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Cry "Havoc!", and let slip the dogs of war [Age-51]

Apr 23rd, 2013
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  1. Cry "Havoc!", and let slip the dogs of war [Age-51]
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  4. [b]Warring & You[/b]
  5. Wars are an integral part of Alliances at War, as the name suggests. With all fights, Warring can have deadly consequences and can give eternal glory! We plan for war, because we can. We go to war, to win. We ride at dawn, for victory and our place amongst the immortals!
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  7. First though, the general demands you're whipped into shape! So, rookies! Make sure you attend [b]all[/b] my classes and take notes!
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  10. [b]Why War?[/b]
  11. War is how we show our greatness. We fight, we win, we get to the top. Get to the top, stay at the top, win the age - That's the goal of all major alliances in the Orkfian world.
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  14. [b]How do I know when I should prepare?![/b]
  15. Our illustrious leaders (who I have no doubt, lock theirselves away in dimly lit rooms, together in a circle, discussing the events of the Orkfian world!) will give the word on whether or not we are going to initiate a war. If we are, you'll get just a few hours to start readying your steeds, preparing your Mages for the mental onslaught, and showing your Thieves how to sneak into enemy lands. The best defence, is a good offence. Wipe out all the rebel scum before they get the chance to take our lands, pillage our mines and kidnap our citizens!
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  17. If you've become the target of an assault from such rebel curs, then it's time to shore up your defences! God can be a powerful ally, build Churches to honour him and pray for safety! Around 10% of your lands should be churches, more if you can spare it! That'll stop those heathens from cursing you with their dark magic. If you're worried about Thieves sneakng into your lands, poisoning your crops, defiling your women and burning your city to the ground, then post sentry's in Guard Houses around your borders! Again, 10% of your lands (more if you can spare it) is the minimum for any noteworthy effectiveness! Finally, never be afraid to relieve soldiers of duty, they can only help repopulate if they've been released from their monthly duties.
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  19. Make sure your own Mages and Thieves are ready to fight back though! Thieves can set traps for their own kind, helping disrupt their nefarious activities! Mages, likewise can set up deflective spells to hinder their bretheren, who fight on the wrong side, in their attempts to cast spells.
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  22. [b]Alright Cap'n! I got that, but how do I know what to do?![/b]
  23. Again rookie, our leaders will explain what they want us to do! Don't get it? Ask again! If you're the one that let's us slip out of war with a win, you'll be commended for the rest of your day! The more confirmed kills you get under your name, the more feared you'll be! In general - you play to your strengths, you'll almost never have to take an unsolicited risk!
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  25. [b]R-r-r-r-risk?! No-one said anything about that![/b]
  26. Don't be stupid Private! All wars have casualties! The risk of participating in a war to begin with, is that it's the last thing you'll ever see or do again! Everyone has a role in War, whether you're the green Recruit, or the seasoned Vet! Fresh in the field, or fifth journey round, you be sure - you have a use somewhere. Wars've been won by 600 acre tribes, fighting for their alliances!
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  28. [b]Ok then, so.. What now?[/b]
  29. Now? Now we smack you around a bit! It's important to know how to train your troops properly! Get too many citizens and no-one to defend them? You lose your empire. Got too many troops and no citizens to keep your kingdom alive? Heathens and Rogues will take it apart inside a month.
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  31. You're looking for the balance, the in-between! If you talk to your advisors, they can give you a good idea of your current standing. You're looking for around 300 DPA (Defence Per Acre), hopefully as all races. Now, if you're going on an all out offensive, you can let that drop a bit, but I don't recommend being below 275! Never! As a Thief, your numbers might be slightly different. You have to show your troops how to steal, sneak and generally be the cutthroat assassin's you're trying to keep out. That'll take its toll on your defence, but it'll raise your TPA (Thieves Per Acre)!
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  33. Similarly, anyone skilled in sheer brutality and force might find their DPA a little lower, but it shouldn't be too much lower!
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  35. Like I said, you play to your strengths! You don't send a Dark Elf out to burn someones home while they sleep, you send the Owls - Elite thieves who can get there and back in less time than it takes to give them a target. You don't send an Owl to march into someone elses empire and raze it to the ground! That's a job for the Balrogs, a monster of a force that stops at nothing to destroy everything in their paths. Every race has a job, every person has a role! Learn them, co-ordinate with them.
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  38. [b]What should I do if I won't be able to help Cap'n?[/b]
  39. Whadd'ya mean, "Won't be able to help"!? I get it, you're off having tea and crumpets with Auntie May? Well then, let someone know! A higher up, one of the leaders that're organising this war! It's always worthwhile, if your "important business" is going to take a while, to shore up your defences.
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  41. Thieves Traps, Deflective Seals, Churches, Guard Houses and as much defence as you can muster! Make your kingdom [b]impenetrable![/b] I expect [b]nothing[/b], I repeat, [b]nothing[/b] to breach your walls!
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  44. [b]Yes Cap'n! How should I proceed in a war?[/b]
  45. Typically, you'll be given a date and a time. You show up, do your job, then you're free until the next wave. The more people we have, the faster we claim victory! If you doubt you'll be able to make it, then wait as long as you can and launch your own offensive against the target.
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  48. [b]What about after the War Captain?[/b]
  49. After the war's simple! We feast on the spoils of victory and take our place amongst the glorious! Everyone allied with us will gain fame, making sure they're even more feared than before! More citizens will flock to your gates, seeking refuge under your guidance and you will become more powerful than you can imagine if you play your cards right!
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  51. If we should lose, we go back to the War room. We analyse, everything that happened. Most importantly - [b]we make sure it doesn't happen again![/b]. We don't ask to be the best, we take our places at the top by force!
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  54. [b]Is that it yet, Captain?[/b]
  55. Yeah, that's the basics behind it. Anything further, you ask. I have no doubt that people would sooner answer your questions, than rot at the bottom of the lowest echelons of the world! Don't forget - You fight together, you win. Fly rogue and you'll be shot down instantly.
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