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Author Topic: Fiefdoms @ War: Turn 15  (Read 129963 times)

Demonic Spoon

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Re: Fiefdoms @ War: Turn 14
« Reply #1740 on: April 27, 2011, 02:44:11 pm »

Also money, lots and lots of money.
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Criptfeind

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Re: Fiefdoms @ War: Turn 14
« Reply #1741 on: April 27, 2011, 02:46:09 pm »

I dunno. 2500. Not that much.

Edit: 2500 for merc knights that is, most likely the are a lot cheaper.

Edit 2: Huh. Simo's guys where cheaper then even normal. Weird.
« Last Edit: April 27, 2011, 02:49:54 pm by Criptfeind »
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Kashyyk

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Re: Fiefdoms @ War: Turn 14
« Reply #1742 on: April 27, 2011, 03:01:20 pm »

I think I did quite well with snagging three of the most powerful units in the game. :) (Even if I did lose one, but I have a plan.)
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Criptfeind

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Re: Fiefdoms @ War: Turn 14
« Reply #1743 on: April 27, 2011, 03:04:02 pm »

Meh, they are not so tough. I can buy like 10 imps for the price of one knight, and in a fight between ten imps and a knight... Well it would be close, but I would bet on the imps.

Even better though would be the choice of five fireflies. Which would not be close at all if they were the attackers. They would swarm the fuck out of it and most likely only lose like one or less.
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adwarf

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Re: Fiefdoms @ War: Turn 14
« Reply #1744 on: April 27, 2011, 03:09:47 pm »

Then what would Musketgnomes need I wonder ?
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Taricus

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Re: Fiefdoms @ War: Turn 14
« Reply #1745 on: April 27, 2011, 03:10:33 pm »

Techs no-one else will get off of me.
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Criptfeind

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Re: Fiefdoms @ War: Turn 14
« Reply #1746 on: April 27, 2011, 03:11:09 pm »

Oh boy. That's another thing, Musketgnomes, or hell, even crossbowgnomes will tear a knight regiment apart.
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Taricus

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Re: Fiefdoms @ War: Turn 14
« Reply #1747 on: April 27, 2011, 03:12:48 pm »

That'll depend on the bonuses they'll get from Iituem.
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Quote from: evictedSaint
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Kashyyk

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Re: Fiefdoms @ War: Turn 14
« Reply #1748 on: April 27, 2011, 03:13:24 pm »

True, but for storming the impoverished regions of the south they are more than enough.
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adwarf

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Re: Fiefdoms @ War: Turn 14
« Reply #1749 on: April 27, 2011, 03:16:03 pm »

Crossbow Gnomes sound useful to once I get Zepplins ( Of course I could just mount Ballistas on to the Zepplin, and rain over-sized arrows from the air. )
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Criptfeind

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Re: Fiefdoms @ War: Turn 14
« Reply #1750 on: April 27, 2011, 03:17:11 pm »

Hum.

Over-sized-gnome-arrows.

So... Normal arrows?
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adwarf

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Re: Fiefdoms @ War: Turn 14
« Reply #1751 on: April 27, 2011, 03:19:24 pm »

Hum.

Over-sized-gnome-arrows.

So... Normal arrows?

Gnomes can still operate Ballista, but the version I am talking about is steampunk-ish with Gnomes sitting in sits with telescopes aiming for the enemy, and the ballista are powered, and swivel around so they are also good anti air weapons.
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Sheb

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Re: Fiefdoms @ War: Turn 14
« Reply #1752 on: April 27, 2011, 03:59:30 pm »

You should aim for some kind of lower-tech dirigible, powered by magic first. Getting a druid to get some control of the winds wouldn't be that hard. I could try researching that if you're willing to fund me.
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Criptfeind

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Re: Fiefdoms @ War: Turn 14
« Reply #1753 on: April 27, 2011, 04:01:07 pm »

Meh. I do not think, if he wants to end up with real tech, using magic as a short cut will help.
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Sheb

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Re: Fiefdoms @ War: Turn 14
« Reply #1754 on: April 27, 2011, 04:10:51 pm »

Well, it won't help to get real tech, but it'll help to get the end result more quickly.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.
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