Följande artiklar hittade jag av en slump på en ESO-sida som är skapad av en spelare vid namn StormQueenPammie, som har en egen sida som heter "Stormborn Hellfire Drakes" och jag tänkte dela med mig av dessa till oss skyttar då det är en del praktisk information som kan komma till nytta. Jag länkar även direkt till artiklarna så man kan läsa dem där om man vill.
This document, as most in this section are, is evolving as i become inspired and/or have time, so im putting down main points and will come back and add every now an then.
There are two and really only 2 ways to fight PvP in Cyrodiil. Become one with the Zerg, or be a lone contendender.
Lets cover the lone wolf syndrome first, as most aspects are applicable when moving with a group, better known after the phrase coined from Blizzards wonderful breakout RTS Starcraft from the 2010 > when men were men and sheep were scared.
Lets presume you are geared, and lets presume you understand your toon and the rotations that keep your energy (stam/mana) pool up. The first and most important pair of devices many dont use are >>> BLOCKING and CROWD CONTROL
BLOCKING >>> Practice in PvE wont help you as there are seldom warnings and long windups to attacks in PvP by an opponent, basically you usually don't have a clue what he's up to next. Use your block as often as your stamina allows, and if you're Mana based you can even go so far as repeatedly shield bashing, or interrupting your opponent at times. If you CAN time a block though, with a lucky combination of decent ping/lag you're gonna be alive a LOT longer than the rest of us. Just dont get caught in the bash bash bash trap many do is my point here.
MOVING >>> Dont ever ever stand still! Never stop moving! Even though there is a target lock system in place for TESO, AoE still hits only one spot, and mDPS (Melee Damage) need to actually be in range of you to bash you....
CROWD CONTROL >>> Referred to as CC, all classes have an ability like this but many dont use it for various reasons of stupidity. This essentially "freezes" your opponent, and forces them to "break free", there is a CP skill line that almost negates cc, but they still have to break free. Use CCjust before you drop an ability with a warmup period or if you need to get the hell outa there.
STEALTH >>> It cant be overstated enough, attack from the shadows, and fade back into it. This applies for all aspects of Cyrodiil, NEVER NEVER stand around unstealthed, if you're not on your horse, you are stealthed. If you're not IN combat, you are stealthed. If you're not dead, its BECAUSE you are stealthed. Stay fucking stealthed goddamit.
DODGE ROLL >>> All classes can do it, many don't understand its true usefulness. This is a block and an escape, HOWEVER unless you're a Nightblade with a dodgeroll skill line or similar, its going to chew your stamina. Be wary of this.
USING TOPOGRAPHY / OBJECTS >>> High ground is the classic battle position in any form of warfare, be it a fighter jet or a foot soldier covered in Heavy Armor, and in TESO it works doubly so for a few main reasons. First is your siege weapons have further reach and their Area of Effect (AoE) is broader. Secondly you have a better view of what, who and where things are. Attacking down a hill also will give your opponent a psychological disadvantage which really shouldn't be scoffed at even in a "game".
Moving on top of a large rock or even a building with a ranged attack, clearly makes it almost impossible for melee enemies to get at you. It also gives you options for escape if needs be. Same with running AROUND such an object, it will thin out any chasers, I have seen a single (admittedly CP heavy in the pre patch days) Banana running around a rock with 2 FULL raids chasing him for about 5 minutes while in the background Sejanus was busy falling. If I wasn't so livid at the time, it would've been funny.
POTIONS and FOOD >>> These are buffs that come in two formats. Short high affect, and long term low buffing. Try to get hold of purple food that lasts 2 hours, and boosts your primary stats, that 15% extra really counts out in the wild. Get a mod that alerts you when the thing has run out too. A few times I've been completely perplexed as to why i'm running out of Stamina so fast, only to twig an hour later my buff is gone!
Potions are slottable in your quickslots and have about a 1 minute cooldown period. When gobbled you get an instant effect on yourself and sometimes immediate teamates plus a short boost over usually about 15 seconds. I usually use a mana or stam potion for long battles that will invariably see me drained when things are critical, but theres a lot to be said for having a health potion that can suddenly boost your health back up to 50% from 10%....
Use the quickwheel slot for this and prep it before battle. I've often placed a bloody siege by mistake when i intended to gobble a potion, hehehe 😉
^^^ Work in progress
ZERG >>> Basically the more of you there are the less you are gonna die. The most important aspect is to allow the zerg....to be a zerg! STAY WITH THE GROUP! <<ALWAYS>> be aware of your surroundings and where the enemy is in relation to your comrades. Also try to glance at Chat as often as is possible for any new orders.
You have healers, tanks and dps. TANKS should always be the first into battle, allow them to be the focus of all incoming damage, while the DPS whittles away at them and the HEALERS are in a protected ring, or further back and out of the battle. HEALERS should ONLY ever be involved in DPS when they are cornered and alone, this is when they drop a cc or any ability that stuns and gets the hells outa there. Having said this, if all members are above 75% health, are buffed/shielded by your healer abilities, then go nuts adding DPS.
HEALERS should also use cover as much as possible, stand to the SIDE of the keep door for example, as your battle brothers and sisters swarm the breach, or find a soft rock to lurk behind while in the field, or even on top of. It cant be stressed you are SUPPORT not full assault, your DPS is only ever added in extreme circumstances be it extremely quiet or extremely fucked.
rDPS, Ranged Damage such as Templars and Bowmen should remain...at....range...i cant count the times ive seen a guy using a bow at point blank only to go splat. Sounds obvious, but, when in battle things more very quickly, make sure you keep moving too!
mDPS you have one of the most dangerous roles, if you have zero ranged attacks, you'll obviously need to be in the fray permanently, use buffs as much as you can and remember you'll be drawing most of the fire, therefore consider working on cc's, buffs, shields and aoe damage with low stam usage and block and dodge roll more than you would under other circumstances when zerging, as youre rDPS and healers will basically have your back. You'll be doing less killing and more drawing fire tank style regardless of whether youre speced as a tank, primarily because you'll be in range! Exception is ofc nightblades who can hit and fade out.
LISTEN AND FOLLOW THE CROWN If you take only one thing from this aricle, this should be it. The amount of times i've hurled myself into battel to turn around and discover half of my group ahve fucked off to the other side of the map for stuffign shard, or are busy beating up a wolf under a tree, or are valiantly sieging a wall the other side of the breached castle, well, its madening and just gets everybody dead. STAY WITH CROWN unless specifically instructed to, or you have been assigned to sweeper or scout roles.
READ CHAT consider installing pChat or similar, and making the group leader's text a differnet colour, as well as turning off all other guild and zone chats while in a big battle. Leader and group member input is critical if you are not using a VOIP and you need to train yourself to glance at your text input as often as possible.
Alright, many many many different LIVE circumstances call for realtime amendments, no plan is foolproof, but here is my layout with my current experience for a fast and speedy assault.
(1) Form a group - Preferably guys who can follow orders in the heat of battle, and/or have sufficient experience to know what to do when
(2) Assign 2 teams, primary siege and primary DEF/SUPPORT. Ideally when DEF is called, we should have enough on squad 2 to respond and repel, but if needs be all on sieges should be able to get off and respond to immediate threat.
(3) Buy sieges. How many times you pitched up on the other side of the map with 1 Ballistae and an Oil Pot? ALL buy MINIMUM three Stone/Fire Trebs. You need 16 trebs, and 4 fire balls/meat/scatter cats. Rams are optional per situation (20 trebs works too!)
(4) Get there, stealthy like and fast. Move your team using waypoints, WAY off the direct line between yourself and your objective, all should hit stealth the second they arrive at a waypoint, wait for group and new movement orders. Think about sending a GOOD scout ahead to find any weak points on the walls and check for other groups. Another option is to have said scout prep the walls, ie start sieging with 3 trebs to get wall to 55%.
(5) On arrival, if you don't have a scout already there, gauge your situation. Are there any walls already partially damaged? Is there already a siege underway? Are the enemy rallying to go take one of yours? Decide whether to join existing, move to a secondary, return for defense or hide in a bush.
(6) Choose a wall that has two (2) too twit toowhoo things firstly, loads of FLAT land in front, and secondly preferably buffered by walls to limit incoming. Chalman North is a perfect example, there are only 2 incoming routes, although limited flat space. Other option is to buffer yourself against a resource, such as BRK Mine. Or at Rayles you can take the mine and sit IN it while you rain death down on the keep below, same at Arrius.
(7) Decide if resources are worth it. Invariably, tagging a resource alerts enemy, lowering your time to deal damage before their response. Times when this is negated would typically be when you can take all THREE resources very quickly, thereby making it impossible to teleport to the keep, or if the walls are prepped/about to be tagged you can nab a resource quickly if there is no heat. Or when you are very close to the resource, such BRK or ALESSIA Mine, then you can use it as a buffer.
(8) Set up sieges. your Siegers should have min 2 preferably 3 trebs each. They can run between them, thereby maximising defense team, all focus on the same wall part, never the door unless you are RAMing the main gate. If using a RAM, 6 men need to be on it and trebs do work against the door. With a small team, have your chaps run between the trebs and the ram while the trebs reload. I've taken Brindle this way in under 3mins with an 8 man team.
Each keep has a range around it limiting the amount of siege engines place-able per alliance to 20. For pities sake, use trebs for walls, not ballistae. It is better to have 8 guys each running 2/3 trebs and have the rest of the team stay stealthed waiting for defense, than to have a full 20 men each on one siege.
*<CAVEAT>* A few keeps, such as ALESWELL North, up on the terraces, are siege-able from OUTSIDE the siege count range! This means you can stuff up MORE than 20 trebs! On top of this, you will be 100% out of range of enemy counter sieges.
Use this 2 ways. 1) Maxed out speed siege 2) Sneaky bastard siege < when you see a keep flagged, you can see how many sieges are active from which alliances by looking at the map, if an enemy keep has been tagged by you, they can then check and see OMFG 20 sieges! aaaah and will all come running. If, however, you have 0 sieges showing up, the enemy will ofc presume you are tagging as a distraction, and either will delay arriving at all, or only pitch up 2 or 3 guys.
!!!USE SIEGE SHIELDS IF UNDER ATTACK!!! I've taken to swapping my Rapid Maneuver with Siege Shield on arrival of keep assaults.
An option here that i like, set a few flush against the outer, and get them to target the inner, HOLD on 55% and then flatten the outer and move back to the inner. TAGs occur, ie the keep is flagged as under attack on the map, when a wall falls below 50%. The idea being to minimise your time under fire once/if a defense response is encountered. This can also be done simultaneously for an incredibly effiecient stealthy high speed keep take. Ie inner first for tag then outer, so inner sieges while switch to outer as needed.
(9) Once you have dropped the outer, if on RAM move smoothly to next gate, if heading for postern door (either as primary plan, or secondary if OIL and defenders have made main gate not viable) mount the tower closest to your breach, giving you a buffer on the breach side as no enemies can approach you and the tower has many mount points, try to avoid mounting on the ground except directly in front of the gate.
*DEFENCE* the other benefit of stuffing people on towers and on walls adjacent, is you only have to guard the steps, and incoming on one wall, Magelight both sides and archers scattering AoE and NOBODY is getting past you short of a Zerg, which almost never happens. Of course you are easily peppered with defensive siege fire (Stack Siege Shields!!!) and can only get 2 on roof and maybe 6 on sides, but if your team is small > this is the way.
(10) After dropping the inner, if heavy defense > have meat and fire on the breach, draw the npcs to the breach and kill them there. Defenders will be returning siege by oiling and meat/fire on the breach as well if they are there, hold until you wiped the NPCS, then extend your sieges onto them, throw up SIEGE SHIELDS on the breach and rush all units UPSTAIRS. While this is happening, and even while the walls are gettgin hit, set up FIREPOTS on the walls to the side of the breach, and fire ballistae with meatbags on the towers. These guys are counter siegeing the defenenders. Have them cluster fuck the oilpots while they are trying to wipe your guys heading in the breach, good timing can get you in without being hit once. Once upstairs, start to oil any leftover NPCs and defenders yourself, wipe them out then camp the flags.
If no defenders > Storm the first flag, healers hide behind walls, camp flag till it drops > hit 2nd > tadaaa.
(11) Congratulations! You have a keep! But its not over! Immediately get all to repair the outer breach first, blocking responders and securing it for yourself. Consider sending a group to the outer breach BEFORE the 2nd flag drops, you only need 4 guys on the flag really to flip it max speed. THEN the inner. Patrol for enemy hiding by moving in a 2 groups counter and clockwise around the walls using AoE all over the show, then sit back and have a Guar burger and some Netch Beer!
*Work In Progress* <things not immediately obvious to first time, or even long term players>
Toon = Player Character
AoE = Area of Affect
Trebs = Trebuchette
Ball = Ballistae
Cat = Catapult
SP = Skill Points
CP = Champion Points
Cunt = somebody Pamie doesn't like
TP = Transport (using shrine)
NPC = Non Player Character (all the others, not players)
HtH = Hand to Hand (combat on the ground)
CC = Crowd Control or "freezing" an enemy
CD = Cooldown, usually refering to an abilities time before it can be used again.
PvP = Player versus Player
PvE = Player versus Environment (fighting NPCs)
KZ = Killzone
RES = Resurrect
AD = Aldemeri Dominion / Bananaaaas
DC = DaggerfallCovernanty / Smurfs
EP = Ebonhart Pact / My Red Devils
DPS = Damage dealing character (damage per second)
rDPS = Ranged DPS - Spells, bows, sieges even.
mDPS = Melee DPS - Swords axes and headbutts.
Tank = Draws threats, is shielded, and is a high damage absorbing character
> how and where to buy sieges <
The Quartermasters are your siege merchants, the first one you experience is at the Gate on arrival during the siege tutorial. There are 3 other locations to find them (3.5)
Every KEEP has one, in small keeps and Outposts he is at the left rear door after entering the main gate, in larger keeps he is also at the left rear door but next to the wayshrine.
Every Resource has one, little trickier to spot as resources have variued layouts, but essentially you have a Flag, a Tower, then like a shed/barn, he's always there.
The .5 location is the Wandering Merchant, each faction section has a few of these travelling between keeps and you will often find them in the middle of nowhere, im sure there must be a mod to find them buuut...fukit.
> why and what sieges to buy <
There are 6 siege types. Trebuchettes, Ballistae, Catapults, Rams and Oil.
RAMs can ONLY be used on main gates, once set up they can take a maximum of 6 people, depicted onscreen and when full will hit the gate every 20 seconds or so for huge damage. Less people, less frequent.
OIL needs to be setup on a buttress and will drop flaming high damage oil down into an AoE zone when used.
BALLISTAE and TREBUCHETTEs come in multiple varietes. Trebs are slower and higher damage as well as longer range and higher arc (you can shoot over things easier) wheres balls are higher rate of fire, faster shot delivery (harder to dodge) and lower damage. Trebs are suited for structural damage and balls for players, but both work either way, however, ALWAYS try use stone trebs for wall damage(4k per hit vs 1k for a fire ball), The types are :
Ballistae / Stone Trebs: highest wall and gate damage
Fire(pot) : Burn damage to players and structures, DMG over time.
Ice/Lightning : Ensares target damages magicka and health.
CATAPULTS are in the middle of the above two, nearly with a Ballistae rate and work in an AoE manner, the higher you have placed your Cat - the larger the AoE zone. They have unique roles :
MEATBAG does medium damage, but retard all healing done to a target, paired with a Fire ball, its lethal.
OIL ensares and slows all in the target zone
SCATTERSHOT my personal favourite hurls bazillions ( i counted them) of little rocks into a large area, i've seen 12k x 6 Dmg from these (12 000 damage done to 6 players)
COLDFIRE PACT Trebs/balls are the most beautiful things you shall ever see, and can ONLY be gained from Cyrodiilian Dolmens. These have huge damage compared to their regular counterparts and not only do normal damage, but fire (time) and ice/lightning damage (snares and does magicka damage) I was getting 28.5k x 6 on a KZ once with my pretty little Coldfire ball until a sneakster somehow got inside and poured oil on both of us. I cursed a lot that day.
>placing sieges <
ok so firstly you need to find a flat spot. trebs take slightly larger areas than balls and cats, oil is tiny and should be placed over the grate inside gatehouses, or high on walls above potential breaches or gates. Rams go in front of gates but can be erected further out and walked into position, rams do provide protection from ranged weapons, but not from sieges so much (more later > use siege shield from the alliance SP line)
Your positioning depends on whether you are sieging, defending, or setting a trap/HtH PvP in the wild...
On sieges, you need to be in range of your target, and within the group, dont think you're clever to have found a spot on a hill or round the side of the keep that still allows you range for the target, you're gonna die. Alone. If command has called for inner before outer assault, you'll want to be close to the wall, otherwise you want to gauge the defenses and keep yourself out of defending sieges range/angle of attack preferably, usually bloody hard 😉 Stone trebs take preference, balls and cats only if called for and then only for defence, ie smacking the guy off the walls or flattening incoming.
Final note > aiming. Always check for the weakest area, or hit where your commander has called. When you move your mouse around a green shot arc appears, and when on target information will appear on top of your screen, don't shoot unless you see this. Gates are simple, Walls are NAMED wall (not tower) and finally, NEVER hit the postern gate, it takes zero damage and can actually bug the wall from falling...
On OUTER WALL defense, we have two towers either end, this is ONLY for cats, why? Higher they are, wider their AoE on impact. Balls go on the wall, and trebs if needed, BEHIND the wall. A well set up and timed wall defense with 15-20 sieges can completely obliterate a medium size assault with badly organised zerg hurtling all over.
GATE defense includes the above but with and extra line of OIL immediately above the gate. OUTER walls have a gatehouse with grates inside them for this purpose, and you can put more on the roof. KEEPS/OUTPOSTS also have grates and a courtyard area that oils can be very effective around.
OUTER WALL BREACH when this happens, command will call at around 15% for all meat and fire balls to move to the grounds.Oil can be set up on either side of the breach, and minimum of 2 balls and cats , one pair firing in unison as the other pair reloads, can create a killzone impossible to pass, all ground units gather to the side of the breach and smack the fuck out of any who actually make it through. Only an incredibly well organised zerg with purge and a good heal/tank ratio will get through this. We held Bloodmayne for almost an hour in this manner and i still cant believe that enemy commander didn't try a 2nd breach at the same time. Idiot! 😉
INNER KEEP / OUTPOST defense, gates have been covered, but the enemy normally goes for the postern (side) doors. Oil at this point is only useful if there are idiots milling around in range, which is often, but you can get some scatter and fire on the roof and pelt them, this is usually quite futile as there is only space for 4 sieges on the roof.
INNER KEEP / OUTPOST BREACH here is the real defense for the inner, and can if well timed be near impossible to enter. The only time you're boned is if they breach the postern AND gate. Essentially we are doing a KZ again, on the first landing we have fire trebs, on the top landing we have meat and behind that meat a scatter. On the flag we have lightning or oil and opposite the breach at the other door another meat. You can also try stuff a 3rd fire or lightning on the 2nd flag but the angle is tricky. The sieges firing from the opposite landings will have tough time hitting the breach, but should really be trying to aim for the other sieges incase the zerg get through. OIL goes everywhere else, above the breach and above the other sieges to protect them.
As a side note, when they are focusing on the inner, its worth sending a pair of NBs out to try and stealth repair the outer breach. Breaches are repairable 1min after the last time they have been hit by something, worth noting if you are trying to STOP repairs while a squad is in transit, set up shoot once pack up and run > repeat 🙂
Another note is bugged sieges, it seems to be a lag orientated issue, so when setting up, avoid moving or doing anything else, if your siege is bugged, try mashing X to packup or leave it and re-enter, I've sometimes had mine work like 90 seconds after setting up...
> Sieges, using more than one at a time, degradation, and packing up <
Once placed, you will notice your siege has a health bar. This degrades in two ways. Every shot you take pushes this down a little, and if you abandon the poor little thing it gets lonely about 15 seconds after you exit it and loses about 20% health every 3 seconds. So dont do that.
This allows you to leave your siege for a short period of time to defend yourself, dodge incoming fire, or...go use another one! While your siege is reloading, trebs especially, theres nothing stopping you from running over to another one and using it. You can run 3 trebs, 3 oil, 2 cats or 2 balls as one person.
Each treb shot does around 1 percentage point of wall damage (a little more) so if there are 15 trebs up, the wall is at 5% and you have JUST taken a shot, now is the time to packup (or when command calls for it) packing is not quick, and should be done whenever possible, ONLY leave your baby behind when under attack, try get back after, but DONT try pickup otherwise not only will you be dead, but you're gonna lose the thing anyway.
>wayshrines and res lines
Unlike the rest of Tamriel, Teleporting to locations works through a transit network along set links. The Gates each have one, and every Keep and Outpost has one, however Outposts can only receive, not send you. These links are a glowing blue pedestal, not a large shrine like your're familiar with, at the gates its in the middle of a little circular courtyard and at the small keeps its immediately to your left as you enter the main gate, and the large keeps to the left as well but between the 1st and 2nd flags.
You need a minimum of ONE resource held to RES or TP to a Keep. Each keep on the map has a line connecting it, all inner home keeps have a small faction specific colored lock on them, this shows that no TP can be done over that link. For Example only AD can TP between Faregyl and Bloodmayne.
>how flags work
Each capturable structure has its allegiance defined by the flag it flies. Keeps have 2, Resources have 1. Each flag has a really tough set of 2 knight and 2 menders (healers). ALWAYS kill the stupid menders first while you cc the DPS.
Flags will start a counter to be captured/turned to your sides allegiance when you are standing within a very small range of them. More people, faster the tickover. Once the flag turns to your side, there is a 2nd counter that awards you AP for the achievement, and resets the allegiance of all NPCs. It is possible in this manner to sulk on a flag with a tank and a high level combat medic and just wait for all the guys trying to murder you to suddenly decide your not so bad after all and bring your slippers and a glass of champers instead.
>how npcs work!!!
>points system...personal / campaign / group
This is a bad thing. Avoid all unnecessary NPC encounters, and dont do ANY other quests with your Non-Vet toon. When you hit V1, next login you are locked out.
other stuff, this is just here to inspire me to writ this all up. The Second you hit Level 10, i suggest you ONLY do quests that award SP until you are at 15, this is the time to enter Cyrodiil, although I've always come in at 10 coz im excitable.
I'm now on my bazilionth? campaign, we normally win with a good gap and I have had best placement at 5th on the leaderboard.
Campaign points tick over every hour, all points giving objectives are totaled on that hour and added to score. All objectives, outposts, keeps, resources and scrolls count 1 (one) point. Most campaigns, all the above are points giving, but there are resource, keep and home keep only campaigns. Its worth noting that although all objectives earn you the same points, they give very different PLAYER STAT bonuses, Home Keeps and Scrolls being the highest.
All enemy player kills, defense of keeps, and taking keeps count on a ticker towards further points, personal and global, but this is miniscule compared to Keep, Scroll and resource bonuses.
>Worth mentioning here, personal AP is awarded when you are in RANGE of an activity, doesn't matter if grouped or solo, and if you are in a group a nearby kill BY your group gets you extra AP than if you were simply in range and solo.
When an objective gets tagged, its points marker is enabled. If you are in range 30 seconds AFTER it loses its tag, you get the DEFENDED or CAPTURED AP for that objective. At this point ALL kills, whether you were in range and got AP or not, counted on that objective, are tallied and shared with the group. So 10 kills by one person get say, 100 points, but 10 kills by a 10 man squad, each get 10 points.<there is a sliding scale for increased points with incresed group size, but this is changing and i couldnt find exact numbers>
There are 6 home keeps per alliance, each with 3 resources, and 2 scrolls per alliance. Scrolls are accessed by the opposing faction by opening the gate protecting them, you need both the keep outside the gate, and its nearest central link. So for us losing both Kingcrest and Farragut would only allow Scroll access to Chim, and Ghartok if Arrius fell. Its also worth noting that it doesn't matter which of the other 2 own it, as long as its NOT ours, ie AD has Kings and DC has Arrius will still open the Chim gate.
So we have 18 Keeps, 6 Scrolls and 48 Resources on the map. Typically each alliance will then earn at default, 6+2+18=26 points per hourly tick. This means that of nothing changes and all sides dont gain or lose a single keep, each alliance would get 4368 points end of the week. Losing 3 keeps, but holding 12 of their resources on tickover, will give us more points than them (need clarification on how long you need to hold the objective DURING the hourly tickover for it to qualify). It is typically, however, easier to hold keep adjacent resources than resources in enemy territory, but something to bare in mind.
***So here's the goal*** essentially you want to own more objectives of any kind, than the other two factions for longer than them, over the 7 or 30 days campaign period.
To achieve this, we either spend our time simply holding the line, or by pushing them back. The simplest and safest way would be (imho) to hold the 2 road gates to the west, and three bridges to the south, problem with the Northern Gate and lower two bridges, is if a wipe occurs, the hoard will spill into our territory and could go anywhere, but this would be very effective if executed well.
And the the best defense, of course, is offence. So we send our guys in for sorties to take and hold as long as possible a single keep or resource. There are, of course many ways to skin a banana and even more to stomp a smurf.
*WIP > More coming
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