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Announce News Post #4592

Territory Control and Generals!

Written by: Nicola
Date: Thursday, July 21st, 2016
Addressed to: Everyone


The final phase of the Underworld conflict is going to be something new that we've never tried before!

As well as the base camps, each faction has a secondary site (listed below). These sites are contestable territories and will be the focus of the final stage of the event, as factions (you) try to contest, claim, and control as many sites as possible by the end of the event.

The end of this phase is provisionally listed as 25th of July 0:00 GMT, if people are having a lot of fun, or just getting into the swing of things, we might extend this.

This date is the soonest the event will end.

The Cabal of the Ur'Vampires Tizane and Zigana
Homebase - Modyara Obelisk
Associated Territory - the Prylator Pit

The Apprentices of Ur'Vampires Asztrik and Prioska
Homebase - Bolgukova Fortress
Associated Territory - Moldova Fortress

Belladona
Homebase - Granniftor Fortress
Associated Territory - the Abhal Tornu Desert

The Court of Lord Zsarachnor
Homebase - Cor Triphyn
Associated Territory - the sunken maze

The Loyalists of Ur'Vampire Gerzson and Death Knight Lord Kemnast
Homebase - the Osterrych Citadel and Barracks
Associated Territory - Nemuritoaure Fortress

I can hear you clamouring, "But Nicola! How do we do this, is it just more bashing?"

Fear not contenders, all shall be revealed! Right now, in fact!

The first thing that will be taken care of at the beginning of this phase is the appointment of a General.

Each faction's General is responsible for the creation of the faction's army.

An army is made up of Reserves, Divisions, Companies, and Troops. Organisation of these is done by the General only.

Reserves are troops in an organisation's army that are not yet assigned to a division. Troops can not be moved into the reserves, only out of them. All newly recruited troops start out in the reserves.

A division is a large group of companies. When a battle is initiated, one division participates in said battle.

A company is a small group of up to eight troops of the same class. Each company is controlled by a player.

A troop is a single member of a company. Troops aren't handled on an individual basis for the most part.

There are currently four classes of troop, assault, saboteurs, demolitionists, and scouts.

Assault troops are much faster at securing a location. They also have fairly balanced stats, though they lean towards the offensive.

Saboteurs: Saboteur troops are able to sabotage tower fortifications, disabling them for as long as they're carrying out the task. They are also the most balanced when it comes to stats: not being particularly inclined to either attack or defence, but having a fairly substantial health pool.

Demolitionists: Demolitionists are able to damage fortifications, eventually destroying them. Demolitionists also have the highest attack stat of any troop class, although their low health and defence offsets this.

Scouts: Scouts are able to scout a location before entering, potentially picking up any fortifications or troops that may be present there. Scouts also are the fastest to secure a location after assault class troops, and have the highest defensive stats of any troop. This is offset by the fact that they have a very low attack stat.

Commands for the General:

Troops:
FACTION TROOPS LIST
- List what troops you can recruit and their costs.

FACTION TROOPS SHOW <trooptype>
- More detailed information about a given troop type.

FACTION TROOPS RECRUIT <number> <trooptype>
- Recruit troops into your faction's reserves.
- This costs 100 gold per troop.

Reserves:
FACTION RESERVES LIST
- List what troops your faction has ready for assigning.

FACTION RESERVES DISMISS <number> <trooptype>
- Dismiss a given number of troops from your faction's reserves, permanently.

Divisions:
FACTION DIVISION MUSTER <division name>
- Create a division

FACTION DIVISION LIST
- List all your factions created divisions

FACTION DIVISION RENAME <division> TO <division>
- Change the name of a division.

FACTION DIVISION SHOW <division>
- Show what companies currently make up a division.

FACTION DIVISION ASSIGN <number of troop> <troop type> TO <division>
- Assign a number of troops from your faction's reserves to a division.


Instructions are continued in the following post: Announce #4593, "Territory Control and You!"

Penned by My hand on the 10th of Valnuary, in the year 718 AF.


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Previous | Summary | Next
Announce News Post #4592

Territory Control and Generals!

Written by: Nicola
Date: Thursday, July 21st, 2016
Addressed to: Everyone


The final phase of the Underworld conflict is going to be something new that we've never tried before!

As well as the base camps, each faction has a secondary site (listed below). These sites are contestable territories and will be the focus of the final stage of the event, as factions (you) try to contest, claim, and control as many sites as possible by the end of the event.

The end of this phase is provisionally listed as 25th of July 0:00 GMT, if people are having a lot of fun, or just getting into the swing of things, we might extend this.

This date is the soonest the event will end.

The Cabal of the Ur'Vampires Tizane and Zigana
Homebase - Modyara Obelisk
Associated Territory - the Prylator Pit

The Apprentices of Ur'Vampires Asztrik and Prioska
Homebase - Bolgukova Fortress
Associated Territory - Moldova Fortress

Belladona
Homebase - Granniftor Fortress
Associated Territory - the Abhal Tornu Desert

The Court of Lord Zsarachnor
Homebase - Cor Triphyn
Associated Territory - the sunken maze

The Loyalists of Ur'Vampire Gerzson and Death Knight Lord Kemnast
Homebase - the Osterrych Citadel and Barracks
Associated Territory - Nemuritoaure Fortress

I can hear you clamouring, "But Nicola! How do we do this, is it just more bashing?"

Fear not contenders, all shall be revealed! Right now, in fact!

The first thing that will be taken care of at the beginning of this phase is the appointment of a General.

Each faction's General is responsible for the creation of the faction's army.

An army is made up of Reserves, Divisions, Companies, and Troops. Organisation of these is done by the General only.

Reserves are troops in an organisation's army that are not yet assigned to a division. Troops can not be moved into the reserves, only out of them. All newly recruited troops start out in the reserves.

A division is a large group of companies. When a battle is initiated, one division participates in said battle.

A company is a small group of up to eight troops of the same class. Each company is controlled by a player.

A troop is a single member of a company. Troops aren't handled on an individual basis for the most part.

There are currently four classes of troop, assault, saboteurs, demolitionists, and scouts.

Assault troops are much faster at securing a location. They also have fairly balanced stats, though they lean towards the offensive.

Saboteurs: Saboteur troops are able to sabotage tower fortifications, disabling them for as long as they're carrying out the task. They are also the most balanced when it comes to stats: not being particularly inclined to either attack or defence, but having a fairly substantial health pool.

Demolitionists: Demolitionists are able to damage fortifications, eventually destroying them. Demolitionists also have the highest attack stat of any troop class, although their low health and defence offsets this.

Scouts: Scouts are able to scout a location before entering, potentially picking up any fortifications or troops that may be present there. Scouts also are the fastest to secure a location after assault class troops, and have the highest defensive stats of any troop. This is offset by the fact that they have a very low attack stat.

Commands for the General:

Troops:
FACTION TROOPS LIST
- List what troops you can recruit and their costs.

FACTION TROOPS SHOW <trooptype>
- More detailed information about a given troop type.

FACTION TROOPS RECRUIT <number> <trooptype>
- Recruit troops into your faction's reserves.
- This costs 100 gold per troop.

Reserves:
FACTION RESERVES LIST
- List what troops your faction has ready for assigning.

FACTION RESERVES DISMISS <number> <trooptype>
- Dismiss a given number of troops from your faction's reserves, permanently.

Divisions:
FACTION DIVISION MUSTER <division name>
- Create a division

FACTION DIVISION LIST
- List all your factions created divisions

FACTION DIVISION RENAME <division> TO <division>
- Change the name of a division.

FACTION DIVISION SHOW <division>
- Show what companies currently make up a division.

FACTION DIVISION ASSIGN <number of troop> <troop type> TO <division>
- Assign a number of troops from your faction's reserves to a division.


Instructions are continued in the following post: Announce #4593, "Territory Control and You!"

Penned by My hand on the 10th of Valnuary, in the year 718 AF.


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