Map #2

that brings up a good point, can we build ANY unit we want? it just does one damage though right?

and it has to be appropiate...


2 page claims in a row WOOT!
Alright, can we just get a list of some of the rules. Such as
1) How many units can you produce in an action?
2) Can you claim an unclaimed country?
3) Are political manuvers alowed?
4a) If a unit with spears fights a unit with mechine guns, do the mechine guns win, or is it all units fight equal?
4b) Are their tiers of units, like Basic, Advanced, and Elite? If so, how many of each can you produce an action?
5) Besides destroying bridges, how else might we change terrain?
Answer to 4; no.

Hiko has already made clear that all basic units do the same thing, even if one has clubs and the others have nukes.
I propose an alliance with Luxia.

I build the wizard University of Fourecks.
Wait for Hiko to actually update again before you do actions...

>>

-Twi
THANK YOUUUU.
I've been busier than I expected of late...and I'm about to leave my house.
So, I'm so sorry, but I'll do the final update and clarifications tomorrow.
;~;
Sorry for the delay mates.
OK...
The map, I'm too lazy to update, check the other one, nothing's happened.
XD
As to rules...
And answering Zolem:
You may produce 1 'unit' in an action; but it can be 9,000 or whatever in your RP. Just summarize it as 1 per turn.
Yes, read the damn rules.
Political = ?
NO. ALL UNITS = SAME. (I mean, apart from their traveling means)
I...don't...know...use your imagination...
These were answered in order.
_________________

I build a wall made of diabeetus and AIDS. Who'd want to touch THAT?
This takes 2 of my turns. I then use my other turn to create a land turret that spews fireballs.

1-2. Make wall
3. Fireball Turret Creation

ATK: 1 unit
DEF: +2, Fireball Turret
HP: 10+2=12
__________________
Obviously, I can now make turrets; new rule! They have 2 HP and automatically attack the unit of their type, once my country/defenses are. They do .25 dmg to the attacker per attack. You MUST summarize your stats at the end of each turn.
Produce 3 units, which are various and dragonbased. They shall be specified at the time of my choosing.

ATK 3 Units
DEF 0
HP 10
Build big walls on Twi's border, all mechanical and spikey. <3

Also, produce several pantheon warriors.

1. Build Wall
2/3. Make pantheon warriors. (3)

ATK: 3 Land Units
DEF: 11

PS:

Units. : D
I'll try this again.

I propose an alliance with Luxia.

1,2) I build the wizard University of Fourecks. Their magic makes a barrier.
3) I find a lot of poisonous spiders and snakes, and put them in a box, ready to ship. This is a ground unit.

HP: 12
Sure, Zyborg, I'm willing to ally with you. I don't know what my comrades want to do though. However, you have been deemed Holy enough by the Religious leaders of Luxia. We have accepted your alliance.

Actions:
1. Have peasants and stone masons build a wall. One with gates of course. Large, scary iron gates which shall open only for allies.
2-3. Assign two Holy Archers to Defend the wall.



I have gotten myself unit sprites for my Holy Army. I decided to use FE style unit sprites.
(You did say to create small visual representations for your army, no?)

Actions:
ATK: 2 units (Defensive Ground)
DEF: +1
HP: 10+1=11

EDIT: Amout of points has been learned.
1: I build an offensive land unit.
2: I build a DEFENSIVE (Turret, perhaps) land unit.
3: I send the offensive land unit to go claim Country 5 in my name.

Army: 2 units (One in country 5, offensive; one defensively stationed in my country.
Defense: 12? 2? 0? *Shrug*
HP: 10. 12? Maybe? Hiko will know.
Face: Sneaky (>:3)

Quote (Jcc28)

Sure, Zyborg, I'm willing to ally with you. I don't know what my comrades want to do though. However, you have been deemed Holy enough by the Religious leaders of Luxia. We have accepted your alliance.

Actions:
1. Have peasants and stone masons build a wall. One with gates of course. Large, scary iron gates which shall open only for allies.
2-3. Assign two Holy Archers to Defend the wall.

BUT WAIT, THERE MAY BE MORE:
If the number of actions required for bridge destruction is 1, then I shall go:

Actions:
1. Have peasants and stone masons build a wall. One with gates of course. Large, scary iron gates which shall open only for allies.
2. Assign a Holy Archer to Defend the wall.
3. Send out a Demolitions Expert to Blow up bridge.

If its 5 actions like bridge repair, then use the first set of actions.



I have gotten myself unit sprites for my Holy Army. I decided to use FE style unit sprites.
(You did say to create small visual representations for your army, no?)

Action Set 1:
ATK: 2 units (Defensive Ground)
DEF: +1
HP: 10+1=11

Action Set 2:
ATK: 1 unit (Defensive Ground)
DEF: +1
HP: 10+1 = 11
(But this one blows up the bridge)

Bridge destruction takes (5) turns.

Go with action set 1, edit your post please.

I'm also not sure what you meant by-ohhh.
The units don't add to your HP. Only defensive structures do.
Those just attack attackers.
Here we go, let me know if it's ok.

1) Train Warp Assasin (Teleporting Land Unit)


2) Build Waterspout Traps (Anti-water Turret)


3) Build Plasma Spiker (Anti-air Turret)


ATK: Warp Assasin (1)
DEF: Waterspout Traps (1), Plasma Spiker (1)
HP: 10
Build: Trio of Tanks (3 Offensive Units)

Attack: Tank, Tank, Tank
Def:

HP:10
Is this...is this an online forum thread version of Risk?
Yes, except you can be much more cretive. I think nation 8 is still free,.
Am working on a sprite sheet now but have little free time, please forgive.
1-3. Builds a navy so I won't have to keep using bridges.

ATK: 3 ships so far, so, 3 ATK?
HP: 10
((Hey, um is anything still going on with this?))