The Capturing of Curaw : ROCK Mini-Campaign : Current

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The Capturing of Curaw

nordrebelcampaign2.png



Storyline:

Due to the long lasting peace between the Nordic and Vaegir kingdoms, the loyalty to the seemingly gutless king has wained thin for the nordic lords.  The king, seeing many years of war the and the destruction that results from it, has lost his will to endure such hardships on himself and his people.  The young and impetuous lords however, grow tired of tournaments and feasts and desire to prove themselves the warriors they have trained to be since they were just children.  With this backdrop...a plot is fashioned.  Take matters into their own hands, risk the consequences of such traitorous actions, and advance with their armies with one simple goal in mind...to take the seemingly weak vaegir city of Curaw. 

The lords gather their forces at their leader's vassal of Tihr, discreetly as to not alert the king as he reigns from Sargoth.  Knowing that the mass of their forces marching past Sargoth would be easily seen and reported to the king by his scouts, they mastermind a plan that will make their invasion truly Nordic.  After sending scouts to find the appropriate landing path they set sail through Argad Bay with the destination of the small Nordic illage of Fearichen.  The die is cast as this rebellious act will surely become the cause of bloodshed these docile lands have been subjected to in ages.

General Synopsis:

The Capturing of Curaw is a NA Mini-Campaign set to take place in a single play session.  It is the starting storyline for "Reconciliation Of a Conflicted Kingdom" aka. ROCK and the springboard in which ROCK will be propelled from.  The format will be broken into 4 mandatory and 1 optional Scenarios tracking the progression and success of the invading Nordic forces.  The fighting forces will be comprised of the registered clans and individuals for ROCK and be the first taste of the gameplay that will be status-quo during that campaign.

The Capturing of Curaw will require a very "Native" module download and installation to accommodate the custom troop trees, gamemode support, and scenes required to complete the various scenarios.  The addition of "time" and "weather" are goals that are looking to be added to the various scenarios to provide a deeper immersion during the event.  Custom scenes have been created as well as modifying Singleplayer maps to create the excellent scenes that will be played during the course of this event.  Ismirala Castle and Curaw, two highlighted battles during the Mini-Campaign have been reworked to provide a very indept experience of besieging and taking a castle that I feel has not been experienced before.

My intent is the interest and functionality of this to filling the NA Community ROCK Campaign with the clans and individuals that comprise that community.

Event Details:
  • Date: Saturday December 10th
  • Server: Balion War Room
  • Game Mode: Custom Team Deathmatch w/ Static Spawns
  • Module: Custom
  • Module Download: Provided Before Event

Campaign Scenario Details:


Battle and Campaign Details:

  • Win conditions of each Scenario is based on the elimination of the opposing teams army based on killing the total number of troops in that army.
  • The various Scenarios will be fought in a custom form of Team Deathmatch w/ static spawns to properly track death count.
  • The Nordic Invasion Force will have a total of 900 troops to successfully complete all Scenarios during the campaign.
  • After each Engagement, the total number of losses for the Nordic Team will be subtracted from the total number of troops, original and remaining.
  • Each Scenario will specify a certain amount of Vaegir Troops and/or Win Conditions.
  • In most Scenarios, the total number of Vaegir Troops will be killed for a succesful win condition.

Factions and Troop Trees:
  • Each Scenario Detail Post will show the "Factions" that will fight in the engagment along with the available troops with their equipment loadouts.

Credits:
Patta : Static Spawn for Team Deathmatch coding. (Everything hinged on this)
Random Peasant : Images and Troop Tree
Blak : Coding and Mapmaking
KissMyAxe : Mapmaking
 


Backdrop

Never trusting the Nords the Vaegirs placed a spy in the bordering villages between the two lands.  When the strangers arrived at Fearichen to observe the oulying lands, the Vaegir spy was quick to learn of the plot to land on the beaches near the small village.  The information was quickly passed through the ranks, however the time to mobalize a full army to meet the Nords was not luxury that the Vaegirs could afford.  So, a small force was sent to skirmish the the Nords as they landed.  They would set base high on the hills that oversaw the entire beach and rain their arrows down on the unsuspecting Nords.

Details

Map Time = 10:00 Round
Win Condition = Survival
Synopsis = The Nords are landing on the beach as the Vaegirs are camped high in the hills.  The combat is ranged only. 

*Tip* The Nords should take as few casualties as possible as they will be subtracted from their overall troop numbers. 

Troops

 



Backdrop

With the bridge outpost overrun the Nord army moves to besiege Ismirala Castle.  The delay of taking the bridge, however, allowed a bolstering of the garrison in the castle.  With the additional resistance expected in taking the castle the Nords plan a raid on the nearby Ismirala Village to better equip themselves before attempting to take a fortified position.  With all of the lords planning the upcoming assualt, a new and upcoming leader of a mercenary band is given orders to quickly march to Ismirala Village, raid it for goods and valuables, and return as quickly as possible.  The village readies it's militia behind hurried barriers of whatever they could find to repel the attack.

Details

*This scenario is optional.  Opting to play this scenario results in an automatice -50 troops to the overall Nordic force.*
Map Time = 120:00 Round
Nord Win Condition = Raid the village by defeating the militia.
Vaegir Win Condition = Defeat the raiding Nord mercenaries.
Vaegir Militia Size = 50 troops
Nord Raiders Size = 50 troops
Synopsis = With close to even numbers and similar equipment, the raiding party must use skill and tactics to win if they intend to appease their Nord employers. 
Consequence = If the Nords are successful in their raid they will recieve better equipment for the upcoming sieges.  If the Vaegirs are successfull in repelling the attack they prevent the Nords from recieveing an equipment upgrade.

*Tip* Setting up and then launching a planned attack is the best method of success for the Nords. 
Defensive choak points and cover are the Vaegir's best options.

Troops

 


Backdrop

With the preparations for the first main siege completed the Nords begin their assault on Ismirala Castle.  Knowing that they still have the newly fortified city of Curaw to take, they have carefully planned their assault.  Seeing the main force of the Vaegirs is at the castle's keep in the rear, they place two ladders to the front walls on opposing sides of the gatehouse.  To support their infantry they have build siege walls well within their archers range, looking to pickoff the enemy infantry clearing the path to mount the walls.  Once the gatehouse is secured and the gate is open, they can focus on the heavier fortifications of the castle as they progress to the ultimate slaughter of all that reside inside.  The consensus among the men is no quarter be given to the enemy, a statement they hope will resonate ahead of them to deter any further resistance.

Details

Map Time = 120:00 Round
Win Condition = Eliminate enemy army.
Vaegir Garrison Size = 150 troops
Synopsis =  Nords will spawn on the front and left side of the castle with ladders provided to them.  Vaegirs spawn inside there keep and rear wall.  Taking key points and working in squads will be the key.  No need to rush in foolishly. 

*Tip* Nords be methodical in your attack.  No timer, no flag, no reason to rush wildly towards the middle of the castle.  Just kill, plain and simple. 
Vaegirs should use their defensed and keep to their advantage.  Find where archers can deal heavy damage and protect them with infantry.  Use the castle as it's meant to be, a staged defense.
Every death counts.

Troops
 

Backdrop

With Ismirala Castle taken, nothing lies between the Nordic Invasion and their ultimate goal of the City of Curaw.  The early scouting reports confirm the rumors that have been circulating.  Curaw has become fortified.  What or when the construction started noone can find out, but the reality of higher and thicker walls with towers, tiers, and a much larger keep are undeniable.  Hoping they have managed their resources properly, the Nords lay siege to their greatest challenge yet.  Some begin to question the reasoning that got them here.  Putting that behind them, the assault begins...to what end is yet to be seen.....

Details

Map Time = 120:00 Round
Win Condition = Eliminate enemy army.
Vaegir Garrison Size = 300 troops
Synopsis =  Nords will spawn on facing the main gate.  I small curtain wall with large doors prevents direct access to the gate...even if it were left open.  Two ladders have been placed on the side towers of the gatehouse.  While defensible, they should provide a foothold.  Scouting reports that the city has two, left defended side entrances that may offer easier access.  Whether the time to reach them and assist the main force is feasible is unsure as of yet.
The streets quickly lead to an inner curtain wall, heavily fortified and only accessable by the ground through the controlled gates.  Perhaps the walls will provide some type of access to these controls to raise the gates and push the Vaegirs further back into their keep.
The main keep seems grand in scale.  A large door covers the entrance leaving the best of guesses to what lay waiting for the Nords if they dare venture inside.

*Tip* Large, living, near citadel status fortress that will be the death or grand victory of either side.  The best use of the advantages presented will decide the outcome.
GL, HF
Troops
 
Outlawed said:
I approve. Lets RP us some of this sugarplum of a thread.
Verily, Sirrah!

j/k

I'm glad you mentioned that.  The RP threshold was kept quite low.  I kept names and specifics out of the storyline and was purposefully vague with it.  The overall premise needed some type of backdrop, however, so some type of storyline was required...or else the general idea behind the main campaign really wouldn't make sense.

*goes to read tapestry while wielding his Nordic Sword...verily.
 
Yo, RP'ing like this is the way to go.
Lets see how Lord Rhade likes it when I rhade his village and rhape his sister(see Vanidar).

He wont.
 
Nearly all registrations are in and the advanced planning of this event can begin.  A PM will be sent tonight to all participants to detail a number additional points that need to be made as well as scheduling, ect.

This event is set for Saturday the 9th 9:00pm eastern.  The module will be available for download on Saturday at the latest as last minute touches are being placed on it.

Will be a great time.

-Mad

edit: OMG double post. :eek:
 
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