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[Side] Turtlerose

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[Side] Turtlerose

Post  W.U. on Mon Dec 13, 2010 7:51 am

Side Name: Turtlerose.

Ruler Name: Zirian.

Favored Terrain: Uh, plains, I guess. Most of my units fly anyway. EDIT: Mountains, it is, then. After a suggestion from our chief Titan.

Description: A mercenary side, non-royal. Self-sufficient, but extra schmuckers never hurt anybody, did they?
Assembled from bits and pieces of former sides, this side just wants to live in peace. Mercenary work is fine, but if Turtlerose's peace is threatened, those who threaten it best be prepared to face an iron wall, swiftly followed by a crushing blow.

Livery: A winged turtle shell seen from the top with a rose across the shell.

Warning: May contain some references to Bowser's minions.

I'm just borrowing some of them.

Infantry
Spoiler:

Stabbers: Spearmen: 5/3/3/3, Rider. 40 upkeep.
They're spearmen, you can't expect much from these guys. But, they can ride the scouts. Useful for a quick deployment.

Pikers: Piranha Plants: 7/3/4/0(2), Ranged. 30 upkeep.
You should recognise these. They're fire-spitting nuisances, which is useful in case of an airborne attack.

Archers: Hammer Brothers: 5/5/4/0(2), Ranged. 30 upkeep.
These are not turtles, but men. Men trained in the ways of the turtle. The first line of defense against invasion. Their thrown hammers may not look like much, but they work fine.

Scouts: ParaTroopers: 3/0/2/7, Flight, Scout, Mount. 40 upkeep.
You should also recognise these winged turtles. With a single exception. These scout units can be used as transports for Spearmen.

Knights: Turtle Tanks: 11/8/8/13, Heavy, Siege, Fast. 100 upkeep.
These enormous turtles will plow through anything you put in front of them. In record time. If you see these babies coming, say your prayers.

Special
Spoiler:

Special A: Rose Angels (Demolition Division): 6/3/3/3, Flight, Ranged, Siege. 40 upkeep.
These winged humanoid units support the Turtle Tanks, attacking the archers on an enemy's walls directly. After that's done, they can help bring down the walls. Also useful to harass infantry without risk.

Special B: Rose Angels (Assassination Division): 6/3/3/3, Flight, Ranged, Toxin. 40 upkeep.
For those pesky warlords and casters and other assorted nasties, we have these. These instruments of precision can be quite deadly, if used competently.

Special C: Commander Angels: 6/3/3/3, Flight, Ranged, Dance-Fighting, Leadership. 80 upkeep.
The addition of just one of these units to an unled stack transforms the stack from an incompetent bunch of boobs, to a deadly warmachine. And like other angels, they look good.

Special D: Angelic Guard: 21/6/10/28, Flight, Mount, Very Fast, Simple Healomancy. 250 upkeep.
These are the winged guards of casters, Chief Warlords, and Rulers. With the speed to get in and out of combat at lightning speed, and the capabilities to protect their charge in any situation, they are the ultimate security.

Naval
Spoiler:

Sloop: 6/2/5/4/8/water-capable, Ranged. 60 upkeep.
These sloops are reinforced, but have little other use, other than transporting.

Galley: 8/3/11/5/16/water-capable, Ranged. 90 upkeep.
Sort of like a bigger and more reinforced version of the Sloop.

Galleon: 10/5/23/5/30/water-capable, Ranged. 130 upkeep.
I'd like to say these are more reinforced and bigger than the Galley, but in this case, it's not true. Instead this a huge floating turtle shell.

Mathamancy Edit.


Last edited by W.U. on Tue Dec 14, 2010 5:43 pm; edited 2 times in total
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Re: [Side] Turtlerose

Post  thetobias on Mon Dec 13, 2010 7:54 am

Nice side, need to do the mathmancy tho (Nihila?)

Also: GARBLEGARBLEGARBLE!!! TOO MANY SIDES!!! NOT ENOUGH TITANS!!!! clown

EDIT: Note that with terrain speciality your units get a bonus fighting in their favored terrain, also you start in your favored terrain. If you use flyers then in my opinion a mountain based side would be very effective.
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Re: [Side] Turtlerose

Post  HerbieRai on Mon Dec 13, 2010 8:06 am

If we get another player or 2 without a titan, I'll switch from player to titan. I'm still waiting for Crovis to join in.

I'd love to see Underopia fight a war with Turtlerose. We burrow and you fly, we'd only fight at the cities, and never have a clue where eachother are.

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Re: [Side] Turtlerose

Post  W.U. on Mon Dec 13, 2010 9:15 am

HerbieRai wrote:If we get another player or 2 without a titan, I'll switch from player to titan. I'm still waiting for Crovis to join in.

I'd love to see Underopia fight a war with Turtlerose. We burrow and you fly, we'd only fight at the cities, and never have a clue where eachother are.

Yeah, but a combined force would be more awesome.

I can easily cause chaos by flying over the walls. Your surprise arrival through the ground would essentially end the city if combined with that, and we'd never even break the walls. Kinda like a three-dimensional pincer movement.
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Re: [Side] Turtlerose

Post  Twoy on Mon Dec 13, 2010 9:23 am

It seems to me that six players and three titans is the perfect game.
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Re: [Side] Turtlerose

Post  SirShadow on Mon Dec 13, 2010 9:28 am

We have three titans... if crovis ever shows up...

Also, any thoughts about what titan you'll be for ;)

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Re: [Side] Turtlerose

Post  thetobias on Mon Dec 13, 2010 9:48 am

we have a "neutral" titan of darkness
we have a "good" titan of darkness
we need an "evil" titan of light Razz
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Re: [Side] Turtlerose

Post  HerbieRai on Mon Dec 13, 2010 10:24 am

evil light and good dark titans? I'm guessing your the evil light, and crovis is going to be the good darkness?

If Crovis is a sure thing I'll stay a player for the current time. there's a 2:1 player titan ratio, which I think is ok. If Crovis has to bail then I'll be an evil titan of beasts, war, and destruction. Every pantheon needs one of those, right?

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Re: [Side] Turtlerose

Post  Twoy on Mon Dec 13, 2010 10:57 am

SirShadow wrote:We have three titans... if crovis ever shows up...

Also, any thoughts about what titan you'll be for Wink
I don't know why I thought we already had three titans.

How are we going to match up sides with titans?
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Re: [Side] Turtlerose

Post  SirShadow on Mon Dec 13, 2010 11:01 am

Tobias is the "good" darkness

And I am the "neutral" darkness, ;) This is a mountain-based side, my blessings would be bounteous.

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Re: [Side] Turtlerose

Post  doom3607 on Mon Dec 13, 2010 2:17 pm

If the Vaygr get eradicated, we WILL have that other Titan.
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Re: [Side] Turtlerose

Post  SirShadow on Mon Dec 13, 2010 2:22 pm

:P Vaygar seems perfectly combat capable.

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Re: [Side] Turtlerose

Post  Nihila on Mon Dec 13, 2010 2:59 pm

Mathamantic Errata:
Each of your basic Infantry except Archers should have +10 to upkeep due to the Specials.
Because Hits increases by 3 for every 2 points invested, you've only spent 23 of your points on the Angelic Guard.

Other than that, looks good.

And what do you mean, "evil"? We of Snowpoint just understand that to make ice cream, you have to smash a few blocks of ice brutally and then oppressively crush the pieces into dust before adding flavoring and sugar to enjoy a perfect dessert!
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Re: [Side] Turtlerose

Post  doom3607 on Mon Dec 13, 2010 4:22 pm

SirShadow wrote:Razz Vaygar seems perfectly combat capable.

You have a point. Stabbity, stabbity... and them durn Bandits could be a nuisance too...
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Re: [Side] Turtlerose

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

Hmm...If I give my stabbers the "plumber" special, do they automatically defeat you? Smile
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Re: [Side] Turtlerose

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