ASSAULT divisions
The assault divisions in this virtual kingdom were broken up by racial core. This was done for strategic annunciation.
The role of the elf heretic is fairly obvious to most, but I've learned to use the spell array for suppression more than impact. If Blizzard defined heretic over Nightmare, philosophically, then you're in my mindset. Initially you can use Nightmare as an impact spell, but then contiguously like Chinese water torture. You just keep dropping a few on target to draw off their strength. Pop one in to allow attackers to achieve higher efficiency per general. Same goes with the rest of the spell array. We can't forget that elves can share self spells.
The real difference between the assault divisions is the attack method. The humans would carry out what closely resembles a traditional cross-chain: let's assume double tap
Attacker 1: first attack, sixth attack
Attacker 2: second attack, fifth attack
Attacker 3: third attack, forth attack
This was shown to me by Crazy Pete many ages ago. I was never in a kingdom organized enough to wave as such, but the truncated nature of these divisions make this a realistic option. The point of this attack regiment is to yield uniform acres and make ambush less palatable.
The undead doctrine is to attack broad regions, spread plague far and wide and to create nw craters in the enemy alignment. This is done to push potential attackers, or whoever, out of max range of the spearhead divisions.
Thus the spearhead divisions are engaging 3 enemy t/ms while the assault divisions are suppressing nw threats to the main thrust. Nothing is perfect, but I devised this system to allow serious players with casual time constraints to play at a higher quality level.





Reply With Quote