JainaQuest, giving SV voters control of Jaina in the Warcraft 3 era

What quest would you guys like as my secondary one (will update sporadically)


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thanks dude was waiting for someone to finally make a plan lol ;)

Unfortunately the current set of vote planning is happening at about 12am on my side, which makes my votes lag behind somewhat...

Now lets see

@san 2 questions
1) your "[x] Train Peasant. (builder and resource gatherer, can turn into militia if needed.) Cost: 6 hours, 10 Gold, 1 set of Peasant equipment. Tax per day: 0.5 gold, 0.2 food, 0.1 iron." option, where do we get the Peasant equipment from, or is it just from town hall level 2?

2) Can we ask Arthas for resources? I would like to get up to town hall level 2 asap which would mean borrowing some 20 wood from him.
 
Unfortunately the current set of vote planning is happening at about 12am on my side, which makes my votes lag behind somewhat...

Now lets see

@san 2 questions
1) your "[x] Train Peasant. (builder and resource gatherer, can turn into militia if needed.) Cost: 6 hours, 10 Gold, 1 set of Peasant equipment. Tax per day: 0.5 gold, 0.2 food, 0.1 iron." option, where do we get the Peasant equipment from, or is it just from town hall level 2?

2) Can we ask Arthas for resources? I would like to get up to town hall level 2 asap which would mean borrowing some 20 wood from him.
ya your one of the only 4 people voting with true regularity.

1) it comes from the blacksmith

2) yes but he might not give them to you, besides outside of resource storage increasing the level 2 town hall provides nothing else... well other than you being limited to 1 upgrade level above the town hall for all buildings anyway.
 
ya but the thing is this quest is pretty much just 4 people doing anything close to consistent voting... and honestly? I need more than that to feel like its worth my own time to continue the quest.

Hmmm. Well maybe warcraft one was a little stale My advice is you can close this one for now "if you want" practice some writing and maybe tweak the system for a starcraft quest or reboot this. Your not really a bad writer though some room for improvement maybe it will help in making new quests
 
Hmmm. Well maybe warcraft one was a little stale My advice is you can close this one for now "if you want" practice some writing and maybe tweak the system for a starcraft quest or reboot this. Your not really a bad writer though some room for improvement maybe it will help in making new quests

I agree with this, plus some people are in different time zones and life happens. good quests take time and effort...

just take your time and figure out as you go along.
 
I mostly enjoy reading this, but I have too many other quests that take up too much of my time for me to do more than that really... Sorry.
 
ok vote is closed since I don't think anyone else is voting.
 
Chapter 2, turn 3: results, and Scouts return, forward bases, and CAPTAIN MARWYN TOO OP!!! >:(
"So, with this we have the beginnings of a proper base. While we wait for the scouts to return with their reports of the immediate surrounding area, I intend to start my peasants on breaking in that quarry, Alongside it I'm going to build a shooting range so I can start training riflemen once I have the guns for it. Finally I think a barracks upgrade is in order so my troops have somewhere to sleep once I recruit them. What's your plan going forward?"

"Ah, well my plan is to get some gold mined, build another hunting camp, and I also intend to break in my new quarry."

Timeskip

Jaina's orders
[x] Build a level 2 hunting camp. x2 (Jaina)
Cost: 6 hours, 30 lumber, 20 gold, 2 villagers, 0.5 space.
DC: 30: reduce cost to 6 hours, 20 lumber, 15 gold, 2 villagers, 0.5 space.
Roll: 82+14=96 DC30 Pass!
Cost reduced

[x] Mine Gold: x1

[x] Quarry stone: x2


Arthas's Orders
[x] Upgrade to a lvl 2 Barracks. x2 (Arthas)
Cost: 6 hours, 40 wood, 30 gold, 1.5 space.
DC: 20: Reduce cost to 6 hours, 30 wood, 20 gold, 1.5 space.
90: All barracks now skip level 1 and are built at level 2 right away for a cost equal to 24 hours, 70 wood, 40 gold, 1.5 space
Roll: 58+22=80 DC 20 PASS!!! DC90 fail...
cost reduced

[x] Build a level 1 shooting Range. (Captain Marwyn)
Cost: 6 hours, 10 gold, 10 lumber, 0.5 space
DC: 70: All shooting ranges are now built at level 2 at the cost of 12 hours, 15 gold, 15 lumber, 0.5 space
Roll: 85+16=101 MINICRIT!!! DC70 PASS!!! DC70 REWARDS INCREASED!!!
All shooting ranges are now build at level 2 at the cost of 12 hours, 10 gold, 10 lumber, and 0.5 space

[x] Quarry stone: x2

Scouts Report:
[X] Send a scouting party to the NorthWest. (Commander: Captain Farwyn) {Troops: 2 Footmen, 2 riflemen, 1 priest.}
Encounter roll: 19, Results: Found Bandit Camp with Enslaved villagers! Found Defensive Forward base position! Bandits see Scouting party!
Survival roll: 69, Results: able to escape bandits with no losses! injured several bandits in escape! minor injuries taken healed by Priest!

[X] Send a scouting party to the Southeast. {commander: Captain David} (Troops: 3 Veteran Footmen, 1 Veteran Priest, 1 Veteran Sorcerer)
Encounter Roll: 94+10=104, Results: found Murloc camp! Found Resource forward base position! Found fishing camp spots! avoided murlocs notice thanks to roll.

LINE BREAK

"So, Captain Marwyn knew of a type of wood that held up against rifle fire better and told the peasants to harvest some of it for the shooting range?" Jaina asked Arthas.

"Yes. from what i understand, he learned of this wood from an old comrade of his when they were fighting bandits. Apparently they made a shield out of it and were able to use that to hold against their rifle fire, and then eventually beat the bandits despite the fact they were outnumbered at the time." Arthas replied.

"Interesting, oh look Captain David is back from his scouting mission."

"Lady Jaina, there is a large river to our east fairly nearby, with a good spot for a forward base on top of it. Several locations for fishing huts are nearby, with which we should be able to solve our food problem. there are also a small forest for lumber, and plenty of room to create a defensive position. Finally further east along the river there is a murloc encampment with about a dozen murlocs above water within sight. Which likely means at least two dozen more underwater out of sight as well. We were able to escape their notice, so a surprise attack on them is very viable. I didn't see anything else of note."

"Good work Captain, We should set up a forward base there very soon then. I will also likely send you to take care of those murlocs soon enough."

"yes milady."

"Ah look there, Captain Falric has returned as well. Captain, your report?"

"First, there is a prime location for a forward base to our northwest closer to the town of Andorhal. It is a large clearing surrounded by forest on both sides allowing for a fairly powerful natural defense. If we built a few towers and a wall at the opening of the clearing, as well as a wall preventing enemies from sneaking through the forest plus a barracks for ease of access for our troops, it would provide us a powerful defensive position given our intelligence states this cult has already taken residence in Andorhal. Finally my men and I stumbled upon a bandit camp where at least a few dozen villagers were enslaved and being forced to do the bandits doing. It's not a pretty sight milord, men are being forced to work for them, and the women are being raped. We should clear these bandits out as soon as we can spare the troops and rescue the villagers. I tried to avoid notice however they had an outlying scout who saw us and they attacked us while we tried to escape. My men and I were able to injure several of them while taking few injuries ourselves being being forced into retreat. However I did not see any priests in their camp so they are likely still injured and though they will be on guard they will be easier to take down as a result."

"I see... Well then you had best rest up for now and get prepared to get sent out with some more troops to clear them out completely, understood captain?"

"Yes Prince Arthas, it will be done."



Couldn't find a two story barracks sadly :( so just imagine this as the second floor except with more beds

Here are the shooting range targets just imagine a bunch of these alongside near the barracks with a space to shoot at them from.

Here is the new base, I changed hunting ranges into dots and the unlabelled empty squares will be shooting ranges.

TURN ENDS HERE

ok WTF Captain Marwyn... thats literally 3 mini-crits in a row. I assure you guys I AM NOT RIGGING THE DICE FOR HIM, this is all pure RNG.

I can only assume RNJesus is telling me to make him a mini-hero... so give me 1 omake about him doing something involving the admin skill (building something or learning how to build something, etc.) perhaps based on one of the backgrounds I gave to why he got those crits and Arthas will get a new mini-hero... which means if you go the route several of you seem to want to go you are getting another mini-hero eventually.
 
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hmmmm

with the way things are going I would say get a force for the bandit camp first, people matter, then the murlock camp if they can manage it and then finally get the defensive positions ready for an attack from the captured city that the undead have taken...

of course were going to have to be speedy about this and really go all out as fast as possible.
 
hmmmm

with the way things are going I would say get a force for the bandit camp first, people matter, then the murlock camp if they can manage it and then finally get the defensive positions ready for an attack from the captured city that the undead have taken...

of course were going to have to be speedy about this and really go all out as fast as possible.
mmm just so you know fisherman huts produce 4 food at level 1 and 6 at level 2, just food for thought ;) lol

but ya they have a much better rate of food production than hunter camps.

OH, also if you do want to build towers and walls you need that lumber mill too ;) and just FYI, towers are VERY powerful here if the enemy doesn't bring siege weapons. Like they are basically Castles like this one:

thats a level 3 tower, minus the walkway i mean. Only the walls and castle on the hill itself is the actual tower.

And here is a level 1 tower:
 
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good enough!!!

thanks for the info!

but here's my idea for our next action:

Plan: Big Damn fishing hero's!!!

[] See if arthas will be willing to help us attack the bandit camp
-[] See if we can do a twin pronged attack, as well as save as many peasants as possible.

[] afterwards we split the people as they wish to go between the two of us and go attack the murlocks
-[] have jaina use blizzard on the water to kill as many murlocks as possible, while our footmen hold them at bay.
-[] afterwards get some fishing huts up and running, trade excess food to arthas if needed.

after these two objectives are done, see if arthas is willing to get some defenses going, were going to need it.
[] reinforce the position until three level 1 towers are built
-[] spend some time building the wall to protect against assaults until it is finished
-[] have our riflemen and some footmen patrol the forest's until this is finished
-[] after all above is finished then work on the wall to protect against attacks from the forest.

also spend time and effort when not building to upgrade what we have, efficiency is the key! also learn some things from arthas and our own upgrades...see if we cant implement future upgrades across the kingdom.
 
good enough!!!

thanks for the info!

but here's my idea for our next action:

Plan: Big Damn fishing hero's!!!

[] See if arthas will be willing to help us attack the bandit camp
-[] See if we can do a twin pronged attack, as well as save as many peasants as possible.

[] afterwards we split the people as they wish to go between the two of us and go attack the murlocks
-[] have jaina use blizzard on the water to kill as many murlocks as possible, while our footmen hold them at bay.
-[] afterwards get some fishing huts up and running, trade excess food to arthas if needed.

after these two objectives are done, see if arthas is willing to get some defenses going, were going to need it.
[] reinforce the position until three level 1 towers are built
-[] spend some time building the wall to protect against assaults until it is finished
-[] have our riflemen and some footmen patrol the forest's until this is finished
-[] after all above is finished then work on the wall to protect against attacks from the forest.

also spend time and effort when not building to upgrade what we have, efficiency is the key! also learn some things from arthas and our own upgrades...see if we cant implement future upgrades across the kingdom.
OK, I can guarantee Arthas will be attacking the camp next turn, He is a Paladin after all ;)

Also if you want to build those towers after the attacks are done, you will want to start a blacksmith next turn, alongside the first attack, and then you will want to start up a lumber mill the turn after, and probably a peasant too.

OH I am removing Peasant tools from the costs for a peasant and instead making it so you just need a level 1 blacksmith to make them ;) This will let you get peasants a full turn sooner.
 
Plan: Big Damn fishing hero's!!!

[] See if arthas will be willing to help us attack the bandit camp
-[] See if we can do a twin pronged attack, as well as save as many peasants as possible.

[] afterwards we split the people as they wish to go between the two of us and go attack the murlocks
-[] have jaina use blizzard on the water to kill as many murlocks as possible, while our footmen hold them at bay.
-[] afterwards get some fishing huts up and running, trade excess food to arthas if needed.

after these two objectives are done, see if arthas is willing to get some defenses going, were going to need it.
[] reinforce the position until three level 1 towers are built
-[] spend some time building the wall to protect against assaults until it is finished
-[] have our riflemen and some footmen patrol the forest's until this is finished
-[] after all above is finished then work on the wall to protect against attacks from the forest.

edited: build order-

[] Blacksmith
-get the blacksmith up and running to get repairs on everyone's weapons and armor, as well as getting some mundane equipment and nails up and running...we need nails for everything!!!

next turn we get a lumber mill, because with the blacksmith we could get things up and running.

after that we get our towers and walls up and running and then snowball from there to get a decent army to go right the scourge, as fast as possible...

because frankly I wouldn't doubt they will have some siege weapons in a couple of turns...or at least abominations.

also see if we get can some camp security up and running with a tower in each camp, at least provide some over watch to prevent sneak attacks from the undead.
 
Plan: Big Damn fishing hero's!!!

[] See if arthas will be willing to help us attack the bandit camp
-[] See if we can do a twin pronged attack, as well as save as many peasants as possible.

[] afterwards we split the people as they wish to go between the two of us and go attack the murlocks
-[] have jaina use blizzard on the water to kill as many murlocks as possible, while our footmen hold them at bay.
-[] afterwards get some fishing huts up and running, trade excess food to arthas if needed.

after these two objectives are done, see if arthas is willing to get some defenses going, were going to need it.
[] reinforce the position until three level 1 towers are built
-[] spend some time building the wall to protect against assaults until it is finished
-[] have our riflemen and some footmen patrol the forest's until this is finished
-[] after all above is finished then work on the wall to protect against attacks from the forest.

edited: build order-

[] Blacksmith
-get the blacksmith up and running to get repairs on everyone's weapons and armor, as well as getting some mundane equipment and nails up and running...we need nails for everything!!!

next turn we get a lumber mill, because with the blacksmith we could get things up and running.

after that we get our towers and walls up and running and then snowball from there to get a decent army to go right the scourge, as fast as possible...

because frankly I wouldn't doubt they will have some siege weapons in a couple of turns...or at least abominations.

also see if we get can some camp security up and running with a tower in each camp, at least provide some over watch to prevent sneak attacks from the undead.
You don't need to worry about attacks in your main base once you have both forward bases set up.

also sry got mixed up for a sec, you don't need a blacksmith to build a lumber mill.
 
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aw okay...then change those two around, the idea is to exploit this area as fast as possible, before the undead grow to strong.

that and we need to get some trainee's up and running, as well as training while we and arthas get to fighting the undead.

also while we do a turn to rest up, we should get some scouting done until we find the undead presence...hopefully they don't have a ziggurat or were going to need allot of troops as well as siege weapons.
 
Chapter 2, turn 4: bandits are evil, Arthas still impulsive, and two new forward base positions.
Main base: currently has a level 1 Barracks, a level 1 Town Hall, a level 1 quarry, 2 level 2 hunting camps, and 4.5 empty space

Current Resources: 230 gold, 40 lumber, 45 iron, 40 stone, 40 food, 20 leather, 5 peasants.

Current population: 67 current unused population, 4 hunters.

I changed up gold mining so that you can have 4 miners and each peasant mines 15 gold... was too little beforehand.
IMPORTANT: if you want to build in a FORWARD instead of your main base, then just add -(direction, forward base) in front of your vote. for example:
[x] Build a level 1 lumber mill. -(Western forward base)

this will have it built there instead of your main base.

[x] Upgrade to a lvl 2 town hall. (Grants the ability to train peasants, serves as peasant sleeping quarters, can hold 12 peasants. Also serves as a place to drop off resources, storage space for 400 gold, 350 food, 300 lumber, 210 stone, 160 iron, 60 leather. Finally allows you to send troops on missions.) Cost: 24 hours, 80 lumber, 20 stone, 60 gold, 3 space. DC: 20, 90

[x] Build a lvl 1 blacksmith. (produces the equipment, arms and armor your army needs, repairs and maintains arms and armor and equipment as it gets used.) Cost: 12 hours, 30 stone, 20 gold, 0 space. DC: 15, 85

[x] Upgrade to a lvl 2 Barracks. (serves as a place for troops to sleep and store their weapons, provides room for up to 70 troops. Needed to build training grounds, shooting range and stables.) Cost: 12 hours, 40 wood, 30 gold, 1.5 space. DC: 20, 90

[x] Build a lvl 1 lumber mill. (serves as a secondary place to drop off lumber, increases efficiency of lumber harvesting, needed to build wooden towers.) Cost: 6 hours, 25 lumber, 10 iron, 5 stone, 15 gold, 1 space. DC: 20, 90

[x] Build a level 2 hunting camp. (provides a place for villagers to hunt from letting them provide 4 food 3 leather per day for your army.) Cost: 12 hours, 30 lumber, 20 gold, 2 villagers, 0.5 space. DC: 30, N/A

[x] Build a level 1 Training Grounds. (allows you to train footmen up to recruit level.) Cost: 6 hours, 5 stone, 10 gold, 5 lumber. DC: 40, 90

[x] Build a level 1 shooting Range. (allows you to train riflemen up to recruit level.) Cost: 6 hours, 10 gold, 10 lumber. DC: 40, 90

[x] Build a level 1 Fishing hut. (Provides a place for villagers to fish for you, letting them provide 4 food per day for your army.) Cost: 6 hours, 20 lumber, 10 gold, 1 villager, 1 water space. DC: 25, 75

[x] Gather Lumber: Max peasants: 5, each peasant gathers 20 lumber per turn.

[x] Mine Gold: Max peasants: 4, each peasants gathers 15 gold per turn.

[x] Mine Iron: Max peasants: 3, each peasant gather 15 iron per turn.

[x] Quarry stone: Max Peasants: 2, each peasant gathers 20 stone per turn.

You have to send a commander to lead each party, and then you can decide what troops accompany them. Commanders are the captains and hero units available to you. A max of 5 troops may accompany commanders on scouting missions.

If two scouting parties go in the same direction troops scout further and more thoroughly, plus if there is a split in the path each party goes in a different direction.

Scouts may be attacked by whatever they find, also mixed parties have highest survival chance if something really bad happens.

[x] Send a scouting party to the Southeast. {commander: } (Troops: ) Time, 12 hours

[x] Send a scouting party to the Northwest. {commander: } (Troops: ) Time, 12 hours

you may take a maximum of 10 troops on a raid, and a maximum of 20 troops on a full out attack. remember mixed squads have best success and survival rate.

[x] Raid the bandit base. {commander: } (Troops: ) Time: 12 hours
Base DC: 70, Base losses chance: 50
Rewards: Freed slaves, possibly all slaves freed if lucky, minor gold reward, some bandits dead, EXP.

[x] Raid the Murloc camp. {commander: } (Troops: ) Time: 12 hours
Base DC: 60, Base losses chance: 40
Rewards: Minor gold reward, some murlocs killed, EXP.

[x] Attack the bandit base. {commander: } (Troops: ) Time: 12-18 hours
Base DC: 100, Base losses chance: 100
Rewards: Bandits wiped out, all slaves freed, major gold reward, moderate resource reward, EXP.

[x] Attack the Murloc Camp. {commander: } (Troops: ) Time: 12-18 hours
Base DC: 70 , Base losses chance: 50
Rewards: Moderate gold reward, minor resource reward, Murlocs wiped out, EXP.

You lack a blacksmith and therefore can't train new peasants.

[x] Train Peasant. (builder and resource gatherer, can turn into militia if needed.) Cost: 6 hours, 10 Gold, 1 set of Peasant equipment. Tax per day: 0.5 gold, 0.2 food, 0.1 iron.

"I'm attacking the Bandit Camp right away, Jaina those villagers MUST be freed. DAMN those bandits for preying on their fellow men in a time like this." Arthas spat out.

"Calm down Arthas. It might be better to raid them and free the villagers with stealth and avoid risking their lives. Besides a few minutes to think up a plan and continue building our bases in preparation for the primary reason we are here, the undead, won't cause any more harm to the villagers Arthas." Jaina replied.

Sucking air through his clenched teeth Arthas visibly forces himself to calm down a bit. "Your right Jaina, we need a plan and we also need to remember the undead will attack eventually. However one way or another I intend to attack the bandits this turn whether you are with me or not. I will have my peasants build a blacksmith beside my town hall, and a lumber mill in the western forward base as there are far more trees there and it will be easier to harvest them there. Finally I will build a fishing hut in the eastern forward base and have my remaining peasants split between mining gold and quarrying stone. Now are you with me or not Jaina?"

"..."

Turn ends here

If you choose to raid the bandits Arthas will too, if you choose all out attack, Arthas will join you.

Just remember from next turn onwards you are at risk of being attacked by the undead, so you take too many troops away for too long and it might cause problems for you.
 
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go attack the bandit base with half your troops...have preists do healing on injured forces and have the footmen do a slow and steady shield-wall to prevent archer-fire against them.

with both our forces we should stand a good chance of killing the bandits, especially if jaina keeps the bandits from killing the peasants.

we really should keep arthas on the light side here, also this gives some bonus relationship as good friends and comrades.

also we should get the undead handled as fast as possible, and also ration for a turn while we clear the murlocks camps, that way we could get our fishery's turning a profit, shame we don't have markets so to make trade between us and arthas.
 
Oh by the way everyone? slowing down the updates now, things are going to be getting more intense so takes more writing and time from me to do it properly ;)
 
[x] Plan Food, Fighting and Forges
-[] Build LvL 1 Blacksmith x2, Jaina
-[] Build a level 1 lumber mill. -(Eastern forward base)
-[] Gather Lumber x2
-[] Raid the bandit base: Captain David , 5 Veteran Footmen, 2 Veteran Priests, 3 veteran Sorcerers

This plays things conservatively.

Send out only one war-band at a time. We need to keep a powerful reserve on hand at the main base until we can get those forward bases up and running.

Building a Lumber mill at the expansion to save on space at the main base.

Gathering lumber because the Town Hall and Fishing Huts take up a bunch of lumber.

Also @san Didn't the minicrit on hunting camps give us the following income per camp: Provides: 4 food 3 leather per day
 
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[x] Plan Food, Fighting and Forges
-[] Build LvL 1 Blacksmith x2
-[] Build a level 1 lumber mill. -(Eastern forward base)
-[] Gather Lumber x2
-[] Raid the bandit base: Jaina, 5 Veteran Footmen, 2 Veteran Priests, 3 veteran Sorcerers

This plays things conservatively.

Send out only one war-band at a time. We need to keep a powerful reserve on hand at the main base until we can get those forward bases up and running.

Building a Lumber mill at the expansion to save on space at the main base.

Gathering lumber because the Town Hall and Fishing Huts take up a bunch of lumber.

Also @san Didn't the minicrit on hunting camps give us the following income per camp: Provides: 4 food 3 leather per day
yes it did sorry I have been copy-pasting old actions to save time and then editing them into new ones when needed. That mistake slipped through ;)

also you sure you don't want to keep Jaina here to defend your base? her blizzard spell is very risky in any kind of situation where non combatants are around. You can always send Captain David instead who has his snipe ability to pick off bandits who try to hold a knife to the throats of the villagers.
 
hmmmm your right on that, lets try sending captain David...

maybe we can raid the murlocks with jaina and a small force of people while everyone else is busy with the bandits? that way we can use blizzard to blow away the murlocks as they come, anything they drop we can share with arthas.

might make a cute-funny scene when she presents him a ring and he misunderstands...they get all flustered until things calm down, of course they end up blushing every now and then...
 
hmmmm your right on that, lets try sending captain David...

maybe we can raid the murlocks with jaina and a small force of people while everyone else is busy with the bandits? that way we can use blizzard to blow away the murlocks as they come, anything they drop we can share with arthas.

might make a cute-funny scene when she presents him a ring and he misunderstands...they get all flustered until things calm down, of course they end up blushing every now and then...
lol I approve ;) also if you want to wipe them out you need to commit to a full attack. raiding avoids outright combat where possible, mostly killing as many enemies as possible while avoiding taking any damage, or trying to liberate an important item or people while avoiding combat.

also the murlocs are not a super-serious threat, the chances of outright losing anyone are very low as long as you take a few priests.
 
Fine, David on the attack, Jaina helps the Blacksmith this turn.

Next turn David will still be gone and Jaina can lead an attack on the Murlocs.

This will leave a single turn wherein our defenses will be low but allows us to strike both locations fairly quickly.
 
correct, however San has said this turn is the last "free" turn until the undead start attacking, so getting the murlocks and the bandits out of the way is the best idea needed...plus think of the loots!!!

though with the blacksmith we may be able to upgrade our arms and armor so we don't lose guys more often...

the one problem I have with the war-craft games and other strategy games is that once you upgrade certain stuff (like say attack or defense) they don't stick...maybe give them ridiculously long research times to compensate for it, just means less wasted time and effort...

also San:

will our upgrades to what we have done for the crit rolls on construction be with us for the rest of the quest? (as long as were human/alliance that is?)
 
correct, however San has said this turn is the last "free" turn until the undead start attacking, so getting the murlocks and the bandits out of the way is the best idea needed...plus think of the loots!!!

Ummm what? You do realize that the raids take 2 turns right and a full assault could take 3?

The undead could attack next turn while our forces were still on the raid. By alternating I'm trying to decrease the window of vulnerability while still keeping the tempo going.
 
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