Kwihll
Swooping Snitchbug
The big kid.
Posts: 189
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Post by Kwihll on Mar 24, 2009 22:16:29 GMT -5
OK, so I'm a bit confused about plans- well, not so much confused about them but as how to write them.
I could pester you with a million and one questions about them- but seeing as that would be obviously get annoying, I'm wondering if I can just see an example of a well-written plan (because I can't find one anywhere on the site). OK?
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Post by Water Dumple on Mar 24, 2009 23:02:13 GMT -5
I'll look for one in my PM box from a battle I modded and post it here.
Expect something from Norbert.
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Post by tinfoilman on Mar 25, 2009 6:57:23 GMT -5
I'm not saying these were good, but these were the plans for my latest battle (never happened, unfortunately; for the second time in a row, I declared war right before we had a version change):
Battle Plans
1. Twelve days before the attack, we will have sent out the Avro 626 in the cloak of night. It will be able to help us locate main buildings and defenses, including the resource building. It will then return to Base A.
2. When the 626 returns, all our units will set out on a coordinated attack. It should take the troops from Base A and B twelve-sixteen days to get to the base, and it should only take four-eight days for the Base C units. Therefore, instead of attacking in waves, they will meet at a designated spot well outside of the immediate area of the enemy.
3. Once are groups are, well, regrouped, everyone will set out. 3a) All airplanes will take to the sky, and will arrive first on the scene. The 626 will focus on distracting his airplanes/anti-air units from the other planes. It is pretty nimble, so it should distract them from our other planes for a while. The Arrow will be flying alongside the Lincoln and the Lancaster, making sure nothing gets near them. It is designed to take out aircraft. The two bombers, the Lincoln and the Lancaster, will drop a whole load of bombs on the factories and the mines. If it succeeds on destroying all targets, all planes will leave the immediate area. If not, they will swoop around for another run, unless in danger from enemy aircraft/anti-air units, in which case, they will still leave the immediate area. 3b) The two pellet tanks, along with the Sticky Ball, Lufty’s two tanks, and the Snowy Cannon Beetle (SCB) will be the next to arrive. The Sticky Ball will be pushed by a handful of ordinary troops. The Pellet Tanks will neutralize any troop threats (along with the Spekov III Light Tank) with their machine gun fire, and the Sticky Ball can roll over troops. The F III Armoured Gun will provide anti-tank support for the SCB. None of the machines will be affected by the SCB’s snow-summoning affect, however, enemy troops will be. He will shoot mud balls and snow balls at tanks and incoming enemy troops. His armour should protect him from small bullets and the tanks will help him take out larger threats. 3c) The Flint Cannon Beetles (FCB) and the Armoured Decorated Cannon Beetle (ACDB) will be the next to arrive, along with the Antenna Beetles. The FCB’s and the ACDB will focus on large groups of enemy troops and tanks. If in a real jam, the ACDB will unleash its solar energy attack. The Antenna Beetles will be the first troops that are really on the front lines, and will focus on converting enemy pikmin onto their side. Once they have a large number of pikmin under their command (or the last wave of troops arrives, whichever comes first), they will leave the battlefield and lead them into a nearby pool of water, off a cliff, or whatever, just killing them. 3d) The Zooming Dirigibugs will be the next to arrive. They will be the first troops to actually go inside the inner areas of the base, as they will drop their loads of blast rocks on ground troops and remaining buildings (besides the Resource Centre, which is why I sent a spy plane (so they wouldn't accidentally bomb it down). Should they come under heat from aerial troops, they will fly away with their superior speed. Once they see the Doodlebugs arrive (see next point), they will fly away anyways. 3e) 100 Doodlebugs will arrive on the scene next, and, once seeing them, a Pellet Tank (if neither of the two remains, then the Spekov III Light Tank will go) will go with them inside the inner area of the base. All other machines, supers, and troops that have arrived already will have left by now, so they will be unaffected by the next move. The Doodlebugs will all pile up in one concentrated area (somewhere in the middle of the base, I guess), and will commit the highest act of loyalty to the flag of Pillia: there will be a mass suicide. The Pellet Tank/Spekov III Light Tank will begin to open machine gun fire upon the troops, and they will explode violently, expelling a whole whack of poisonous gases. Our machines won’t be affected by this, but the opposing troops will be. Although it will cause 100 deaths for our side, it will cause much heavier casualties on their side. If there isn’t a tank left to perform this tank, then the ACDB (from way, way afar) will lob a bunch of rocks at the troops, hopefully crushing them all. After this, the two supers, the FCB’s and the remaining tanks/airplanes will all leave to their respective bases. 3f) After letting the gas disperse, all remaining troops will arrive on the scene. Their goal will be to loot as much as they can (hence why I scouted out where the resource centre would be). Glint Beetles will be used to distract opposing troops, while Doodlebugs and Glint Beetles will go around in seperate groups, hopefully without much resistance. If this only gets them killed, then they will just leave, grabbing whatever they can.
4. After a successful raid of the resource storage or stealing war machines, or even if it will just get us killed to stay, we will all leave. Troops will run back towards their respective bases. Once everyone is out of the base, the remaining airplanes (hopefully all still in the air) will make one more bombing run on the base, looking to hit remaining structures (the Lincoln, Lancaster, and 626 all have bombing capabilities). After this, they will head back to their respective bases.
5. If you have any questions, feel free to PM me. I know, these are really lengthy plans, but if you want me to condense them, I can try my best.
6. Thanks for writing the battle and I hope you get it up super quick!
However, having battled wars on similar sites elsewhere, I can say without a doubt that VGS/Hachi have plans at least three times as long/good. I have also seen four sentence plans, so do whatever you think is necessary to win, I guess.
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Post by Grey Snagret on Mar 25, 2009 13:30:53 GMT -5
<.< I recall a time where I accidentally forgot the plans.
My troops were massacred.
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Post by Water Dumple on Mar 25, 2009 16:29:18 GMT -5
Here are some I got from Hachi. Note that these are shorter than most, and Tinfoilman's are longer than most.
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Nobertk asked that I do the plans for him. Following are the plans for attacking Petrosian's main base, Camp of Bewilderment. The attack was launched on the 29th. If there's any problem, I'll try to fix it.
Nobertk sent 1000 Blue Pikmin and 1 Mecha Bloyster (50 day machine, 1 Iron) and I sent 500 Blue Pikmin.
Plans 1. Our forces will stay in the water at all time until the enemy forces are completely wiped out.
2.The Mecha Bloyster will continously shoot it's laser at Petrosian's building and threatening troops. If any foe comes out, the troops will use their Clay Guns to shoot. The Clay Guns shoot clay instead of bullets. The clay basically lowers mobility until, hopefully, the target becomes so bogged down, it can't move.
3. Troop priority is to protect the Mecha Bloyster at all cost so that it can strike with it's laser at buildings or any particularly dangerous troops. Minimuta should be taken out first to prevent them from throwing rocks. The rest should pose no threat since they can't get into the water.
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Kwihll
Swooping Snitchbug
The big kid.
Posts: 189
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Post by Kwihll on Mar 25, 2009 18:15:37 GMT -5
OK...so it outlines what the troops will do.
But does a "well-written" plan need a hundred and one "if"s and "or"s? Something like-
If he uses tactic X, I will retaliate by using so and so troops doing such and such, and if he uses tactic Y, I will commence my tactic Z, and if he uses neither tactic X and Y, I shall...
Or is it better if its just...
After these troops do this, those troops will do this, and after that those troops will do that, and...
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Post by THE GODDAMN BATMAN on Mar 25, 2009 18:38:15 GMT -5
A little of each. You don't want a lot of stuff, but a couple of if's and or's are okay.
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Kwihll
Swooping Snitchbug
The big kid.
Posts: 189
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Post by Kwihll on Mar 25, 2009 19:10:24 GMT -5
OK. I guess I'll get it after my army is demolished in its first battle.
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Post by norbertk19 on Mar 25, 2009 19:19:29 GMT -5
Don't worry it's not that hard. You'll be making amazing plans in no time.
Small tip though. Try and be creative.
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Makajawan
Gatling Groink
Supreme Commander Awesome[A:1]
Everything he touches turns to ice, but he warms your heart.
Posts: 813
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Post by Makajawan on Mar 25, 2009 20:00:09 GMT -5
Very good point, norb. Not only do mods love to see creativity, but there's less chance your opponent's thought of a counter if you do something original.
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Post by norbertk19 on Mar 25, 2009 20:07:33 GMT -5
Also one more thing.
NEVER UNDERESTIMATE YOUR ENEMY!
Trust me people can come up with insane plans that do crazy things.
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Post by THE GODDAMN BATMAN on Mar 25, 2009 20:36:26 GMT -5
Yeah. We had this battle on Nintendo Wars where a Shy Guy army blackmailed Luigi with his diary, forcing him to retreat.
People come up with some crazy plans when they have to.
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Kwihll
Swooping Snitchbug
The big kid.
Posts: 189
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Post by Kwihll on Mar 25, 2009 21:17:27 GMT -5
Blackmailed with diary? That is...unexpected. No wonder they never saw it coming.
Be creative. Point taken.
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Post by Water Dumple on Mar 25, 2009 22:14:17 GMT -5
Very good point, norb. Not only do mods love to see creativity, but there's less chance your opponent's thought of a counter if you do something original. I'm actually thinking of employing a battle system you suggested months ago on SMKW to help fix that--Too often, a moderator has to decide what troops will do after events have passed, but with your idea each person will get to send in plans maybe six-fifteen times per battle. Reason is, it's really annoying to put a million ifs and ors in your plans if you're fighting somebody who does weird stuff, whereas with Makajawan's suggested system, you get time to react to most situations. I might suggest it on Nintendo Wars too, since hopefully this change is a little too different for the "limiting creativity" counter to be used, and having to make a bunch of ifs and ors is a bit more of a problem there.
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Kwihll
Swooping Snitchbug
The big kid.
Posts: 189
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Post by Kwihll on Mar 25, 2009 22:33:03 GMT -5
Wait...so if we do use this new system, will the battle be written in parts or something and we have to write new, shorter plans for every part?
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