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Paddy the Scot

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Hordeland
Mar 2001 time: 14:24
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Greetings Great Lords of the Blood Oath Horde
I am happy to announce the we have won the war with Ankh-Morpork, and that we have now entered into a time of peace with the nation of Ankh-Morpork.
What have we gained. We now have two legitamate borders, and an abundance of land for our Horde to grow and swell.
We have to our south east and south west two nations that have formal alliances and have thus become buffer states for our Horde.
Adding to that both have desire to strike at nations that be our foe.
There are other benfits indeed, such as the Red Guard now has room to train (promote) units in the northern wilderness.
Our nations stood at a cross roads at the opening of the last sacred save. Whether to attack and risk many issues, or follow the lead of Ambassador Plato and sue for peace. Discussions were entered into, some very open and official, others in back rooms of various drinking establishments. This matter went back and forth.
So ideas were agreed to in principle. Then discussed in teams, then brought back to sort out. This went on for some time.
We had 8 units ready to attack the A-M mountain 8 of "home" which has 3 spears fortified on it. It was projected that we coud take this place with the loss of a few units, and our troops could continue to gather and march their. Thus we could raze "home" in the coming turns, and possibly take and hold it. Even then moving on and taking more of the lands etc.
The issue I faced with this is that once we take / raze "Home" the A-M chariots could decimate our forces. Yes they would have been crippled forever, and we would be hurt... yet we could rebuild and take them out, if we were fast enough that is...
For to the South are the Babylonians, and they are gathering and preparing. The Babylonians have already proven themselves to be double dealing and not trustworthy. In the initial Summit, the Lord of Babylon, Beta, stated that the Alliance with the Horde was only until Desolation Row were defeated and removed from the lands. Then all bets were off. From this I clearly got the understanding that they would be targeting us then.
At the summit of 3 nations they were to get Math from DR, and send that on, along with Polytheism to the Bards and ourselves. In return they were to get Map Making and Horseback Riding. (In fact they also were send Philosophy from the Bards in error) The Babs then failed in gaining Math from DR and have not been able to since.
(Math – Bards have gained that from A-M and are sending it in a few turns when all 4is clear, thus safe keeping our tech alliance from prying eyes) (adding to this A-M have offer Math as part of peace / alliance discussions)
The Babylonians have rejected our Border Proposal, which they had previously agreed to, stating that they deserve an equal share of our spoils of war with A-M, and that they will not be sending troops, just settlers.
Along with this the Babylonians have not connected there Horse or there Iron at this time, and thus feel that they are not able to commit any troops of value to an attack on DR, as was part of the initial summit, and too part of the 3 nation summit.
So to sum that up, we had bigger fish to fry that out weighed the ideas of taking a few cities from A-M.
The following is the official Peace / Alliance Agreement.
May you all have a joyous week,
Paddy
----- Original Message -----
From: Paddy the Scot
To: Ormuzd ; Plato ; Krill ; Chrisius Maximus
Sent: Monday, May 09, 2005 6:56 AM
Subject: Horde Ankh-Morpork Peace/Alliance Agreement
Horde Ankh-Morpork Peace/Alliance Agreement
Peace to be signed by both Nations this turn.
Right of Passage for both Nations.
1. Lands:
1.1 A full border be set between A-M and Horde.
1.1.1 A-M nation to not build north / north east of the current locations of Memphis/ Home.
1.1.2 A-M to be allowed at sites - one at 999 from Home, one at 66 from Home and one 66663 from Home nothing more to east or southeast from Home.
1.1.3 A full border map to be drawn up in the coming days.
1.2 A-M to build a settler.
1.2.1 This settler to be available in 5 turns.
1.2.2 A-M to walk settler north and settle in pre arranged location then gift it to Horde straight away.
1.3 A-M to build a 2nd settler.
1.3.1 This settler to be available in 10 turns.
1.3.2 A-M to walk settler north and settle in pre arranged location then gift it to Horde straight away.
1.4 The captured workers (Stan & Laurel) would be given over from our capital.
1.4.1 Returned workers are to build roads asap between our lands for trade.
1.4.2 These would be handed over when city number 1 gifted – payment on delivery.
1.5 The road will allow A-M to send spices to Horde.
1.5.1 Horde to send dyes when available.
2. Research:
2.1 We both assist each other in techs.
2.2 Joint Research for future techs.
2.3 A-M to bring Horde up to speed on techs.
2.3.1 A-M will provide us with Math.
3. Security:
3.1 We keep this alliance to ourselves at this time, not tipping our hats to others who would do our two nations harm.
3.2 Troop movements to be kept confidential between our two nations.
4. The Southern Issue:
4.1 At an agreed time our nations would march side by side to the Southern Lands.
4.1.2 Bringing this area to Order.
4.2 No sudden attacks are to be initiated by either side into the Southern Lands.
4.2.1 This is to be a joint effort.
4.3 Both sides deploying and working closely on all planning and troop deployments, to achieve the full and thorough decimation and capture of these Southern Lands.
4.4 Horde to have a position within A-M, to station and gather the Horde Battle Force ready for the march to the Southern Lands.
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Paddy the Scot

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Hordeland
Mar 2001 time: 14:24
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Greetings Great Lords of the Horde
It is my pleasure to serve the Horde in my roll as Khan. We certainly have made quite an impact on the other five major nations of this world. In this I give you all my thanks and praise for the works and roles you have all played.
At this time we again stand together at a cross roads in time. The following contains an update of where we stand as a nation, details on our troops as well as current understandings of the other nations.
Please look this over, then feel free to post your thoughts on the following thread.
-------------------------------------------------------------
Ladies and Gentlemen - The Horde
Population: 495000
Live expectancy: 20 years
Military Service: 10 years
so they start young and live short but hard lives 
Our 29 Units:
Banshees (scout)
Horde Long Eyes (scout)
Bataar (warrior 5/5)
Hammerhead (warrior 3/3)
The Wanderers (warrior 3/3)
Slicers and Dicers (warrior 2/2)
Miss Watcher (spearwoman 3/3)
Far Striker (archer 4/4)
Bloodshaft (archer 4/4)
Scarface (swords 4/4)
Bloodletter (swords 4/4)
Grim Death (swords 4/4)
Bloodseeker (swords 4/4)
Long Blades (swords 4/4)
Shadow Striker (swords 4/4)
Cardial Crusher (swords 4/4)
Devourer of Light (swords 4/4)
The Faithfuls (horseman 4/4)
Thunder Hoof (horseman 4/4)
Black Lightning (horseman 4/5)
Soothsayer's Savages (horseman 5/5)
First Rider of the Apocalypse (horseman 4/4)
Bob (worker)
Harry (worker)
George (worker)
Mildred (worker)
FA worker (worker)
Stan (A-M Worker)
Laurel (A-M Worker)
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Internal Policy Matters
One Voice
In dealing with other nations, we the Horde are to use the nominated Ambassadors with any questions / requests that you may have. One Voice to be a new motto
We are all to fully understand lessons on operational security. It must be noted that the other teams are very very curious how we are so big, and winning so well. So we can all expect they will be trying to pick up any information they can.
We have moved to full war footing with massive nation project - Statue of Zeus
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Red Guard Operations are working on two plans
Battle Plan 1.
International Peace Keeping Duties between The Desolation Row and The Bards
The full battle plan will be presented to the Horde in the coming 48 hours.
Fast Movers Army
The Faithfuls (horseman 4/4)
Thunder Hoof (horseman 4/4)
Black Lightning (horseman 5/5)
Soothsayer's Savages (horseman 5/5)
First Rider of the Apocalypse (horseman 4/4)
New Unit in preperation at Ta-Tu, ready in four turns (horseman 4/4)
Battle Plan 2.
The invasion of Babylon, utilizing the A-Morpork Armed Forces, along with our Army West
The full battle plan will be presented to the Horde in the coming 24 hours.
Horde Army West
"Task Force Bloodshaft" Currently within A-M territory.
Bloodshaft (archer 4/4)
Far Striker (archer 4/4)
Scarface (swords 4/4)
Long Blades (swords 4/4)
Cardial Crusher (swords 4/4)
Devourer of Light (swords 4/4)
"Task Force Bataar" Currently within lands between us and A-M
Horde Long Eyes (scout)
Bataar (warrior 5/5)
Shadow Striker (swords 4/4)
Grim Death (swords 4/4)
Bloodseeker (swords 4/4)
Bloodletter (swords 4/4)
1 scout, 1 warrior, 2 archers, 8 swords = 12 units
A-Morpork Army
3 spearmen - 1 regular, 1 veteran, 1 regular or veteran
5 warriors - all regulars, two are on scouting mission - they are looking to upgrade these to swords soon.
3 war chariots - 2 veteran, 1 regular
3 horsemen - one regular, one vet, one elite
= 14 units (some will be needed to stay as garrison)
(we expect to be using 14 units, as they will have another 2 - 3 soon, awaiting details on this.)
Total 26 units to attack Babylon in a cordinated battle plan as set out by Red Guard Operations. The initial plans will be posted in the coming 24 hours as stated earlier. 
-------------------------------------------------------------
External Policy Matters
Euthorica
Contact Point: Blood Cell Chief Chrisius Maximus
They are to our immediate south east
We have peace with the Bards
We have a tech alliance
They are currently researching Construction in 28
We push Bards to get Babs into war with DR
We go to Bards defence - ensure peace as we now international peace keepers (must kill aqua.... must...)
We have far more cordinated workings with Bards on military actions
We build that relatiuonship with Bards so it is like steel
Horses not connected
A-Morpork
Contact Point: Khan Paddy the Scot
They are to our immediate south west
We have peace with the A-M
We have a full alliance as listed in their thread
We have an alliance with the Babs and Bards for the elimination of Desolation Row
A-M have a deal where DR will supply currency in 3 turns
They are currently researching Republic in 48
We have Literature that A-M do not have
We work on AM so they have time to build before we both strike babs
We do deal with Babs for Monachy - gift to AM
Iron not connected
Babylonians
Contact Point: Soothsayer Plato
They are to our far south west
We have peace with the Babs
We have an alliance with the Babs and Bards for the elimination of Desolation Row
We have no idea what they are currently researching
They do owe us at least one technology for the Mathematics they were supposed to secure for us and the Bards as agreed at the Summit of 3 Nations.
It could possibly be that they owe us two if we included Philosohy that Bards supposedly accidently sent them.
Babs doing deal with DR where they get Currency
We have Literature and Code of Laws that Babs do not have
We have a deal to supply Babs with Literature and they will supply us with Monarchy (Red Guard Ops say they will have this in 9 - 10 turns)
We push Babs to get Babs into war with DR
Horses not connected
Iron not connected
Desolation Row
Contact Point: Soothsayer Plato
They are to our mid south east
We have peace with the DR
Dr want a tech alliance with us
DR would also like a non-agression pact with us
DR are currently researching Currency in 3 turns
DR have a tech alliance with Lost Boys
DR doing a deal with Babs where by they supply Babs with Currency
DR finds Babs friendly enough for the time bein
We have Literature that DR do not have
They have recently completed deals that gained them Map-Making abd Code of Laws
We string DR as long as we can
All resources connected
Lost Boys
Contact Point: Soothsayer Plato
They are to our far south east
We have peace with the LB
We have no idea what they are currently researching
LB have a tech alliance with Desolation Row
We have Literature that LB do not have
They have recently completed deals that gained them Mapmaking & Mathematics
We approach Lost Boys, role play 1889 to get involved in war on DR
We learn and build with LB all we can - especially their relations with Babs
Iron not connected
-------------------------------------------------------------
Let it be known throughout the lands....
The Horde has begun its first National Wonder Program - Statue of Stone.
The Horde is under Red Guard operational security
Their is to be NO, I repeat NO talk of this project anywhere out side of The Horde Private Forum, and such comms between Horde members.
Let the building and shield storing begin.
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For the purpose of building Statue of Zeus we change the way we measure time. We consider turn 1990 BC as Turn 1 of our wonder building.
Turn 2 (this turn): KBH has 9 shields. Change production in KBH to granary. Change production in FA to worker. Change production in Bokhara to worker. Change production in Bloodview to settler. Bob and Harry move 2-3. George moves 4. Citizens of KBH rearranged so KBH produces 10 shields per turn with one food surplus.
This turn:
Turn 3: KBH has 19 shields. Worker built in FA (named FA worker). FA worker moves 8-8-8. Bob and Harry move 6-6. George moves 4-1-4. Two slave workers start road on grass 3 from KBH.
Turn 4: KBH has 29 shields. FA worker builds mine. Bob and Harry move 6. George moves 9. Mildred moves 4-8-8.
Turn 5: KBH has 39 shields. Bokhara builds worker (named Bokhara worker). Bokhara worker moves 9-9-9. Mildred starts road. Road is completed instantly and slave workers are free to move. Slave workers start mine. Bob, Harry and George start mine. Mine is completed at the end of turn 5. Citizens of KBH are rearranged so KBH produces 11 shields per turn with one food surplus.
Turn 6: KBH has 50 shields. Bokhara worker, FA worker, George and Harry move 7 and are added to KBH. Slave workers move 7 and are returned to AM. KBH is size 9 and produces 16 shields per turn with no surplus of food. Production in KBH changed to library to try to maintain the illusion for at least one more turn. Bob and Mildred move 7-7-7.
Turn 7: KBH has 66 shields. Production in KBH changed to Statue of Zeus. Bob and Mildred mine grass 7-7 from KBH.
Turn 8: KBH has 82 shields.
Turn 9: KBH has 98 shields. Mine completed on grass 7-7 from KBH at the end of turn 9. KBH now produces 17 shields per turn.
Turn 10: KBH has 115 shields.
Turn 11: KBH has 132 shields.
Turn 12: KBH has 149 shields.
Turn 13: KBH has 166 shields.
Turn 14: KBH has 183 shields.
Turn 15: Statue of Zeus completed in KBH.
- many thanks to Red Guard Operations for this plan.
-------------------------------------------------------------
So there you go Horde, an update of the situation at this time.
May you all be at peace and be enjoying happiness in your lives,
Paddy, Khan of the Horde
Attachment: soz.jpg
This has been downloaded 46 time(s).
Last edited by Paddy the Scot on 17-05-2005 at 23:31
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Paddy the Scot

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Hordeland
Mar 2001 time: 14:24
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Allied attack on Babylon by Blood Oath Horde and Ankh-Morpork.
The current turn (turn 1910 BC) will be considered Turn 1 of our joint military enterprise.
The primary target of our attack is the Babylonian city of Felinicity, Beta’s favourite city.
For this attack the Horde has dedicated Army Group West consisting of 8 veteran swordsmen, 2 veteran archers and one elite warrior.
It is expected that Ankh-Morpork will provide only the mobile component for this attack. This means that the Horde will suffer the brunt of the initial attack by the Babylonian forces stationed in Felinicity. AM force should number 10 mobile veteran units (horse/WC) and 3 to 4 spearmen (they need not be vets) so it does not appear as an attractive target for the Babylonian horses.
Army Group West will proceed toward the Babylonian land along the following lines:
Army West will consolidate on jungle 3-6 from AM iron mountain.
Bloodletter will move: 2-2-2-1-2 (red line) and will reach the assembly area on Turn 6.
Task Force Bataar consisting of 2 swords and one elite warrior has a head start of 1 turn compared to Bloodletter. They could reach the assembly area on Turn 5, but they will not because they will generally move in that direction, i.e. 2-2-3-3 (purple line - broken), but also monitor the movement of the DR warrior Dave who can be a hostile informant.
Bloodseeker will join taskforce Bataar moving 3-3-3-3-3 (purple line).
Task Force Bloodshaft inside AM territory consisting of 2 vet archers and 4 vet swords will move as if they are preparing to attack the AM horse city. They will move: 3-2-6-9-6 (dark red).
Army West will be fully formed on Turn 6 at the prearranged spot. Then Army West will proceed 2-2-2-2 (blue circle) at which point it will become visible to the Babylonians in Felinicity. This will be on turn 10. They can be in position to attack on turn 12.
This means that AM has time until turn 11 to comprise a force of 10 veteran horses or war chariots and move them on hill 3-3 (yellow circle) from horse city together with 3-4 spears.
The timeframe is such that the shock and surprise of our attack will surely crush the moral of the Babylonians and they may start abandoning their settlements.
A subsidiary operation will be undertaken by a detachment of Horde horses. Three veteran and one elite horse will be deployed on hill 8-8-7-7 from the Babylonian city of Kurra on Turn 10 so they can be moved to strike position on turn 11.
This plan is subject to change on the Turn 2, Turn 3 and Turn 4, pending the scouting intel provided by our Horde Long Eyes scout and one AM warrior scout which will move out of horse city and assume course 6-9-9-9.
Attachment: operation slamdunk 1.jpg
This has been downloaded 64 time(s).
Last edited by Paddy the Scot on 18-05-2005 at 17:06
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Ljube
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Belgrade
May 2003 time: 06:24
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quote: Originally posted by bongo
Ormuzd do have a point, we should really send some spears along with our army |
Yes, it would be nice to join a few spears. But can we get them produced in time? We could of course postpone the attack until the spears are ready. Personally, I would also like a few more archers too. But can we build all that? Perhaps, in about 6-7 turns. Perhaps the need to protect our main force warrants such delay.
Bongo, could you elaborate your proposal a bit more.
Last edited by Ljube on 18-05-2005 at 04:02
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:24
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Looks good. I will be in and out occasionally, but have family matters to deal with. If you need any calculations, let me know by email and I will try to get to them.
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Paddy the Scot

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Hordeland
Mar 2001 time: 14:24
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"Main Battle Army"
Arrival at Bloodview~Bards holding Area:
Stormhoof (horseman 5/5) - 3~5 turns
Bataar (warrior 5/5) - 6~9 turns
Grim Death (swords 4/4) - 6~9 turns
Bloodshaft (archer 4/4) - 7~10 turns
Far Striker (archer 4/4) - 7~10 turns
Scarface (swords 4/4) - 7~10 turns
Long Blades (swords 4/4) - 7~10 turns
Cardial Crusher (swords 4/4) - 7~10 turns
Devourer of Light (swords 4/4) - 7~10 turns
Bloodseeker (swords 4/4) - 7~10 turns
Black Lightning (horseman 5/5) - 7~9 turns
Bongolian Guard (horseman 4/4) - 9~11 turns
First Rider of the Apocalypse (ancient cav 4/4) - 9~11 turns
Lightninghoof (horseman 4/4) - 10~12 turns
The Princesses of Ta-Tu (horsewomen 4/4) - 10~12 turns
The Faithfuls (horseman 4/4) - there~2
Soothsayer's Savages (horseman 5/5) - there~2
these two units in Bloodview at the moment 
so we are taking them for some Barbarian hunting.
The Avar tribe is near KBH
so I foresee that they will be available 10~12 turns
some totals.... utilizing the troops listed above
In the Bards Hold Area - Central Bardlands
in 10 turns from now we will have
1 warrior
2 archers
6 swords
2 horse
11 units
in 12 turns from now we will have
1 warrior
2 archers
6 swords
7 horse
1 ancient cav
17 units
"The Flowing Reserve"
Arrival at Bloodview~Bards holding Area:
Red RoughRider (horseman 4/4) - turn 14~16
Second Rider of the Apocalypse (ancient cav 4/4) - turn 15~17
Barrel Runners (horseman 4/4) - turn 19~21
The Marshalls (horseman 4/4) - turn 20~22
Third Rider of the Apocalypse (ancient cav 4/4) - turn 20~22
The Dragon Riders (horseman 4/4) - turn 21~23
Fourth Rider of the Apocalypse (ancient cav 4/4) - turn 25~27
Partymen (horseman 4/4) - turn 26~28
some totals.... utilizing the flowing reserve
In the Bards Hold Area - Central Bardlands
in 10 turns from now we will have
1 warrior
2 archers
6 swords
2 horse
11 units
in 12 turns from now we will have
1 warrior
2 archers
6 swords
7 horse
1 ancient cav
17 units
in 17 turns from now we will have
1 warrior
2 archers
6 swords
8 horse
2 ancient cav
19 units
in 22 turns from now we will have
1 warrior
2 archers
6 swords
10 horse
3 ancient cav
22 units
in 28 turns from now we will have
1 warrior
2 archers
6 swords
12 horse
4 ancient cav
25 units
"Southern Border Patrol"
Banshees (scout) - wandering no mans land on a grid pattern
Horde Long Eyes (scout) - wandering no mans land on a grid pattern
"The Garrisons"
Slicers and Dicers (warrior 2/2 - upgrade to swords 2/2) - fort at KBH
Hammerhead (warrior 3/3 - upgrade to swords 3/3) - fort at KBH
The Wanderers (warrior 3/3 - upgrade to swords 3/3) - fort at Bloodview
Hot Lips (spearwoman 4/4) - fort Bloodview
Miss Watcher (spearwoman 3/3) - fort at Filiolus Ala
Shadow Striker (swords 4/4) - fort at A-M settler Bohkara 1,1,2
Double Edge (swords 4/4) - fort at Dye City
Bloodletter (swords 4/4) - heading to clear out the volcanoe region of the barbarians.
Thus getting the area ready for our A-M settler.
then fort at A-M settler in volcanoe country
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Growth:
"Khan's Blood Hall" - Statue of Zeus in 8 turns 1st Ancient Cavalry 4/4 in 9 turns, 2nd 14 turns.
"Ta-Tu" - horsewoman in 9 (The Princesses)
next horsewoman in 19 (The Dragon Riders)
"Bokhara" pop 4 - horsemen in 7 (Bongolian Guard)
next horseman in 13 (Red Roughrider)
next horseman in 19 (The Marshalls)
next horseman in 25 (Partymen)
"Bloodview" - horsemen in 10 (Lightninghoof)
next horseman in 18 (Barrel Runners)
"Filiolus Ala" - settler in 15
"Dye City" - settles in 3 turns
barracks in 13
next horseman in 28 (Dye City 1)
"A-M Settler near Bohkara" - settles in 2
barracks in 12
warrior in 17 (A-M 1)
"A-M Settler near volcanoes" - settles in 6
barracks in 16
warrior in 21 (A-M 2)
-----------------------------------
Bob (worker) - road to 8, thus complete the road for the new dye city
John Boy (worker) - mine completed in 4, then to complete the road to the Bards
Martha (worker) - to complete the road to the Bards
Stan (A-M Worker) - road, then back to capital to be transferred to A-M asap
Laurel (A-M Worker) - road, then back to capital to be transferred to A-M asap
-----------------------------------
some further notes...
due to a twist of fate, the army west has reverted to the main battle army...
and instead of preparing to attack the babylonians, is now marching at a great pace to take up positions within the land of the bards... would you have thunk that 
in consultation with our allies A-M, the babylonian attack will not be taken place for at least 30 turns... A-M have a strong force able to cope with any Babalonian attack at this time.
The arrival of our Main Battle Army into the Bards lands will coincide with the formation of our first veteran Ancient Cavalry units and with several new veteran horse units
ok my projections for builds may be off here and there by a point or two, that can be fixed
and I have deliberatly focused on building horsemen in this scenario, understanding that spearmen, or swordsmen could very well be needed for a balanced battle plan.
The Red Guard will keep you informed.
Attachment: beware_pirate_sign.jpg
This has been downloaded 45 time(s).
Last edited by Paddy the Scot on 29-05-2005 at 16:56
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