Plan to take the first keep in Albion
Plan to take the first keep in Albion
I'm going to Aim High --- Taking Boldiam
I'm going to need this entire alliance's participation. This will happen at 9 pm est/6 pm pst.
This is how we will do it.
Every guild are required the following:
* Each guild will be required to have a warship.
* Every one is required water breathing potions (minimum of 5).
* Everyone needs to have a ram, treb or seige weapon ready to go. Each group should have 2 rams.
This is how we will get there:
We will disembark from each boat in Hadrians wall. Not close to land. Most likely in N. Palleon Sea. Then we will swim through the channel, underneath the bridge at Beno toward Caer Boldiam.
First target we hit is Caer Boldiam Tower 4. We will have entire force on that tower. Once that tower is down, Albs cannot port there. We will have to kill remaining at Boldiam.
Then two alliance teams: I'm hoping we can split evenly when we do this.
Barring no insane alb zergs, I believe our alliance alone can kill about 100+
We will split into 2 teams. 1 team will take Bold tower 1, 2nd team Bold tower 2
If we continue a "stronghold" after that, we should seige the keep. By that time I'm hoping 100+ additional mids would be there
Any thoughts, comments to the plan?
I'm going to need this entire alliance's participation. This will happen at 9 pm est/6 pm pst.
This is how we will do it.
Every guild are required the following:
* Each guild will be required to have a warship.
* Every one is required water breathing potions (minimum of 5).
* Everyone needs to have a ram, treb or seige weapon ready to go. Each group should have 2 rams.
This is how we will get there:
We will disembark from each boat in Hadrians wall. Not close to land. Most likely in N. Palleon Sea. Then we will swim through the channel, underneath the bridge at Beno toward Caer Boldiam.
First target we hit is Caer Boldiam Tower 4. We will have entire force on that tower. Once that tower is down, Albs cannot port there. We will have to kill remaining at Boldiam.
Then two alliance teams: I'm hoping we can split evenly when we do this.
Barring no insane alb zergs, I believe our alliance alone can kill about 100+
We will split into 2 teams. 1 team will take Bold tower 1, 2nd team Bold tower 2
If we continue a "stronghold" after that, we should seige the keep. By that time I'm hoping 100+ additional mids would be there
Any thoughts, comments to the plan?
The message buck stops here.
Taking tower 4 is a must so thats a good idea. Might I suggest also taking a tower from another keep as well? Pref the next closest to boldiam to hinder the defensive efforts even more? Low level towers can be sieged real quick with 2fg and 1 ram so its not too much of a strain on mainpower.
Mitzuki - 50 Savage - Merlin
Linia Bluebomber - 50 Runie - Merlin
Chirigami - 50 Thane - Merlin *mule*
Yushiro Gowa - 50 Champ - MLF *traded*
Nese Starrwind - 50 SB - Merlin *traded*
Linia Bluebomber - 50 Runie - Merlin
Chirigami - 50 Thane - Merlin *mule*
Yushiro Gowa - 50 Champ - MLF *traded*
Nese Starrwind - 50 SB - Merlin *traded*
Surround the outlying area with speed warps. If possible, assign a willing gank group to patrol under the enemy drop off point to ambush any early arrivals. Enemy groups will arrive once they see the battle on the map, and you don't want them killing off your reinforcements, as they might trickle in.
Loving NF so far
Wish we could be there, but most Cons will be at work. We'll help defend when you guys head to bed though.
Loving NF so far

Wish we could be there, but most Cons will be at work. We'll help defend when you guys head to bed though.
Kordaer - SM
<Convicts>
<Convicts>
biggest problem is people "trickling" in. So I am sure that is a problem in the other realms as well. If you have a solid gank group or 2 roaming the perimeters there should be no probs whatsoever take ALL of it. I was on for over 6 hours last night trying to figure out how seige warfare really works...
1. rams for doors. Boiling oil is insta death without.
2. need some ballistas to hit their siege. and maybe a catapult or something. They WILL set it up across the way.
3. get max people on those rams. otherwise they slow and weak as hell.
4. try and avoid all bad guys and guards. once on a tower it will drop FAST.
5. If you have enough to take the tower close to the keep at same time that is a MUST. the quicker you can start sieging it and knocking down those walls the better. b/c they will be inside buying the hell out of guards. It is not important to knock a whole in the walls so much as to dmg walls so they get no hook points in there.
6. When you get in a tower have a good GT and get ready to defend. they will be there quick. All you will need is a few in the tower to defend, so try and send force to another tower ASAP.(boiling oil and some AOErs can defend a keep long enough to get it upgraded to 10.)
Blitzkrieg is the new style of warfare. So it is vital to be fast and coordinated. You might need to have a cg and a bg set up. Communication and multiprong attacks will confuse and spread out the enemy and give people time to take keeps and get defenses up.
My opinion: First keep down will turn the tide of the server for a LONG time. I hope it is not us who lose the keep.
one more thing.... Should get with Myth and Redux and make sure they keep Homeland secure. All raids seem to fail when people starting seeing our keeps under attack or 50+ people on one of our keeps.
I hope this helps...
1. rams for doors. Boiling oil is insta death without.
2. need some ballistas to hit their siege. and maybe a catapult or something. They WILL set it up across the way.
3. get max people on those rams. otherwise they slow and weak as hell.
4. try and avoid all bad guys and guards. once on a tower it will drop FAST.
5. If you have enough to take the tower close to the keep at same time that is a MUST. the quicker you can start sieging it and knocking down those walls the better. b/c they will be inside buying the hell out of guards. It is not important to knock a whole in the walls so much as to dmg walls so they get no hook points in there.
6. When you get in a tower have a good GT and get ready to defend. they will be there quick. All you will need is a few in the tower to defend, so try and send force to another tower ASAP.(boiling oil and some AOErs can defend a keep long enough to get it upgraded to 10.)
Blitzkrieg is the new style of warfare. So it is vital to be fast and coordinated. You might need to have a cg and a bg set up. Communication and multiprong attacks will confuse and spread out the enemy and give people time to take keeps and get defenses up.
My opinion: First keep down will turn the tide of the server for a LONG time. I hope it is not us who lose the keep.
one more thing.... Should get with Myth and Redux and make sure they keep Homeland secure. All raids seem to fail when people starting seeing our keeps under attack or 50+ people on one of our keeps.
I hope this helps...
Suttung 50 Healer 6L9 ML10 GM Nex Necis
Bobyearl 50 Skald 4L0
Slouchee 50 Shaman 4L4
Imalia 50 Healer
Bobbyearl 50 Sorc RR 4L2 Mordred
SUCKA!
Bobyearl 50 Skald 4L0
Slouchee 50 Shaman 4L4
Imalia 50 Healer
Bobbyearl 50 Sorc RR 4L2 Mordred
SUCKA!
walls take FOREVER.... the doors still the best. just use a ram. you get protection for m the oil with the little roof.
FYI: I will not be able to make it tonight. I work until 10pm, and have to tuck the wifey into bed. She was understanding last night that i et her tuck herself in, but not 2 nights in a row. LOL
FYI: I will not be able to make it tonight. I work until 10pm, and have to tuck the wifey into bed. She was understanding last night that i et her tuck herself in, but not 2 nights in a row. LOL
Suttung 50 Healer 6L9 ML10 GM Nex Necis
Bobyearl 50 Skald 4L0
Slouchee 50 Shaman 4L4
Imalia 50 Healer
Bobbyearl 50 Sorc RR 4L2 Mordred
SUCKA!
Bobyearl 50 Skald 4L0
Slouchee 50 Shaman 4L4
Imalia 50 Healer
Bobbyearl 50 Sorc RR 4L2 Mordred
SUCKA!
couple more things....
Make sure you combine the rams into war rams,.
and skald with Ameliorating Melodies level 2 is a definite must... He alone can keep the group alive through almost anything. It also works if the skald is dead.
Make sure you combine the rams into war rams,.
and skald with Ameliorating Melodies level 2 is a definite must... He alone can keep the group alive through almost anything. It also works if the skald is dead.
Suttung 50 Healer 6L9 ML10 GM Nex Necis
Bobyearl 50 Skald 4L0
Slouchee 50 Shaman 4L4
Imalia 50 Healer
Bobbyearl 50 Sorc RR 4L2 Mordred
SUCKA!
Bobyearl 50 Skald 4L0
Slouchee 50 Shaman 4L4
Imalia 50 Healer
Bobbyearl 50 Sorc RR 4L2 Mordred
SUCKA!
- Majesticone
- Keyboard Molesting Forum G33k
- Posts: 144
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I don't see what the huge concern with BO is. 2 field balistas and the cauldron will drop pretty quick. Combine that with a ram and it becomes a non-factor. Plus, I have not been able to test this yet on live, but on pend if you hugged the door at a certain angle, BO misses you completly.
As far as taking down walls, that only works with a keep. You can destroy a tower but all that does is make it so the defenders can't build any more siege/guards. Since they added the code that you can't have more than 2 of the same guard time on any piece of a keep/tower guards shouldn't be that much of a problem cause even at lvl 10 the mages will be OJ, and only the melee will be deep purple.
I guess the key here is to bring balistas along with rams. Field cats are good for taking down walls along with the tower cats, but if we are expecting resistance it is imperitive to take out their siege first and worry about the guards later.
As far as taking down walls, that only works with a keep. You can destroy a tower but all that does is make it so the defenders can't build any more siege/guards. Since they added the code that you can't have more than 2 of the same guard time on any piece of a keep/tower guards shouldn't be that much of a problem cause even at lvl 10 the mages will be OJ, and only the melee will be deep purple.
I guess the key here is to bring balistas along with rams. Field cats are good for taking down walls along with the tower cats, but if we are expecting resistance it is imperitive to take out their siege first and worry about the guards later.
Mitzuki - 50 Savage - Merlin
Linia Bluebomber - 50 Runie - Merlin
Chirigami - 50 Thane - Merlin *mule*
Yushiro Gowa - 50 Champ - MLF *traded*
Nese Starrwind - 50 SB - Merlin *traded*
Linia Bluebomber - 50 Runie - Merlin
Chirigami - 50 Thane - Merlin *mule*
Yushiro Gowa - 50 Champ - MLF *traded*
Nese Starrwind - 50 SB - Merlin *traded*
FYI:
server crashes everytime a big battle starts happening in albion.. happened 2-3 times last night and at least once this afternoon. Not sure if the albs have found an exploit to crash it or if it just coincedence, no crashes from big mid fights though, and we had hib towers earlier.... Go figure
server crashes everytime a big battle starts happening in albion.. happened 2-3 times last night and at least once this afternoon. Not sure if the albs have found an exploit to crash it or if it just coincedence, no crashes from big mid fights though, and we had hib towers earlier.... Go figure
Suttung 50 Healer 6L9 ML10 GM Nex Necis
Bobyearl 50 Skald 4L0
Slouchee 50 Shaman 4L4
Imalia 50 Healer
Bobbyearl 50 Sorc RR 4L2 Mordred
SUCKA!
Bobyearl 50 Skald 4L0
Slouchee 50 Shaman 4L4
Imalia 50 Healer
Bobbyearl 50 Sorc RR 4L2 Mordred
SUCKA!
- Joshll
- Donkey Fucker
- Posts: 865
- Joined: Sun Feb 02, 2003 5:34 pm
- Location: The cold tundra of Minnesota
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Celest, great plan! I like it!
A couple of thoughts.
Taking the first tower has the strategic value of cutting off teleportation. But the next 3 towers don't do anything for us until we own the keep. After taking tower 1 I'd advise we hit the keep. Perhaps at the same time. 16 people on the tower with a full 8 people on the ram, one other group for support, and the rest of the zerg hits the keep and gets a 8man ram on that door.
For speed on keep and tower doors we need a full 8 people ramming and maybe 2+ trebs as well. We just don't have enough time anymore to beat on doors. We need to drop them incredibly quick. We can't be getting to the keep and have people milling around waiting to be told what to do.
I would figure we have 5 minutes tops to drop the tower or the effort is lost.
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I do agree that Boldiam is incredibly strategic. I don't think it would be possible to take Beno until we have cut the supply line.
We also need more melee people in this alliance to just be in the habit of getting seige every time you die. Don't be asked to get it, have it on you already. Seige makes a huge difference in New Frontiers.
A couple of thoughts.
Taking the first tower has the strategic value of cutting off teleportation. But the next 3 towers don't do anything for us until we own the keep. After taking tower 1 I'd advise we hit the keep. Perhaps at the same time. 16 people on the tower with a full 8 people on the ram, one other group for support, and the rest of the zerg hits the keep and gets a 8man ram on that door.
For speed on keep and tower doors we need a full 8 people ramming and maybe 2+ trebs as well. We just don't have enough time anymore to beat on doors. We need to drop them incredibly quick. We can't be getting to the keep and have people milling around waiting to be told what to do.
I would figure we have 5 minutes tops to drop the tower or the effort is lost.
--------------------------
I do agree that Boldiam is incredibly strategic. I don't think it would be possible to take Beno until we have cut the supply line.
We also need more melee people in this alliance to just be in the habit of getting seige every time you die. Don't be asked to get it, have it on you already. Seige makes a huge difference in New Frontiers.
retired
the close towers have a big significance. They allow you to constantly siege their walls and lowering the number of guards they can spawn, and possible opening up another hole or 2
The towers allow a small group of people 2 have safe siege.... no boiling oil no nothing. even if the main force dies they can still defend a tower for a long time, and keep the siege going. another thing is that the close towers give a GREAT staging/resting point point.
The towers allow a small group of people 2 have safe siege.... no boiling oil no nothing. even if the main force dies they can still defend a tower for a long time, and keep the siege going. another thing is that the close towers give a GREAT staging/resting point point.
Suttung 50 Healer 6L9 ML10 GM Nex Necis
Bobyearl 50 Skald 4L0
Slouchee 50 Shaman 4L4
Imalia 50 Healer
Bobbyearl 50 Sorc RR 4L2 Mordred
SUCKA!
Bobyearl 50 Skald 4L0
Slouchee 50 Shaman 4L4
Imalia 50 Healer
Bobbyearl 50 Sorc RR 4L2 Mordred
SUCKA!
on keeps we should avoid the front door as much as posiable and focus on the walls with trebs. just to avoid the oil pots., we also need to send scouts out and try to find low level towers / keeps so we can set up a homebase/rally point.
we can keep on picking on sursT3 and DCt3 which were still undergroing upgrade(so they should con green/yellow.
we need more trebs/rams.. and ppl that know how to use them.
players with WARLORD ML should be rams/seige whores.
using ram is simple.. you build it like 700cu away from door, target the land like 50cu from door. let the ram move to it target the door, wait til ram is armed.. hit aim.. then have everyone jump in and spam swing =).
we can keep on picking on sursT3 and DCt3 which were still undergroing upgrade(so they should con green/yellow.
we need more trebs/rams.. and ppl that know how to use them.
players with WARLORD ML should be rams/seige whores.
using ram is simple.. you build it like 700cu away from door, target the land like 50cu from door. let the ram move to it target the door, wait til ram is armed.. hit aim.. then have everyone jump in and spam swing =).
DAOC-SOLD
Lieph (heal)/ Sapporo & Djur(Sham)/ Qute & Brail(SBs)/ Bulor (war)/ Blackroc (ska)/ Antigun & Antigunn (SMs)
WOW-SOLD
Lieph (Warlock) / Vexi (Hunter)
WAR- CLOSED BETA!
Lieph (heal)/ Sapporo & Djur(Sham)/ Qute & Brail(SBs)/ Bulor (war)/ Blackroc (ska)/ Antigun & Antigunn (SMs)
WOW-SOLD
Lieph (Warlock) / Vexi (Hunter)
WAR- CLOSED BETA!
we took renaris on hib/lance last night. The best way to take a keep is to really just send groups to take out the towers at the nearby keeps, so albs that you farm needs to run back a looong way to come back to defend.
Get the best ram up you can to protect from oil. The super ram (forgot the name) reduces boiling oil damage by a TON.
Get the best ram up you can to protect from oil. The super ram (forgot the name) reduces boiling oil damage by a TON.
pink's dad and mom are conjoined at the waist.
friend to all bwc/scourn. like it or not.
friend to all bwc/scourn. like it or not.
After all the crashes, we took 2fg and took surs3 in under 3 min. So as its been said many times, speed is the key here. Also, I second the idea of taking random towers to cut off the teleport chain.
As far as actually taking the keep, once we get either if the outer towers down, we should hit the keep, and the 2 keep towers at the same time (if we have enough people). Taking more than 1 tower doesn't really do much when it comes to making a keep eaiser to take, but if we concentrate too long on the actual keep, defenders can sneak into the towers. So may I suggest a different approach.
Blitz either of the 2 keep towers (the 2 towers within siege range of a keep) and take it asap. This accomplishes two things.
1) Kills the supply chain. They can't port to the keep and we'll only have to deal with the defenders that get there before the tower falls. Since NF is new and most people do not fully understand how keeps work, most of the defenders will just charge out and try to kill us. We can use this to our advantage by camping the keep door with a small pbae squad.
2) Keep towers allow for another point of attack on the keep. You can set up a treb on the tower and use that as well as a ram to take down the doors. If you feel that oil or the door may not be the best means of entry, you can use these towers as extra damage to the walls or defensive siege equipment.
Again, if we have enough people, we can have 2fg siege one of the keep towers while the rest are attacking the keep/repelling the teleporting defenders. Since people are watching the war map like hawks, having a few stealthers poke doors of multiple towers could also help our cause. Damage to any of the doors of any keep/tower causes flames on the warmap, and any arti with siege lore can pwn doors like no tomorrow. Having random stealthers/groups poke at the doors WILL cause much confusion
As far as actually taking the keep, once we get either if the outer towers down, we should hit the keep, and the 2 keep towers at the same time (if we have enough people). Taking more than 1 tower doesn't really do much when it comes to making a keep eaiser to take, but if we concentrate too long on the actual keep, defenders can sneak into the towers. So may I suggest a different approach.
Blitz either of the 2 keep towers (the 2 towers within siege range of a keep) and take it asap. This accomplishes two things.
1) Kills the supply chain. They can't port to the keep and we'll only have to deal with the defenders that get there before the tower falls. Since NF is new and most people do not fully understand how keeps work, most of the defenders will just charge out and try to kill us. We can use this to our advantage by camping the keep door with a small pbae squad.
2) Keep towers allow for another point of attack on the keep. You can set up a treb on the tower and use that as well as a ram to take down the doors. If you feel that oil or the door may not be the best means of entry, you can use these towers as extra damage to the walls or defensive siege equipment.
Again, if we have enough people, we can have 2fg siege one of the keep towers while the rest are attacking the keep/repelling the teleporting defenders. Since people are watching the war map like hawks, having a few stealthers poke doors of multiple towers could also help our cause. Damage to any of the doors of any keep/tower causes flames on the warmap, and any arti with siege lore can pwn doors like no tomorrow. Having random stealthers/groups poke at the doors WILL cause much confusion

Mitzuki - 50 Savage - Merlin
Linia Bluebomber - 50 Runie - Merlin
Chirigami - 50 Thane - Merlin *mule*
Yushiro Gowa - 50 Champ - MLF *traded*
Nese Starrwind - 50 SB - Merlin *traded*
Linia Bluebomber - 50 Runie - Merlin
Chirigami - 50 Thane - Merlin *mule*
Yushiro Gowa - 50 Champ - MLF *traded*
Nese Starrwind - 50 SB - Merlin *traded*
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