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Author Topic: Fiefdoms @ War: Fluff Thread  (Read 76075 times)

Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2340 on: April 30, 2011, 12:20:21 pm »

Time for a military buildup for everyone then?

I don't quite see why. I am going to keep going on much as I have been.

Unless their siege are hidden or something. ho ho ho!

Only if Adwarf was you.

The value doubles per fortification level.

Does it not work the same way for the attack value? So one 'pult would be worth 4 engineers?
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2341 on: April 30, 2011, 12:25:33 pm »

Well 1 pult is 3 Siege Power, Walls are 1 Siege Resist, Forts are 2, Keeps are 4, So we can safely assume whatever comes next is at an 8.
3 engineers is worth 3 (additive). So yeah, should only need one catapult to deny their fortification bonuses.
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2342 on: April 30, 2011, 12:27:09 pm »

Also, farland does not have a bunch of money anyway, I would be surprised if it had more then a wall.
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2343 on: April 30, 2011, 12:29:21 pm »

He's already fought it. Its got fortifications, and word tells of a wealthy iron mine within its borders.
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2344 on: April 30, 2011, 12:34:43 pm »

Ah. Okay then.
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adwarf

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2345 on: April 30, 2011, 12:34:51 pm »

Yes thats why I will send 5 Catapults, 10 Archers, and what ever spears I cna scrounge up.
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Demonic Spoon

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2346 on: April 30, 2011, 12:40:08 pm »

Adwarf, you don't need that many catapults, I would suggest spending your money on something else.
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2347 on: April 30, 2011, 12:43:35 pm »

What turn did you attack them on?
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Demonic Spoon

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2348 on: April 30, 2011, 12:44:03 pm »

Most recent one
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2349 on: April 30, 2011, 12:47:26 pm »

All right. One ‘pult, and some heavy axe men should do it.

5 'pults is a bad idea.

Any number of archers is a terrible idea.
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Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2350 on: April 30, 2011, 12:54:40 pm »

Well 1 pult is 3 Siege Power, Walls are 1 Siege Resist, Forts are 2, Keeps are 4, So we can safely assume whatever comes next is at an 8.
3 engineers is worth 3 (additive). So yeah, should only need one catapult to deny their fortification bonuses.

I'll let you in on a spoiler.  The progression up to T5 is: Walls, Fortifications, Keep, Castle, Fortress.  From Castles onwards they start giving minor protection vs air and sea units as well.
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adwarf

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2351 on: April 30, 2011, 01:24:57 pm »

1 Catapult, 5 Archers, 5 Good Melee Units.
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Kashyyk

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2352 on: April 30, 2011, 01:28:24 pm »

Drop the archers, get more melee.
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adwarf

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2353 on: April 30, 2011, 01:29:40 pm »

Drop the archers, get more melee.

Nope that will suffice. I might add more if I have leftover cash during my next couple of turns.
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #2354 on: April 30, 2011, 01:38:32 pm »

No..Really, Don't go with archers. Monetarily, you aren't getting the worth out of them on the attack.
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