Retech
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Posts posted by Retech
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I think Nuclear Weapons were banned in the rules?
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They'd argue, but Arch would make the final decision.
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Keep in mind the amphibious nature of the Lichtens, refusal to surrender, and the various tanks included in the latest attack I sent you.
These factors point to several things:
-Lichtens have great advantages near water
-Lichtens have advantage due to surprise
-Lichtens fight all or nothing battles. (Only total death of either side is generally a possible outcome)
-Lichtens are used to fighting in harsh temperatures due to the Aquatic nature of their habitat.
-Lichtens are experts at defensive wars, due to their decades long civil war.
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What exactly do you mean stats?
Equipment? Amount of soldiers?
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So they'll be through tommorow morning?
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Arch, did my attacks go through the pm get solved yet?
2nd, I am only here on the planet because a war was starting, and we profit enormously off war. Like I said before, I am just grabbing what territory I can until someone allies me.
Not sure if I should side with Doom or NWO....
Some bribes and transports would help...
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Arch, I meant the stuff I sent you.
Also, since I just learned I started with warp...
The Queen by royal decree has placed all able bodied females in non-war time crafts to the construction of transports. With the aid of 100 billion gold standards and the new labor, transports are being built at 5 a day, increasing by 5 every day.
1st day: 5
2nd day: 10
3rd day: 15
etc.
As warp technology has been implanted into the existing 5 transport shells, I will be sending 750,000 additional troops to the Sol system.
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Arch, when will the things happen? *wink*
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Two things:
Maybe Britain is well liked in India.
Maybe the Middle East doesn't have religious tension.
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The Lichtes Empire is happy to aid any empire in return for the following:
Transports to bring Lichten troops from Lichtes to fight.
Warp Technology to enable us to build our own transports
Engineers to assist the construction of our transports
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Serephurus, what of my offer? I would also request warp technology in order to finish the construction of my transports.
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Draft call among the Lichten:
10 million already in the armed forces.
20 million called into the armed forces.
1 million newly trained soldiers > come of age at the age of 5
10,000 submarines refurbished from use in the civil war.
Construction of Transport ship shells increases during wartime:
(5/10)
Construction of 100 Transport ship shells:
(5/100)
As a result of full mobilisation, currency has been suspended among the Lichtes. All property is property of the Queen for use in wartime efforts.
Effect:
Gains 5 business transports capable of holding an equivilant of 10,000 troops. 50,000 elite female troops depart immediately for the South East theater.
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I am sending the 8 remaining transports with a total of 1,200,000 troops to Sol.
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The Experimental Spaceship's bottom slams into the ocean, causing small 5 ft tidal waves to reach the major continents. 500,000 Lichten soldiers emerge and fan out beneath the water.
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What's the system for moving armies on the large world map?
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lright Dusty
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Well I started playing Kingdoms too. It looks really fun. Btw Dusty, I have set up London one peninsula away from Rome. Care for a peace treaty and alliance? :)
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You forgot the aliens that are coming to kick your butts!
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To Hedgehog,
It's not a biological super weapon. :P
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Will do! Sorry for the double posting, but I wanted to be sure that the question was seen.
[hide=English Army]
The English have a specialty of archery, though their other forms of warfare are not too shabby either.
English Longbowman:
OS: 12
DS: 1
RNG: 5
MS: 5
The backbone of the English army, fast, powerful, long ranged, yet weak on defence.
English Knights (mounted):
OS: 11
DS: 4
RNG: 1
MS: 7
The attackers who cleave the meat of their enemy's bones. They have the same OS as Longbowmen, but greater defence and movement.
English Knights (dismounted):
OS: 9
DS: 7
RNG: 1
MS: 3
The main line of the army is composed of English Knights, who can hold the line against the strongest attackers.
Halberdiers:
OS: 7
DS: 3
RNG: 2
MS: 2
Halberdiers are mainly guards for cities. They can form a backup to melee units.
Crossbowmen:
OS: 14
DS: 0
RNG: 4
MS: 1
Crossbowmen are deadly when used in the right hands. This is compensated by their horrible movement and lack of defence.
Billmen:
0S: 4 (ignores defensive stat)
DS: 2
RNG: 2
MS: 4
Local peasantry called to defend their homes with Bill hooks. Their special weaponary can cut both through soil and armor. Essentially a halberdier with armor piercing.
Saint John:
OS: 0
DS: 10
RNG: 0
MS: 8
Called upon to do God's work, Saint John has arisen to protect his people. Only the powerful blows will land on him, for he is protected by God and his numerous followers. His followers (nuns and clerics) run through the battle lines healing the injured with bandages and herbal remedies. The group heals units within a 5x5 radius by 2 health points when not adjacent to the enemy, and 1 health point when adjacent. He heals himself 2 health points when not healing other units, and heals 1 health points when healing other units.
Mounted Crossbowmen:
OS: 6
DS: 1
RNG: 4
MS: 6
Mounted Crossbowmen use smaller crossbows than their infantry counterparts. Used to counter the effects of other mounted archers, they are effective when used to harass the foe.
[/hide]
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An explosion occurs in the skies above the South China Sea. The front part of the experimental spacecraft explodes in millions of pieces, sending down a green goopy substance. Upon hitting land, they shrivel up. The back part of the spacecraft, now detached from the front, continues its descent.
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The English have a specialty of archery, though their other forms of warfare are not too shabby either.
English Longbowman:
OS: 12
DS: 1
RNG: 5
MS: 5
The backbone of the English army, fast, powerful, long ranged, yet weak on defence.
English Knights (mounted):
OS: 12
DS: 5
RNG: 1
MS: 7
The attackers who cleave the meat of their enemy's bones. They have the same OS as Longbowmen, but greater defence and movement.
English Knights (dismounted):
OS: 10
DS: 7
RNG: 1
MS: 3
The main line of the army is composed of English Knights, who can hold the line against the strongest attackers.
Halberdiers:
OS: 7
DS: 3
RNG: 2
MS: 2
Halberdiers are mainly guards for cities. They can form a backup to melee units.
Crossbowmen:
OS: 15
DS: 0
RNG: 4
MS: 1
Crossbowmen are deadly when used in the right hands. This is compensated by their horrible movement and lack of defence.
Billmen:
0S: 4 (ignores defensive stat)
DS: 2
RNG: 2
MS: 4
Local peasantry called to defend their homes with Bill hooks. Their special weaponary can cut both through soil and armor. Essentially a halberdier with armor piercing.
Saint John:
OS: 0
DS: 15
RNG: 0
MS: 8
Called upon to do God's work, Saint John has arisen to protect his people. Only the strongest blows will land on him, for he is protected by God. He heals units within a 5x5 radius by 2 health points when not adjacent to the enemy, and 1 health point when adjacent. He heals himself 5 health points when not healing other units, and heals 2 health points when healing other units.
Do you think these stats are fair? Please make comments
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The English have a specialty of archery, though their other forms of warfare are not too shabby either.
English Longbowman:
OS: 12
DS: 1
RNG: 5
MS: 5
The backbone of the English army, fast, powerful, long ranged, yet weak on defence.
English Knights (mounted):
OS: 12
DS: 5
RNG: 1
MS: 7
The attackers who cleave the meat of their enemy's bones. They have the same OS as Longbowmen, but greater defence and movement.
English Knights (dismounted):
OS: 10
DS: 7
RNG: 1
MS: 3
The main line of the army is composed of English Knights, who can hold the line against the strongest attackers.
Halberdiers:
OS: 7
DS: 3
RNG: 2
MS: 2
Halberdiers are mainly guards for cities. They can form a backup to melee units.
Crossbowmen:
OS: 15
DS: 0
RNG: 4
MS: 1
Crossbowmen are deadly when used in the right hands. This is compensated by their horrible movement and lack of defence.
Billmen:
0S: 4 (ignores defensive stat)
DS: 2
RNG: 2
MS: 4
Local peasantry called to defend their homes with Bill hooks. Their special weaponary can cut both through soil and armor. Essentially a halberdier with armor piercing.
Saint John:
OS: 0
DS: 15
RNG: 0
MS: 8
Called upon to do God's work, Saint John has arisen to protect his people. Only the strongest blows will land on him, for he is protected by God. He heals units within a 5x5 radius by 2 health points when not adjacent to the enemy, and 1 health point when adjacent. He heals himself 5 health points when not healing other units, and heals 2 health points when healing other units.
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Thanks! :)
I will create my unit list soon. By the way, who is the ruler of Rome?
Hegemony-V2 begins page 302
in Falador Tavern
Posted
You should actually start listing how many drones you have. :P