It is 2993 BC. Once again, Egyptian and Atlantean forces battle across the Aegean sea. Both sides are eager to meet each other in battle, trying to force an engagement quickly to secure a victory with their newly deployed technology. Likewise the fleets opt for a rather direct strategy each secure of its superiority. Commerce and travel suffers dearly from this war, as both patrols and civilian ships keep disappearing in the Mediterranean, causing sea traffic to nearly stop.
The naval warThe Egyptian navy tries to force their way into the Aegean to aid the upcoming invasion, while Atlantean fleet deploys to prevent it. Atlantean navy is apparently unchanged from the previous year, while their enemies bring more ships than ever before. Despite the apparent disadvantage, it is Atlanteans who strike first, launching a new kind of bolt from their polianthion ships. On impact, this new weapon summons lightning, burning and maiming whatever is close and temporarily disrupting the workings of relic based weapons.
When it hits.
As the barrage approaches the Egyptian fleet, waves originate from them, as if a strong wind originated from the ships themselves. Strong enough, in fact, to deviate most projectiles sending them harmlessly into water. When one of those devices, called “Steropean bolts”, actually manages to land, the ship does indeed become defenceless and weaponless for enough time to sink it; furthermore, penteconters try to close in and throw smaller versions of the javelin with some success. However, with the new defence against bolts and numerical superiority, Egyptians now have dominion over the sea
Egypt has advantageThe land lane: Greece/Anatolia borderOnce again the Egyptian army crosses the Aegean, this time with the support of the navy to aid the landing.
Sky temples go first, one of which shows the same defence mechanism of the ship, able to deflect shots, which it tries to use to protect the rest by drawing fire. The effectiveness of this tactic is however limited by its uniqueness, with little effect in this phase. Some chariots are also deployed with such shields and, being far smaller targets, are mostly immune to the barrage unlike their unshielded cousins that more easily sink when disrupted by steropean artillery. Still, with the aid of the fleet, the temples providing a beachhead and a somewhat sparse formation due to the repelling mechanism of their deflector, much of the Egyptian army reaches the land safely to fight against the Atlanteans.
The cavalry war sees changes on both sides: Egyptians now try to use their shielded chariots as shock cavalry, charging at the enemy formations with deflectors activates, and shoving them aside. This proves rather effective at disrupting a front, but sadly short lived as when Atlantean soldiers regain their composure, at that short range it takes a few steropean javelins to strand the chariot in a very hostile place. After learning to open ranks at the arrival of chariots, damage is minimized.
Meanwhile, Aetokos riders now most often bring several steropean javelins with them, and make a point of trying to harass relic based units. However, this is not particularly effective in the skirmishes, due to the higher speed of chariots allowing them to stay at range.
Then the main armies join in battle. Bolts of metal and light fly from both sides. Attempts to use the deflector from sky temples and chariots among the infantry are limited by the chance to deflect shots on far more fragile targets.
On approach, things are similar to how they always were: Atlantis has the long range advantage with the powerful aesystrofi’s bow, while at medium range Egypt dominates with their staves and the Flames of Horus. However, at short range things change: Atlantean soldiers throw volley upon volley of Steropean javelins on the Egyptian lines, unconcerned with accuracy. The result is an Egyptian army deprived of most of their weapons and tools, relying on khopeshes and wooden bows. Atlanteans meanwhile come clad in armour and with high grade weapons. The effect is temporary, but it is enough to destroy several of the disabled Ushabti, and some of the cannons. Most importantly, it is enough to panic the common foot soldiers, leading to a rout.
Casualties were significant on both sides – passing through Egyptian dominated medium range is still costly-, but in the end Atlantis has an advantage and pushes back. Nevertheless, with a skirmish defensive advantage due to their chariots and the support of the navy, Egyptian soldiers manage to evacuate. The Atlantean general decides to pursue, marching his army to the Bosphorus for a safe crossing through Egyptian dominated sea.
After crossing mostly unopposed, however, the advance stalls. Supplies due from Atlantis haven’t arrived and the army is forces to camp and resupply locally. Both armies stay far from each other, waiting for news from Home. Relic harvesting efforts are disrupted by the army taking defensive positions in the temple ruins.
Atlantis Advance in Anatolia, Egypt loses relicsThe Sea Lane: CreteThe situation on the mainland was close but in Atlantean advantage. Here, the equipment and tactics are similar, but a naval advantage manages to starve the Atlantean army of reinforcements and supplies before the invasion. Barrages from ships hit Atlantean positions near the coast and in the end the garrison is forced inland, even though a few of the ships going on patrol disappear, supposedly sank during battles.
The Egyptian army lands and establishes outposts on Crete, occupying the major ports, while Atlanteans prepare for the final defence outside the range of their navy.
Egypt advances in Crete, Atlantis loses woodEndoxosThe war stalls for months as shipments continue to disappear making large scale engagements untenable. Finally, enough surviving sailors come back to tell their tales and shed light on the mystery. The Mediterranean is now home to unearthly fleets of flying metal ships, seemingly without crew. Big and fast, impervious to the meagre weapons in the hand of civilians, they assault, raid, pillage with particular focus on orichalcum and relic shipments. Recently, those raiding expeditions started reaching the land, disembarking automatons and slaughtering entire villages in their quest for materials. Their origin is now unmistakable: those are the tools of the sky gods, left free to roam on Endoxos years ago, now growing plenty and bold. A few brave scouts manage to come back and report clouds of smoke rising from the small barren island, and some large construction being assembled, a mighty temple with an enormous dish pointed at the heaven.
With the haunting fear of a return of the domination of the gods and the freedom of humanity at large being at stake, plus the sorry state of logistics, the war has reached a ceasefire, and despite disrupted communications negotiations started and an agreement is reached: the 2 nations will join together in a last effort against the endoxian automatons, using all they have at their disposal.
Accordingly, all restrictions, safety regulations and even sense have been suspended and all scholars and adepts are allowed to deploy their prototypes and personal projects on the battlefield. After all, How could it ever go worse than this?
New designs Atlantis Deployed Steropean bolts and steropean javelins, weapons with a tip made of hollow spark alloy which shatters on impact releasing a strong electric current. It is not very penetrating, but harmful to unprotected people and disruptive to relic technology.
Egypt created the djet deflector, able to create a strong pressure wave around the thing it is mounted on, strong enough to deflect projectiles making one mostly impervious to bows at range, or even polyanthion bolts. It can be mounted on ships, sky temples and even chariots.
Oricalchum tipped spear – A pole of hardwood with a strong orichalcum tip, this weapon shines in formation fights and keeps enemies at a distance. It can pierce most things rather easily, and the tip is barbed to produce more grievous wounds. [1 wood, 1 ore, 1 Orichalcum] [Cheap]
Bone composite bow – Made of bone and wood, it can propel arrows at fairly large distance and have good piercing capabilities. However, it takes a long time to manufacture, due to the need to join together layers of different materials [complex] [2 wood, 1 ore] [ Very Expensive]
Aesystrofi’s bow – An orichalcum bow, it is slimmer and lighter than the composite bow while being easier to manufacture, but it requires fancier materials. It is longer ranged than its mundane counterpart [1 wood, 2 ore, 2 orichalcum] [Cheap]
Steropean Javelin – A javelin with lightning alloy in the tip. Reasonably accurate, although short ranged due to reliance on being thrown. Upon impact, it unleashes lightning, causing disruption to Egyptian equipment. [Cheap][1 wood, 1 ore, 2 orichalcum]
Polianthion – A weapon capable of propelling a large bolt against enemies at range, using springs of orichalcum and a system of winches to load, store and release the energy. It can shoot powerfully at similar ranges to the Egyptian cannon, or even farther at the cost of accuracy [2 wood, 2 ore, 2 orichalcum] [Expensive]
-With Steropean bolts – It launched bolts of spark alloy that unleash lightning on impact, reducing penetration but causing erratic behaviour in Egyptian divine technology [2 wood, 3 ore, 3 orichalcum] [Very Expensive]
High guard armour – A full set of armour and shield made entirely of orichalcum. It makes the user impervious to most common weapons. It is light and durable, thanks to the extraordinary properties of orichalcum, and it is treated to glow brightly with Atlantean glory. [2 ore 2 Orichalcum] [Cheap]
Protection of the bigger fish a fairly well-crafted set of scale armour, it covers torso, legs and arms. While somewhat inferior to high guard armour, it still offers good protection against both slashing and piercing, especially from the front, which uses orichalcum scales. It comes with a wooden shield with a metal rim. [2 Wood 2 Ore 1 Orichalcum] [Expensive]
Penteconter – a slim ship made of thick wood, with an orichalcum plated ram in the front. It can house several warriors on the deck, while below deck the crew mans the oars, allowing short term burst of speed. Main propulsion system is a large square sail. Provides 1 TC [2 wood, 2 ore, 2 Orichalcum] [Expensive]
-Polianthion Penteconter – a version of the base ship equipped with a pair of deck mounted polianthion, it can engage at range [2 wood, 3 ore, 3 orichalcum] [Very Expensive]
-Polianthion Penteconter with Steropean bolts – A version loaded with Steropean bolts, capable of unleashing lightning on impact and causing erratic behaviour in enemy divine technology. [2 wood, 4 ore, 4 orichalcum] [Very Expensive]
Aetokos - A very large flightless bird, it is the mount of choice of your army. Very fast, if a bit coward and not particularly robust, it allows your soldiers to move on the battlefield at great speeds and perform great charges. It can be deadly in a fight, when it decides to fight. Thanks to good saddles, your soldiers are comfortable while riding and perform better. [4 wood] [Very Expensive]
Mule caravan – many mules, in a line, delivering good carried in their saddle bags. The mule is perfectly adapted to uneven terrain that would make carts less easy to use. And you don’t have to embark a cart on ships. Provides 1 TC [1 wood] [Cheap]
Resources – The life blood of your army! [1 wood, 2 ore, 2 orichalcum]
b]Khopesh[/b] – A bronze sickle-sword, capable of cutting through flesh quite easily, as well as being useful for tearing off limbs and hooking shields and similar. [1 wood, 1 ore] [Cheap]
Wooden bow – a simple wooden bow, capable of propelling arrows at a fairly large distance. [1 wood] [Cheap]
Shankh shield – A sturdy shield made of wood and metal. It is heavy and unwieldy, plus it mounts some shu stones that don’t have any practical use yet. [2 wood, 2 ore, 1 relic] [Cheap]
Scarab jump pack – A shankh shield mounted on the back of soldiers, allowing for short assisted hops. It lacks control and requires significant care to avoid injury. [2 wood, 2 ore, 1 relic] [Cheap]
Sun staff – an ornate bronze clad wooden staff, at its top sits an intricate conglomeration of alien tech tied together with human ingenuity. When activated, it starts humming then it produces a globular light that flies straight toward where the staff was aimed, extremely hot to the point of producing a small explosion on impact. It can inflict grievous wounds even through heavy armor and is most often deadly on unarmoured enemies. It has a longer range than bows, but is less accurate at a distance and quite slower to reload. [1 wood, 2 ore, 1 Relics] [Cheap]
Flames of Horus6 Sun staves on a series of spinning discs, the body of this weapon rotates firing each staff in not so rapid succession. Its only advantage compared to giving its components to soldiers is that it can coordinate the firing of 6 staves better than what 6 soldiers could do without much training. [2 wood, 3 ore, 2 relics][ Expensive]
Atet solar barge – a wide and slow ship, moved primarily by oars. It can hold many soldiers on the deck, but the most important feature is the centrally mounted Sun temple, a very large version of the Sun staff. Its fiery power can easily destroy or cripple any wooden ship it hits, but it is not trivial to aim, being fixed to the deck. Even when it misses, however, it turns sea water in a significant quantity of hot mist, causing inconvenience to enemies. Provides 1 TC. [2 wood, 1 ore, 2 Relics] [Expensive]
-With Djet reflector - The deflector unleashes a burst of repulsion, repelling anything around it; it can be used to repel enemy soldiers or projectiles. Requires cooling and can’t be kept continuously active. Mobility is reduced while active. [3 wood, 2 ore, 3 relics][Very Expensive]
Sky temple - A pyramid shaped structure, it is heavily built and armored. It has a Sun cannon which it uses as a heavy weapon. Floats roughly 1 m from the ground and moves at a brisk pace. [3 wood 3 ore, 5 Relics][National effort]
-With Djet deflector – The deflector unleashes a burst of repulsion, repelling anything around it; it can be used to repel enemy soldiers or projectiles. Requires cooling and can’t be kept continuously active. Mobility is reduced while active. [4 wood, 4 ore, 6 relics] [National Effort]
Wrath of Ra A version of the Sun Cannon capable of a couple seconds of continuous fire. It has low rate of fire and requires cooling by slaves. Can be mounted on war carts for field deployment. Price tag includes cart. [3 wood, 2 ore, 2 relic][Expensive]
"War" ChariotA converted civilian cart previously used to ferry cargo, the conversion consisting mostly of a bronze plating. not fast, not well protected and not stable. [2 wood, 1 ore] [ Cheap]
Ibis chariot A purpose designed military chariot, it can house a driver and 2 soldiers and provides a smooth enough ride to fight well in movement. It is fast and doesn’t require horses. Also available in an horse pulled version, cheaper but slower
Without horses- [2 wood 2 ore 2 relics][Cheap]Expensive]
- The deflector unleashes a burst of repulsion, repelling anything around it; it can be used to repel enemy soldiers or projectiles. Requires cooling and can’t be kept continuously active. Mobility is reduced while active. [3 wood, 3 ore, 3 relics] [Very Expensive]
With horses - [2 wood 2 ore 1 relics] [Cheap]
- The deflector unleashes a burst of repulsion, repelling anything around it; it can be used to repel enemy soldiers or projectiles. Requires cooling and can’t be kept continuously active. Mobility is reduced while active. [3 wood, 3 ore, 2 relics] [Very Expensive]
Ushabti warriors Giant warriors made of stone and animated by the Anubis stone contained within, armed with a pair of upsized khospesh. Sturdy and deadly, but slow, sluggish, and requiring frequent rest in the sun. Relies on an handler to recognize enemies before fighting begins. Ushabti warriors [ 2 ore, 3 relic][Alien][Very Expensive]
Cart caravan – an horse pulling a cart, it is a great way to move goods across the vast plain areas of Egypt. Provides 1 TC [1 wood] [Cheap]
Akhet shield – A giant monolithical ankh shaped structure, utterly immobile. It projects an invisible armour around the city of Memphis. If hit too much, it begins to overheat and has to be shut down. [Unique]
Resources – The life blood of your army! [2 wood, 2 ore, 1 Relics]
The map is divided in 2 lanes. One is a Land based lane, less affected by naval advantage. The other is the sea lane, which relies heavily on Navy.
Land lane: Atlantis > Greece > Anatolia > Levant > Egypt
Sea Lane: Atlantis > Crete > Cyprus > Egypt
Atlantis: 1 ore, 1 wood, 1 Orichalcum. Atlantean control: 4/4. Egyptian control: 0/4
Egypt: 1 ore, 1 wood, 1 Relics. Atlantean control: 0/4. Egyptian control: 4/4
Crete: 1 wood. Atlantean control: 3/4. Egyptian control: 1/4
Endoxos: ?? wood, ?? ore, 1 Relic/Orichalcum. Atlantean control: 0/2. Egyptian control: 0/2
Cyprus: 1 ore. Atlantean control: 0/4. Egyptian control: 4/4
Greece: 1 ore. Atlantean control: 4/4. Egyptian control: 0/4
Levant: 1 wood. Atlantean control: 0/4. Egyptian control: 4/4
Anatolia: 1 Orichalcum, 1 Relics. Atlantean control: 1/4. Egyptian control: 3/4