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The horde is unleashed! Interactive Fiction at its most epic and brutal! An Unexpectedly Green Journey is an orc life-simulator, where, through 1.5 million words, you forge the orc of your dreams, and everyone else's nightmares.


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Great job on the horse. I tried that once and the result wasn't so good
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I use 3x10 scouting archers

How are you using them? Given the rules for skirmishers I've found that having more than five in the unit makes it more or less impossible to get all the shots out the unit.

Well it depends, sometimes they're just obstacles in the middle of the field
They still have volleyfire when shooting
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The Old World Cometh Again !!! / Re: How do you fill your "Core tax"?
« Last post by Perforated on Today at 09:48:50 AM »
I use 3x10 scouting archers

How are you using them? Given the rules for skirmishers I've found that having more than five in the unit makes it more or less impossible to get all the shots out the unit.
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I assume our current time period is after Drakwald was no longer a province? I can't remember....

I think that happened several centuries before the current TOW timeline.
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I assume our current time period is after Drakwald was no longer a province? I can't remember....
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From Bretonnia comes the Lady Meliss้, a powerful Bretonnian damsel from Mousillon. Some say that Mousillon is a vile place, dominated by the undead, but how can that be true when such beauty and grace comes from there?
There are some rumours around the camp about the Lady’s nightly activities, but many are the noble men ready to defend the Lady’s honour against such slander.
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The Old World Cometh Again !!! / Re: How do you fill your "Core tax"?
« Last post by Warlord on Today at 06:52:16 AM »
It varies.
Its usually a combination of 2 units of Drilled Knights, and 2 units of scouting archers, and something else.

2 x 5 knights, drilled, musician - 242 pts
2 x 5 archers, scout - 80 pts
2 x 12 spearmen, spears, musician, 178 pts

OR

2 x 6 knights, drilled, stubborn, full command - 336 pts
2 x 5 archers, scout - 80 pts
2 x 6 crossbow detachment - 84 pts

Rest of these 2 lists has General and BSB on Demigryphs, Wizard Lord, 2x14 greatswords, 2x4 outriders, 2x2 demigryphs and a Steam Tank

OR

2 x 4 knights, drilled, champ, musician - 208 pts
2 x 5 archers, scout - 80 pts
20 halberds full command (7x3 config) 135 pts
6 crossbow detachment - 42 pts
5 crossbow detachment - 35 pts

Rest of this list has 2 griffon captains, 2 Wizard Lords, Engineer, 2 Demigryphs, cannon, helblaster and steam tank
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If Empire was last, then we would have to wait even longer for a new AB or AJ in a new edition. Middle of the releases probably sits better to be mid-powered in the middle of an edition, rather than over or under for a whole edition.
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The Old World Cometh Again !!! / Re: How do you fill your "Core tax"?
« Last post by madeinitaly1 on October 02, 2024, 08:36:38 PM »
I use 3x10 scouting archers and one block of infantry with shooty detachment,so you can deploy them all togheter and get the +1 advantage to begin the battle
I used to choose cavalry but I found it disappointing

That's interesting. It makes me think we can go with just 3 drops: main block of infantry (i.e. veterans) with shooty detachments (or maybe missile troops with missile detachment?), artillery, characters, and then the scouting archers. Of course we need a couple fighting characters, that means griffon riders, but luckly the captain can be quite cheap.

Edit: I thought of something quite extreme like this:

The Empire of Man - Shooty Empire - [2000pts]

# ++ Main Force ++ [2000pts]
## Characters [995pts]
Captain of the Empire [195pts]: Hand Weapon, Griffon (Serrated Maw, Wicked Claws), Lance, Full Plate Armour, Charmed Shield, Pistol
Captain of the Empire [195pts]: Hand Weapon, Griffon (Serrated Maw, Wicked Claws), Lance, Full Plate Armour, Charmed Shield, Pistol
Engineer [45pts]:
• 1x Empire Engineer [45pts]: Hand Weapon
Engineer [45pts]:
• 1x Empire Engineer [45pts]: Hand Weapon
Engineer [45pts]:
• 1x Empire Engineer [45pts]: Hand Weapon
General of the Empire [150pts]: Hand Weapon, General, Light Armour, Dragon Bow, Charmed Shield, Ruby Ring of Ruin
Wizard Lord [160pts]: Hand Weapon, Wizard Level 3, Elementalism, Lore Familiar
Wizard Lord [160pts]: Hand Weapon, Wizard Level 4, Battle Magic

## Core [515pts]
Empire Archers [80pts]:
• 10x Archer [8pts]: Hand Weapon, Warbow, Scouts
Empire Archers [80pts]:
• 10x Archer [8pts]: Hand Weapon, Warbow, Scouts
Empire Archers [80pts]:
• 10x Archer [8pts]: Hand Weapon, Warbow, Scouts
State Missile Troops [56pts]:
• 8x State Missile Trooper [7pts]: Hand Weapon, Crossbow
  • Regimental Unit: State Missile Troops[3]
State Missile Troops [56pts]:
• 8x State Missile Trooper [7pts]: Hand Weapon, Crossbow
  • Regimental Unit: State Missile Troops[3]
State Missile Troops [163pts]: Magic Standard
• 16x State Missile Trooper [8pts]: Hand Weapon, Handgun
• 1x Sergeant [10pts]: Repeater Handgun
• 1x Standard Bearer [20pts]: The Gleaming Pennant
• 1x Musician [5pts]
  • Detachment: State Missile Troops[1], State Missile Troops[2]

## Special [250pts]
Great Cannon [125pts]: Gun Crew (Hand Weapon), Great Cannon
Great Cannon [125pts]: Gun Crew (Hand Weapon), Great Cannon

## Rare [240pts]
Helblaster Volley Gun [120pts]: Gun Crew (Hand Weapon), Helblaster Volley Gun
Helblaster Volley Gun [120pts]: Gun Crew (Hand Weapon), Helblaster Volley Gun

There are only 3 drops: Handgunners with xbows detachments, artillery, and characters. Maybe the two captains aren't the best at fighting, but i think they can handle what's left after that shooting and magic. The elementalism lvl 3 is there to plague of rust anything that comes within 21", but it can be a lvl 4 battle magic for the same points. I don't know which one i should take. Maybe i could go for a third level 4 instead of the General, but i'm not a fan of Ld8 armies.
It looks pretty solid, just give illusion a try: miasmic mirage and column of crystal are perfect for this kind of army
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