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[SIDE] Vaygr

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[SIDE] Vaygr

Post  doom3607 on Sat Dec 11, 2010 7:38 pm

First topic message reminder :

-General-
Side Name: United Vaygr Clans

Ruler Name: Supreme Warlord Makaan

Favored Terrain: Plains

Description:
HISTORY: The Vaygr. A group of formerly disunited but extremely similar sides, with the main ones being the clans of Vay, Pak'ra, and ShE'va. Vay managed to form a unified clan with ShE'va, and overwhelmed the Pak'ra and in short order the rest of the Vaygr clans. To this day the Supreme Warlordship alternates between those who formerly belonged to Clans Vay and ShE'va.
BIOLOGY: Standard humans. Extremely violent standard humans. Do not get between them and something they want. Ever.
WARFARE TACTICS: The Vaygr emphasize specialization above all else. Their units are popped with a sole purpose, and they stick to it, come hell, high water, or Titanic assault.

Livery: Black background with a centered red eye and flames leaping up from the bottom. This is the combined livery of Clan Vay (red eye on black) and Clan ShE'va (flames on black).

-Units-

Infantry:
Spoiler:

Stabbers:
Warriors- 5/7/1/3 + Plains Capable Upkeep:30
Warriors are standard Vaygr attack forces. On the offensive, they HIDEOUSLY outmatch most similar units, and have a minimized upkeep allowing for larger groups of them. If you see hordes of them coming at you, and hordes are what they come in, run.

Piker:
Guardians- 7/2/7/2 + Garrison, Plains Capable Upkeep:20
Guardians guard Vaygr cities. It's what they're there for. Nothing else. They will never be promoted to the field, they will stay in their city until it burns down over their corpse.

Archer:
Bandits- 5/5/0/6 + Garrison, Ranged, Plains Capable Upkeep:30
Bandits are used for low-risk raids on enemy forces. They can run in, hit the enemy, and run out just as fast. And that's just what they're for.

Scout:
Explorer- 3/0/0/9 + Scout, Plains Capable Upkeep:30
Explorers explore. Are you getting the pattern here?

Knight:
Relentless- 10/18/4/5 + Heavy, Plains Capable Upkeep:100
Relentlesses keep on advancing through anything, against anyone. They take 90% losses, they close ranks and throw themselves at your lines again. They will gladly march through hell itself to breach your lines for their comrades. They are Relentless. And they never- ever- quit.

Special:
Spoiler:

Special A:
Warriorlord: 6/7/3/3 + Plains Capable, Rider Upkeep:40
Next rank up from your average Vaygr soldier. They're somewhat better equiped, and know more thanks to all the fights they've been in. They also have this nasty habit of riding Windriders to attack you. Suffice it to say, you won't have fun if that happens. Actually, you're more likely to die.

Special B:
Windrider: 6/3/3/5 + Flight, Mount, Plains Capable Upkeep:40
Vaygr light air transport. You really don't want a stack of warriors with these coming at you. Bad things happen when they do that.

Special C:
Battlelord: 6/5/3/5 + Dance-fighting, Leadership, Plains Capable Upkeep:80
Ah, Battlelords. Not far below outright Warlords now. Do not mess with thier stacks, as they dance-fight in the old Vaygr style of ShE'naR'vaal, as practiced and perfected mainly by Clan ShE'va.

Special D:
Low Warlord: 15/14/14/12 + Heavy, Dance-fighting, Leadership, Plains Capable Upkeep:250
A Low Warlord is precisely one step below a full Warlord in the Vaygr heirarchy. If you ever face one, run. Particularly when (as always) he is leading a veritable swarm of lesser troops, since his stack dance-fights.

Navy:
Spoiler:

Sloop: Assault Transport: 6/2/2/4/13 + Water Capable Upkeep:60
Assault transports carry troops for assaults. The Vaygr like to be obvious.

Galley: Attack Vessel: 8/8/8/5/16 + Water Capable Upkeep:90
Attack vessels attack. Big surprise.

Galleon: Deathbringer: 10/15/15/5/30 + Water Capable Upkeep:130
Deathbringers bring death, both in the form of their own weapons and the troops they carry. Again, Vaygr obviousness.

My own little notes: Yes, these are inspired by the Homeworld 2 Vaygr. Kinda. Then I made basically everything else up. And yes, all the capitals in odd places (ShE'va and suchlike...) are intentional. Vaygr speech is funny.


Last edited by doom3607 on Mon Dec 20, 2010 4:44 pm; edited 6 times in total

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Re: [SIDE] Vaygr

Post  doom3607 on Wed Dec 15, 2010 6:46 pm

Vaygr have been updated, hopefully for the last time. The useless Stormlords have been replaced with somewhat-less-useless Windriders.

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Re: [SIDE] Vaygr

Post  Shusagi on Wed Dec 15, 2010 7:02 pm

I approve this update.

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Re: [SIDE] Vaygr

Post  thetobias on Wed Dec 15, 2010 10:31 pm

Needless to say jack frost does not.

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Re: [SIDE] Vaygr

Post  doom3607 on Thu Dec 16, 2010 4:17 am

Was unaware plains capable was free for me. Must have missed it. In any case, Vaygr have been updated to reflect this.

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Re: [SIDE] Vaygr

Post  doom3607 on Mon Dec 20, 2010 4:45 pm

One (hopefully final) update for the Vaygr. Warriorlords were formerly useless. They are now slightly less useless.

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Re: [SIDE] Vaygr

Post  Crovius on Thu Jan 20, 2011 9:52 am

Since I'm a Moderator AND Titan I assume I also have approval rights. I liek this side, they're all supposed to be men, more or less, and they choose not to rely on monsters and amalgamations, other than the windrider.

I approve this side.

Also, yes, I think as Titans, we can make an isolated region, possibly cut off by heavy forests and mountains, way off to one edge so that they will not run into anyone other than beasts, natual allies, and barbarians (also likely my Titan's Avatar as he prefers being far away from the concentration of civilizations as well) for some time.

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Re: [SIDE] Vaygr

Post  doom3607 on Thu Jan 20, 2011 5:05 pm

I'm actually considering getting rid of Warriorlords and Windriders, they seem quite useless. Also, the Windrider was supoosed to be more of a glider, so we're entirely human, thank you very much.

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Re: [SIDE] Vaygr

Post  Crovius on Thu Jan 20, 2011 5:45 pm

Ah, well then glider. My personal opinion is keep the gliders, if anything it gives you a flying unit, but remove the mount option, give them fire bombs! And maybe replace Warriorlords with some kind of worker/fighter, like Masons, Fortifiers, etc.

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Re: [SIDE] Vaygr

Post  doom3607 on Thu Jan 20, 2011 7:36 pm

Bombs I didn't think of, worker I did.

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Re: [SIDE] Vaygr

Post  Crovius on Thu Jan 20, 2011 10:04 pm

I'm debating if my Titan cares more about actual nature and beasts, or the inner beast of a person and the isolation of living far from other nations.

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Re: [SIDE] Vaygr

Post  doom3607 on Fri Jan 21, 2011 3:44 am

Ah, metaphors. Why not both?

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Re: [SIDE] Vaygr

Post  captain napalm on Thu Jun 30, 2011 10:21 am

I do like your "kill everyone and eat your children" attitude. It will be quite funny if, after all that boasting, you are utterly slaughtered. That is to say, uh...ignore that.

No, seriously, it's cool.

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Re: [SIDE] Vaygr

Post  ReginaldMcMuffin on Thu Jun 30, 2011 7:15 pm

iMeme is throwing a party in our desert of -20% health for your units per turn. Wink

I'm formally inviting you.

Also, you'd better hope you're not fighting turtlerose, since most of their units fly, and I only see bandits with the capability to fight them. Your first priority should be finding a natural ally that will fulfill your anti-air requirements. Or just take a city that produces such units.

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Re: [SIDE] Vaygr

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