'Haja' also, a-fucking-men
'Haja' also, a-fucking-men
Do it anyway. They want to help, they can follow you down to the NPC's and get ninja-boomed, chain-Sweeped, etc. In the end, you're sparing other units the hosing and cost of replacing downed members when the NM gets a hold of a single NPC and beats them senseless.
People treat Allied NPC units as disposable. They're not. Too much damage and many of them will hit the morale point and break, and that just means you helped level up an enemy unit instead. Get an Allied "hero" wounded and you've left them next round or two minus their leader, which reduced their effectiveness something fierce. Also, "dead" Allied NPC's have to be replaced. A unit that loses enough people to flee takes a while to get back into the queue to defend/attack, and that means beastmen can focus more firepower on the remaining forces.
Sandy had this happen. Last night on Ragnarok, three of their leaders got dropped, in the process breaking their units and basically leaving the PC's to clean up afterwards.
Next attack, it took 20 minutes after the orcs hit for a single Allied unit to show in defense. The beastmen had already tossed two Kindred units and an orc PLD unit in who were gleefully ripping apart the fortifications by the time anything showed up. Nice big influence boost for the bad guys.
Oh, and at this point it's odd- Windurst is defending Meri. Mountains, taking SC, and getting it's ass kicked by overwhelming force in West Saruta. Beastmen hitting it with double-digit waves and keep popping Belfrys and Siege Towers regularly... they want back into Windurst Waters something bad, and it's getting to the point that before we kill half of a wave, there's a Belfry or Tower up and another wave incoming at the same time.![]()
The yags that will put up belfry are usually the same ones over and over, unless you actually intercept and kill them, they warp and come back soon after. Usually you need some people with bind go cut them off as soon as you see their unit being deployed in the system message. It is the same way with the ones that bomb your forts and leave, if they do not all die, they get a win and come back.
And it's because of that, I feel, that the engineer units are the most important and dangerous of each army. Almost always, people simply let them run up to the tower, complete their objective and deal with the destructive results later. It lowers morale if the resulting turret, belfry, or bombs cause a unit to break, lowers prosperity because of the damages caused, and, most importantly, it gives them a nice chunk of influence in an area - even more if our units break and retreat! The worst part of all that, only 1 needs to survive to complete their mission and gain a victory.
But it works both ways, too. Last week, during our liberation of Jugner, the Gold Badgers came upon a physically fresh though mentally broken Shieldchewer unit. The first Badger to drop a bomb on the fort sent the orcs running. Also, the Beastmen never challenge the engineer units simply because of the AI, so it's a free boost of influence for us because of their victories. So, it's an easy way to build momentum on offense.
Yep. I love and hate engineer units.
We had Divine Pilgrims coming in last week in West Saruta...and even though people were shouting to come attack them, most of the PC's hung back.
They put up the belfry they came to build, warped out, and the belfry immediately faded out as they warped. Win for Divine Pilgrims...because they were the only unit attacking. Wut?
Ok, since I haven't seen anyone post this (at least not in this thread)...
It's fairly easy for 6-12 people to take any zone they want. This is how we got Passhow_S back on Carbuncle last weekend.
First off, tell your troops to do preemptive strikes or whatever to get them to attack. Preferably start 8-ish hours pre-campaign tally.
Go down to whatever zone you want to take over. When beastmen pop to defend the tower, pull them and kill them (don't wait for campaign to start). Once you kill enough, they'll retreat in defeat.
Eventually their morale will be so broken they'll retreat after 3-4 deaths.
By the time the campaign tally rolled around, killing 3 turtles would send them packing and when campaign started we could end it with a victory before the allied troops even managed to run to the fort.
Next up...Grauberg?
On Titan, Bastok hasn't won a single zone since the version update. Sandy has had control of all its areas for a few weeks now and Windy has finally gotten control of most of its zones this past tally.
Bastok ftl. It's non-stop city raids. Yesterday we had 3 waves simultaneously attack lol.
Has any city been taken anywhere?
If it were possible, Phoenix would have lost Windy and Bastok 2 weeks ago. After a nonstop beastman attack that lasted most of Sunday morning, Windy crashed to virtually 0 resources and 0 fortifications. Come the tally, we were back up to full, and finally recaptured Fort K-N.
That's great when you have hate tools other than chi blast and DPS. Mnk/nin can >hold< hate against 2 Plds when you're meleeing, but you can't tow shite around if they want to take the mob away, alas.Originally Posted by Kyreth
Quoted for truth. You can destroy unit morale this way, effectively- and the best way to end city battles is this. Keep massacring every garrison unit they send in to defend Ronfaure/Gustaberg/Sarutabaruta. Aside from the aforementioned morale problems it creates in the zone (and hence, easier victories when the Allies attack), you're softening up the entire beastman army, meaning it helps -everywhere-.
http://www.bluegartr.com/forum/showt...88#post2102488
Yes, it's quite possible to lose a home city, and has happened.
On Cait Sith, Windy managed to come back and take Meriphitaud Mountains back after losing Sarutabarta or whatever the fuck it is. San D'Oria is still getting raped and can't even get out of the city. Bastok lost Pashhow but was able to keep their hold on Grauberg.
On Valefor it was:
Sandy - 2
Basty - 1
Windy - 1
a couple weeks and windy got a couple back, and we've kept them.
sandy has most of their's back. But basty still only has their city @_@;
(for a while even some bastokans were wanting to know what'd happen if a nation lost their city)
I was hoping for something like what happens if two countries get beaten down too badly- that an "Alliance" would result (lol, Allied Alliance) and the country that's lost all it's zones would get help from special units from the other two nations. Sorta like the relief of Fort Karugo-Narugo.
And yes to the beastmen taking over. Gobbie merchants and hostile turtles all over Bastok, please.