VIRTUAL KINGDOM: 104
ARMY GROUP oh
*
Elf: mystic (spearhead)
Halfling: rogue (spearhead)
Orc: warrior (spearhead)
Avian: cleric (interceptor)
Undead: tactician (interceptor)
Dark Elf: raider (assault/nw zone)
Dwarf: merchant (assault/econ)
Gnome: heretic (assault/nw zone)
Human: war hero (assault/bank)
HQ eh
*
Dwarf: merchant (support/econ)
Faery: cleric (support/assault)
Faery: heretic (support/assault)
Faery: mystic (support/spearhead)
Gnome: tactician (support/interceptor)
Halfling: rogue (support/spearhead)
Human: war hero (support/bank)
ARMY GROUP um
*
Elf: mystic (spearhead)
Halfling: rogue (spearhead)
Orc: warrior (spearhead)
Avian: cleric (interceptor)
Undead: tactician (interceptor)
Dark Elf: raider (assault/nw zone)
Dwarf: merchant (assault/econ)
Gnome: heretic (assault/nw zone)
Human: war hero (assault/bank)
Hello. Slight change this age. Went from 5 GMT divisions to 3 GMT fader armies.
This kingdom design uses an elliptical wave based in GMT to accommodate busy lifestyles. The nw zone commits objective is to break up chain formations. Interceptors are designed to engage the opportunity/unexpected. Assault is to repel forces likely to engage the spearhead. Cross chains take place at opportunity generally initiated by interceptors. Banks, if you want, premised on honor/science topology.
Edit: After reviewing I’ve switched the HQ mystic from Elf to Faery in the interest of economics.