that compete for land. This keeps the number of kingdoms you CF within a tight neighborhood. This doesn't mean you don't do diplo elsewhere it's that the CF environment at the top allows for accelerated growth. By achieving size you gain bigger armies, the capacity to generate greater quantity of resources and reduce the number of kingdoms that can affect resources. Meta comes in the form of basic fear as well: small kingdoms might be afraid to screw with a kingdom that can raze kill them. So meta works both mechanically and psychologically.

    There are other forms of meta like sending mail to certain kingdoms to find out what personalities a given kingdom has without wasting stealth to find out. We're not here to discover all top kingdom secrets, but to simply give you an idea why top kingdoms are top kingdoms.

    It Is One

    All of these factors are interrelated. That's not compelling, but stated to address the way we perceive the game. The example in micro, with avian tac, is a very narrow example. A triumph over a single province isn't the point, it was a demonstration. The big picture is the elimination of the type of province(avian tac) that is dangerous to your heavy attackers.

    Perhaps chaining is necessary, perhaps not. The idea of how to get the best from the kingdom isn't in the definition. If we're chaining highest offense first while leaving relative dangers largely unaddressed we squander resources. You'll find yourselves in direct max range with enemies you know will march. So will many.

    The question is in the push. How much can we use efficiently and muster significant differences against the enemy? Many times we will ignore efficiency for effectiveness. There are times for it, but we should recognize it when we do.

    Many kingdoms ignore the basic morale of province safety and self sufficiency. The flaw of chaining "because you can" is responsible for many kingdoms wasting time and losing wars. These provinces that take part in the chain sometimes are victim to such glaring threats. Sure, the player might enjoy fighting in the mud but they often require significant and timely aid that might be better spent if the chain was avoided.

    Again, this doesn't mean you don't chain. But you might begin a chain from a mid tier position to open a zone. Then your tops max on the enemy tops instead of chaining, dropping them into your chain zone. At this point your top plays the zone, forcing any enemy down that crosses the nw/acre barrier designated by smart people.

    My belief system is in the feel of the situation. We can prep for scenarios but it's the action that requires here and now conscientiousness. Just to clarify a set of circumstances, you have your top attackers and a number of t/ms operate against enemy top attackers in an assault designed to create a difference in nw/acres from your top. Your midrange attackers might have instructions to chain highest offense/returning army/etc, while you bottom are max gains and one raze on large enemy attackers.

    ~ My best wishes to your enjoyment of Utopia ~
    Last edited by StratOcastle; 15-12-2017 at 20:40.
    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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    Feeling Good About It

    Good about what? Your place in the game. Your kingdoms place in the game.

    There's a time when a small kingdom wins a war BIG and finds itself among the old savvy war kingdom ranks. All who've CF'd each other, looking down on this poor child....

    You need to do two things: get over your trepidation and take the initiative.

    The war tier is fairly proficient. They know what they're doing, but they don't always know what to expect. They know how to play hostile, but may not know where you will focus.

    Behold your enemy. Trust me, they'll try to drain resources to both take material necessary to challenge them and invoke fear. Don't let this control you.

    You are talking to a guy who builds pretty fat provinces that would be comedy gold in war kingdoms...but I fight and I probe for weakness. The fact I almost never have support isn't about me being frustrated. It's that I'm convinced that if I asked and received assistance in finding the creases in the enemies strategy that we would be in a position of dominance.

    I simply don't ask. Why? First, it's not my place, even though the welfare of my kingdom is my truest interest.
    Second, I enjoy the challenge. I'm driven in my half ass state of province management to overpower builds that should defeat mine.
    And third, it's that your people will let you know when they're ready. Success can be intoxicating and can lead to overconfidence. I'm not here to breed bully mentalities. By gifting the power of courage, proving to fellow players that there's nothing to fear, doesn't guarantee they won't become bottom feeders.

    I'm a product of independence. I've spent my most comfortable time in shell kingdoms and this is why I'm acutely aware of behavior. Because in a shell you're exposed to every tier of the game. How? You must retaliate to survive, and when you do you can out gain your opponents. You'll find it's wise to attack for acres when they abduct. You want to get range to push known aggressors away. This pulls you toward the next level of predators and it goes on and on...

    This subject of comfort and how we approach The Virtual Kingdom are part and parcel. The divisions are comfortable to me based on my experiences facing opponents from every tier. There are aspects that are important to me characteristically. The 5 player divisions offer the focus on objectives the way I think. I find most systems overkill which many see as good, that I see as squandering resources. When I look at the Premier division I'm comfortable that division can get things done. You'll note the matching set of paladin and undead in the 3 center divisions for crossover debilitation. Sure, plague can spread in somewhat uncontrolled fashion, but we have the weapon.

    Rest assured I realize from the outside The Virtual Kingdom looks like slop. My provinces look like slop and I expect visitors based on that notion. So you have to be of the mind that it's coming and that you will prevail. Not in some stoked roidrage but in the fuzzy comfort that you've been here before.
    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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