Fortress War Stretegies: Attack (Testudo)

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Fly
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Fortress War Stretegies: Attack (Testudo)

Post by Fly »

Since silkroad players are cute fuzzy little cuddly bunnies, I will attempt to enlighten them and teach them how to win a fortress war. I hope this makes for some better sieges later on.

Today we will learn the Testudo. Its an awesome way of taking down a gate of a fortress without loseing your attackers to the defenders on top of the walls.

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How can this be done in silkroad?

Easy!

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How does it work? easy!

We begin with 3 parties. Circles job is to take down the gate/support the hammers while the Squares are in charge of killing attackers. Should you need more fire power, add another party of Squares. Should you need more hammers, add another party of Circles.

party 3 goes in 1st. The blue squares (warriors) buff the red squares (wizards) with screens, fence, and quota. With screens the wizards are almost impossible to kill. The green square (cleric) does bless spell. Now the 3 red squares can go and take out every single defender with no damage done to them.

Once the wall is clear, party 1 and 2 move in. The red circles (and str build with a hammer) begin to hammer on the gates. The blue circles (euro warriors) will have them fenced. NO QUOTA! Quota can glitch and kill your entire party! The purple circle will put up a mana tambour and the green circle will heal/bless should the defenders return.

If the defenders do return, the blue circles put screen on the red circles making them invincible for 60 seconds. They continue to bash the gate down. Then the blue squares put screen on the red squares, green square does bless, red squares aoe nuke the defenders taking them down with no losses on the attacking side.

This plan is based on total defence of the hammers. Keeping them alive is the priority. Once they outdamage the repairing power of repair tools the defence is srewed. They can only use a certin amount of repair tools per min.


How to counter this plan: This plan works well because the key players on the attack side (blue squares/circles and green squares/circles) are all out of range. A counter attack party would need to be formed, teleported to the outside, and will need to attack them from the behind and kill off the Blue/Green squares/circles. Then you will need to hold the gate long enough for your repair tools to recharge.


Feel free to repost this anywhere you want as long as you credit me and link back to here.
Last edited by Fly on Sun Feb 10, 2008 9:59 pm, edited 1 time in total.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by MrFudge »

TBH

I think its just partly the braindead sro people, and partly the fact that I don't think you can do enough damage to break down the barricade with the hammers unless the defending guild forgets to repair it lol.

anyway this wouldn't necessarily work with the way we carried out the war on babel.
I'd say over half of our union started out outside, and just annhilated any force that tried to even get near our doors.

your clerics and bards would prob get hit first, then the warriors and ints.

the str could be left hammering down the obstacle cuz our bowmen and nukers would be able to handle them as soon as your clerics, bards, and warriors saw us coming from behind.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by Fly »

MrFudge wrote:TBH

I think its just partly the braindead sro people, and partly the fact that I don't think you can do enough damage to break down the barricade with the hammers unless the defending guild forgets to repair it lol.


5 people on the defence can use repair hammers, and they have a long recharge. a constant attack will take down the gate in a short time. the biggest problem people have is there hammers dieing, and that takes 5 min to reform and begin attacking again. that time they lose gives the repair hammers the time they need to recharge.

an attack that does not die off with 8 hammers will take down the gate in 10-15 min.


edit: about your 2nd comment, thats true. this is a plan to take down the gate of a defence that camps the gate. if the attack is too weak to even get to the gate then it cant be helped. on venus the attackers could not even hold there command post for longer then 10 min.

for the most part tho, the gates are the biggest challange and the attackers always outnumber the defence.
Last edited by Fly on Thu Feb 07, 2008 9:27 pm, edited 1 time in total.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by NOOB_THIEF »

So now all SRO players are braindead except your guild and union :shock: :banghead:.Anyway, good plan tho
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Re: Fortress War Stretegies: Attack (Testudo)

Post by Fly »

NOOB_THIEF wrote:So now all SRO players are braindead except your guild and union :shock: :banghead:.Anyway, good plan tho


no. on 5 servers the attackers won so they had a good plan.

but yeah, for the most part sro is nothing but braindead bots with no idea how to do anything but 1v1.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by NuclearSilo »

Those shielders are not thing compare to this!
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Re: Fortress War Stretegies: Attack (Testudo)

Post by Fly »

take for example NIKE on xian. they are outnumbered 5-1. there union left them. they are hated. yet they can camp the walls and win every single time.

This plan would take down there gates in no time if done right. after that they would lose due to sheer numbers.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by NOOB_THIEF »

Yup cool plan, but take alot practice do put in good use REF for you Fly
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Re: Fortress War Stretegies: Attack (Testudo)

Post by V0rt3x »

Rush with your whole union gate 2 all summmon tiger and get all hammers on the gate
ppl will target the tiger and u will keep presure on the gate.
Wizard Cleric and Warrior will just do there job at killing healing ect.

I think this is the best
Last edited by V0rt3x on Thu Feb 07, 2008 9:42 pm, edited 2 times in total.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by Fly »

V0rt3x wrote:Rush with your whole union gate 2 all summmon tiger and get all hammers on the gate
ppl will target the tiger and u will keep presure on the gate.
Wizard Cleric and Warrior will just do there job at killing healing ect.

I think this is the best


lol. then 1 euro wizard on the top zerks and aoe nukes your whole union. 2 hours later everyone globals about how fortress war is unfair. no one targets a tiger that does nothing at all except stand there.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by MrFudge »

actually the tigers are cool, it makes people yell

laaaaaaaaaaaaaaaaaaaaaaaaaagggggggggggggggggggggggggggggggggggggg
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Re: Fortress War Stretegies: Attack (Testudo)

Post by V0rt3x »

Fly wrote:
V0rt3x wrote:Rush with your whole union gate 2 all summmon tiger and get all hammers on the gate
ppl will target the tiger and u will keep presure on the gate.
Wizard Cleric and Warrior will just do there job at killing healing ect.

I think this is the best


lol. then 1 euro wizard on the top zerks and aoe nukes your whole union. 2 hours later everyone globals about how fortress war is unfair. no one targets a tiger that does nothing at all except stand there.

Well i said euro just doing there job so dark rez and they will be ok and since the wizard damage will get less if attacking ppl with aoe.
a other wizard will kill the other wizard the most important thing of attacking is to keep presure on the gate if u cant get to it its over

U made some plans and then wont work
1ste of all most ppl wont be able to kill ppl on top b/c they will get cannot atk due bla bla
2nd if they kill ppl they will just get a ress
3rd What if ppl come rush down u always have some glavie/bladers coming outside

Thats why it better to hammer the gate instead of fancy plans
Last edited by V0rt3x on Thu Feb 07, 2008 10:16 pm, edited 1 time in total.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by Woohoo »

Most attacking guilds and unions are too stupid and very egotistic to even work in group. Man even regular 8 man parties grinding on mobs, they cant even work together and to think they can work together in taking over a fortress. puahahahaha, lol

A good plans is only as good as the execution.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by V0rt3x »

Woohoo wrote:Most attacking guilds and unions are too stupid and very egotistic to even work in group. Man even regular 8 man parties grinding on mobs, they cant even work together and to think they can work together in taking over a fortress. puahahahaha, lol

A good plans is only as good as the execution.

Well what i told is simple and easy to execut
@Fly first try ur tactic we tried with alot good euro parties but there where always some ppl rushing to that gate to atk in ur back seems good on paper but doesnt work ing
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Re: Fortress War Stretegies: Attack (Testudo)

Post by nightbloom »

The forces at the back defend the gate hammerers. duh. The gate ppl are all strs, so they buff the ones behind making them hard as hell to kill. The plan is simplified as a diagram, the actual thing would involve a whole Union so many more dots.

Organization is the key.

ps: The Testudo is a very old tactic. We already know from its use for a few thousand years that it works pretty well.
Last edited by nightbloom on Thu Feb 07, 2008 10:00 pm, edited 1 time in total.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by Fly »

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1 wizard with my buffs will kill your whole union. try your plan and i will sit back and rofl as you die over and over.


the age of 1v1 braindead bots pwning everyone is over. adapt or you will find sro to be very unfair.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by Chess »

Would the bard's non targetted aoe hit the defenders even if your having cannot target issues?

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Re: Fortress War Stretegies: Attack (Testudo)

Post by Necrobat »

If it doesn't work, it's because of stupid people. The Ints aren't one shots with warrior buffs. They'll get healed, and the clerics will Bless. They will then proceed to rape your party. There goes your counter team.

But the whole point of this is to at least make the wars interesting. The plan would work, and would work damn effectively. But it uses a lot of teamwork and communication.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by Flinch1 »

erm, just a question...
I think the range of cleric heals and nukes is the same, right ?
if so, youre strategy is worthless...
If the wizards with hammers are at the gate, you cleric and warriors are healing/buffing, and the defenders go to the corners on the wall.
Then the defenders are closer to youre cleric and warriors then youre wizards, so they will die, and also the wizards.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by Nyahgis »

Fly wrote:
1 wizard with my buffs will kill your whole union. try your plan and i will sit back and rofl as you die over and over.


the age of 1v1 braindead bots pwning everyone is over. adapt or you will find sro to be very unfair.


That's why we have overhealing.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by V0rt3x »

nightbloom wrote:The forces at the back defend the gate hammerers. duh. The gate ppl are all strs, so they buff the ones behind making them hard as hell to kill. The plan is simplified as a diagram, the actual thing would involve a whole Union so many more dots.

Organization is the key.

Okay we know that avalon has the ppl but try to get 16 euro players in a other server that can work togther.
And ur not always safe at the back of fortress there will alway be stupid other guilds that will atk/ or the defending guild at olympus we always had like 30 turks runnning outside to kill the atackers.
And yes 1 union on 1 door is going fast
Thats why i made a simple plan and easy to execut.
We all can make fancy plans but will they work is the question.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by V0rt3x »

Fly wrote:Image

1 wizard with my buffs will kill your whole union. try your plan and i will sit back and rofl as you die over and over.


the age of 1v1 braindead bots pwning everyone is over. adapt or you will find sro to be very unfair.

Yeah if he can target first and dont u think other ppl will have buffs aswell :S
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Re: Fortress War Stretegies: Attack (Testudo)

Post by Renton »

Nyahgis wrote:
Fly wrote:
1 wizard with my buffs will kill your whole union. try your plan and i will sit back and rofl as you die over and over.


the age of 1v1 braindead bots pwning everyone is over. adapt or you will find sro to be very unfair.


That's why we have overhealing.

Win.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by Fly »

Flinch1 wrote:erm, just a question...
I think the range of cleric heals and nukes is the same, right ?
if so, youre strategy is worthless...
If the wizards with hammers are at the gate, you cleric and warriors are healing/buffing, and the defenders go to the corners on the wall.
Then the defenders are closer to youre cleric and warriors then youre wizards, so they will die, and also the wizards.


nope. cleric party heals have a longer distance and can be used out of range of the defenders. only skill that can hit them would be a rouges long shot which has weak damage.

plus the hammers are not wizards. they are str of any kind. best would be chinese str chars. glavies would be best cuz of hp passive.

the clerics are healing people who are attacking the defenders. if the defenders and attackers are in range of each other, the clerics healing the attackers would be at 2x the range of the defenders.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by Rainigul »

Fly wrote:
V0rt3x wrote:Rush with your whole union gate 2 all summmon tiger and get all hammers on the gate
ppl will target the tiger and u will keep presure on the gate.
Wizard Cleric and Warrior will just do there job at killing healing ect.

I think this is the best


lol. then 1 euro wizard on the top zerks and aoe nukes your whole union. 2 hours later everyone globals about how fortress war is unfair. no one targets a tiger that does nothing at all except stand there.


Whatever happened to everyone being brain dead?

Also, this isn't a bad idea, but if the defence has rogues, then it won't work. Longshot+quickshot have huge range, yes, quickshot isn't that strong, but if alot of people use it at once...

Best thing instead is to have all offensive people rush in at once, and aoe kill all the defenders while they have alot of defence buffs on, and they all have to zerk too, then have everyone charge the gate while the other team is still dead and have as many people hammer as possible, with wizards standing guard.

That'll work assuming the other team doesn't all come back at once, and after zerk and buffs run out.

[EDIT:]

Longshot has weak damage? Yeah, ok. 320% attack with 75% physical damage increase, and 100 or whatever increased physical damage. With force blessing on, it's strong.

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Re: Fortress War Stretegies: Attack (Testudo)

Post by BuddahBless »

Trying to do something like this with my union would probably just lead to a tremendous amount of frustration. :p Even if we planned everything out like a week before the war, people still wouldn't get it right. :oops:
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Re: Fortress War Stretegies: Attack (Testudo)

Post by Necrobat »

[SD]Rainigul wrote:
Fly wrote:
V0rt3x wrote:Rush with your whole union gate 2 all summmon tiger and get all hammers on the gate
ppl will target the tiger and u will keep presure on the gate.
Wizard Cleric and Warrior will just do there job at killing healing ect.

I think this is the best


lol. then 1 euro wizard on the top zerks and aoe nukes your whole union. 2 hours later everyone globals about how fortress war is unfair. no one targets a tiger that does nothing at all except stand there.


Whatever happened to everyone being brain dead?

Also, this isn't a bad idea, but if the defence has rogues, then it won't work. Longshot+quickshot have huge range, yes, quickshot isn't that strong, but if alot of people use it at once...

Best thing instead is to have all offensive people rush in at once, and aoe kill all the defenders while they have alot of defence buffs on, and they all have to zerk too, then have everyone charge the gate while the other team is still dead and have as many people hammer as possible, with wizards standing guard.

That'll work assuming the other team doesn't all come back at once, and after zerk and buffs run out.

That's pretty much is what this is. Just adjust your rush to suit, fall into formation and you're good to go.

About longshot, even if a lot of people use it, with warrior buffs you're only gonna scratch them.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by bakafish »

Fly wrote:Image

1 wizard with my buffs will kill your whole union. try your plan and i will sit back and rofl as you die over and over.


the age of 1v1 braindead bots pwning everyone is over. adapt or you will find sro to be very unfair.

Maybe for Venus standard yeah, but not with other servers with sosuns around, especially Greece with those +9 sosuns.
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Re: Fortress War Stretegies: Attack (Testudo)

Post by Necrobat »

BakaFish wrote:
Fly wrote:Image

1 wizard with my buffs will kill your whole union. try your plan and i will sit back and rofl as you die over and over.


the age of 1v1 braindead bots pwning everyone is over. adapt or you will find sro to be very unfair.

Maybe for Venus standard yeah, but not with other servers with sosuns around, especially Greece with those +9 sosuns.

Ignoring the fact that wizards can kill full SoSuns with a +5 staff. :wink:
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Re: Fortress War Stretegies: Attack (Testudo)

Post by bakafish »

Necrobat wrote:
BakaFish wrote:
Fly wrote:Image

1 wizard with my buffs will kill your whole union. try your plan and i will sit back and rofl as you die over and over.


the age of 1v1 braindead bots pwning everyone is over. adapt or you will find sro to be very unfair.

Maybe for Venus standard yeah, but not with other servers with sosuns around, especially Greece with those +9 sosuns.

Ignoring the fact that wizards can kill full SoSuns with a +5 staff. :wink:

For Venus maybe, it's not that easy with sosuns around. I hate it myself.
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