Main > World
Faction tactics and strategies and preferred loadouts
Helios.:
again, i love that you are engaging with the lore a lot, but again a few things:
the mobula is a merchantile guild ship, so most of what you get from trying to square that circle is weird, but ultimately not a problem, because your assessment of what the mobula is and means sounds good to me!
some stuff we know about chaledon that affects your intuitions a bit: the creation of the first airships by chaledonians themselves and their isolationist/utopian attitudes. i will address them in that order, for simplicity's sake
the first airship on chaledon was a baronies vessel that arrived there and it changed EVERYTHING. the chaledonians had a scientificly sophisticated culture, but just hadnt seen THAT before. one man reverse engineered the ship while the crew was asleep and the next day was able to begin correctly recreating the ship. for this feat of ingenuity, he was knighted. since that day they have quickly turned some of their sophisticated scientific institutions to the creation and refinement of airships, since then many have appeared, one is the squid.
their fleet is largely their buffer from invasion, much like the RAF in WW2. you cant sail to or from Chaledon safely, however so airships are even MORE important. we have seen a few ships, and they all seem to be variously sized interceptor kinds of ships. the duty of the fleet is to maintain control over the skies, rather than attacking static targets.
the utopia:
the land of the isle of chaledon is so undamaged by the great ecological destruction of the mainland that they DIDN'T EVEN NOTICE. when they started flying their own ships and started bringing news back from the mainland the Chaledonians were horrified at the callous destruction of the precious natural world. this outrage fuels their expansionistic attitude.
Helios.:
also important to note is thtat the world isnt TOTTALY destroyed, the world is recovering, if slowly. there are crops being grown in teh baronies, they grow grains and cereals and the like as well as cold climate root vegetables as well, very likely. they even have honey bees! (chaledon has some kind of bee, but it isn't the kind that yo can get honey from apparently) the yeshans have rice plantations and teh like as well. teh world isnt so bad anymore, and is recovering even in some places.
C r o w:
ONTO THE NEXT FACTION!
This faction is at the edge of death, the climate is harsh, the resources are few, their cities are a nightmare to reach, they are surrounded by pre-war technology both above and under ground, they are stubbor, strong, adaptable and everyone around them want them dead.
NO, they are not the Angleans, they are... The Arashi!
A ragtag of tribes and ships, the Arashi live in the desert that bears their name, for the fact that they are its only inhabitants!
Blocked to the north and to the west by the huge Yeshan fleets, and to the east by the Guild's mercenaries, in the Arashi wasteland is kill and scavenge or be killed and scavenged.
You know the description of the elite {level 45} engineer, "could repair a ship from scratch using only kitchen tools"? Well, the Arashi are that kind of people.
Taking as example the basic airship technology they built from scratch the Junker vessel, from, you guessed it, junk.
The Junker is a multirole vessel, capable of being either scout, attacker and tank, they are deadly in the hands of veteran crews. The Junker only lacks aft guns, and having two per side plus a front one, it is very unlikely that without planning an ambush you could get behind one of them.
A little group of these ships could easily wage guerrilla warfare for a very extended period of time.
The attack tactics that Arashi fleets could use are many: frontal assaults, flyby attacks, etc.
The Junker, while being the more used and most easily produced ship of Yesha, is not the only one that they use.
If an Arashi pillager has enough money they can buy from the Guild a good new vessel, new weapons, and even commodities.
In terms of tactics the Arashi rely mainly of the people's capability and will to survive, and could use the same tactics for both attack and defense.
In terms of strategy, they would lose almost immediately if they were to engage an all out war, since they are few, not very rich and have few resources. But their capability in raiding and sneaking past border guards makes them one of the most dangerous factions to wage guerrilla wars against.
-They pillage our villages at the eastern borders, they raid our merchants traveling to the Guild territories and Guild's merchants traveling towards ours, they behave like rats, they attack in groups, kill what they can, and then, after the battle is over, they come down from the skies like carrion birds to pillage whatever they can, wasn't for the sandstorms protecting them, the Empire would have killed them all a long time ago.- Zhang Shinkai, airship captain, southern border guard
C r o w:
Replying to Helios, yes, I know quite a few things you said, but since we are talking tactics and strategies here, I tried to cut a bit the lore.
And about the interceptor ships of Chaladon, a new one will be released with the Alliance DLC, the Mogante {hope I got the name right} that relies on broadsides and can carry even heavy guns.
Helios.:
the magnate, if that is what yo are thinking of, is a merchantile guild ship as well
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version