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To Forge A Nation II

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Re: To Forge A Nation II

Tips: 0.00 INK Postby Kona_Kona67 on Sat Jan 17, 2009 8:04 pm

*shrug* Fine here, just glad to see it wasn't entirely abandoned. I haven't continued with posts because I figured it'd be unfair to the other nations if I take 3/4 actions before they can even do one.

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Re: To Forge A Nation II

Tips: 0.00 INK Postby Ottoman on Sun Jan 18, 2009 2:37 pm

May I propose a new Support Chain?

If so, here it is:

Armor supports Infantry, Infantry Support Artillery/Mech, Artillery/Mech support Armor?

Artillery is there because not everyone can afford Mechs.

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Re: To Forge A Nation II

Tips: 0.00 INK Postby KroqGar543 on Sun Jan 18, 2009 2:47 pm

I'd say it's up to your personal tactics as to how you choose to reinforce yoru troops like that. I mean, there's all sorts of ways to go about it. Modern warfare typically has your armour supporting your infantry, but also with the infantry supporting armour. Everything else has it's specified roles for certain situations.

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Re: To Forge A Nation II

Tips: 0.00 INK Postby Ottoman on Sun Jan 18, 2009 3:25 pm

I suppose. Just wanted to run it by Azrican though.

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Re: To Forge A Nation II

Tips: 0.00 INK Postby KroqGar543 on Mon Mar 02, 2009 12:50 am

So, what exactly is happening here? It's been a long while since we've had some activity. Is this thing over? I sure hope not, but I was just curious if it's worth bringing it back to life with a post.

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Re: To Forge A Nation II

Tips: 0.00 INK Postby Ottoman on Mon Mar 02, 2009 7:05 am

From what I've been able to gather, I honestly don't know. Kronos supports Azrican, and the last I heard from Azrican is that it was going to be frozen for a while, so, I've just been waiting. Cryo-stasis is what I call it, except it'll be kinda hard to remember everything. I was, and still am, greatly looking forward to this RP, it just looks awesome! So, I must plead to Azrican, resurrect it, please!

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Re: To Forge A Nation II

Tips: 0.00 INK Postby KroqGar543 on Mon Mar 02, 2009 11:17 pm

If this doesn't continue, I'd be interested in starting up another similar to this. Maybe do a different time period to make it slightly different. It all depends on Azrican.

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Re: To Forge A Nation II

Tips: 0.00 INK Postby Butterfly Effect on Tue Mar 03, 2009 1:12 am

I've always wanted to do a medevil one but i don't know how to make the maps :(
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Re: To Forge A Nation II

Tips: 0.00 INK Postby Kædai on Tue Mar 17, 2009 6:19 am

Az, I'd say that'd be a good idea. First, it'd make all the support chains SOOOOOOOO much easier, and we wouldn't have to worry about anti-gravity/ultra-mega-super-amazingly-uber-gun/massive mecha n00blets. :D
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Re: To Forge A Nation II

Tips: 0.00 INK Postby Tetrino on Tue Mar 17, 2009 8:54 am

But medieval combat just boils down to who has more men and bigger castles. There's not much in terms of large-scale tactics, all armies did back then was blaze paths across each others territories.
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Re: To Forge A Nation II

Tips: 0.00 INK Postby KroqGar543 on Tue Mar 17, 2009 1:43 pm

I'd think a Colonial era one would be interesting. Focus on exploration and the conflicts that arise from claiming territories.

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