The Virtual Kingdom Division System
1. Accommodate players from around the world with their work schedule in mind. The ability to play in an organized kingdom without being obligated to wave at alien attack times.
2. Reduces the complexity of full kingdom waving while enhancing micro. Reduces language barriers to increase player initiative and attacks of opportunity. Reduces full train wreck scenarios when waves get stuffed.
3. A 24/7 kingdom that operates on the concept of The Eliptical Wave. If you can't sleep you wake up to an active kingdom. If you're a hyperactive player you will always have action.
SPEARHEAD divisions are self explanatory to some and not to others. The core of the spearhead is the faery mystic/halfling rogue/orc warrior triad. Each of these builds, in a vacuum, are "best in show" regarding their highest defensive breaking ability. The orc offers the additional benefit of staggering damage effect. The objective of the spearhead division is to break the hardest targets in competing kingdoms, and make the enemy resources digestable to the assault and HQ divisions.
Dark Elf: cleric
Faery: mystic
Halfling: rogue
Orc: warrior
Undead: tactician
The DE cleric is obvious support(PF/scientific insight, etc) and the undead tac gathers intel to conserve stealth and tpa for the division. Support is a flexible term in that the undead tac and DE cleric can be added to mini-chain the orc warrior target, or they can run zone interference to blunt near nw killers from engaging the triad. This type of interference is where the spearhead divisions end and the assault divisions begin.
ASSAULT divisions are designed around alternative engagements. In the Edit 1 version, the Asian GMT division is concentrated to engage enemy killers. The underlying strategy to zone nw assault is economic separation. As the elves work the enemy from science to troop to build reduction, the avians draw a nw dmz zone: anything entering that nw zone will be reduced to nw zone parameters. This is done to protect the spearhead divisions.
Avian: artisan
Avian: artisan
Elf: heretic
Elf: mystic
Elf: sage
The Eastern European GMT division understates the mission of the avian artisans. The nw zone dmz is enforced and further, this division is charged with breaking up enemy chain formation to reduce province losses. This is designed to improve chain stalling on this kingdoms behalf. We always want our economy to be integral to victory.
Dwarf: artisan
Dwarf: sage
Human: rogue
Human: sage
Human: war hero
The HQ division is overall support. We use America as the name on the door, but this is where the most active players should gravitate. Even a pro camper has to be active to be most effective. HQ bolsters divisions where opportunity knocks or objectives are at risk. At times this support might seem counterintuitive in that to break an unbreakable the enemy core must be reduced to aid reliant rubble. It will always be to help. Sometimes macro and often times micro.
Avian: war hero
Dark Elf: tactician
Dwarf: cleric
Faery: heretic
Halfling: heretic*
The avian war hero is about training time. The DE tac is about PF, intel and support marches. The faery and halfer heretics are for difficult targets that might need a push to get the Asian assault elves in their wheelhouse. I just like dwarf clerics. His value is more a measure of getting a DE tac in kingdom rather than his individual effectiveness.