Avatar of Willy Vereb

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10 yrs ago
I'll be away on a trip for a few days so my activity will be low
11 yrs ago
I'll be on vacation for a few days so my activity will be low

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@ImportantNobodyWell, if you absolutely don't have any I suppose you can create one here from scratch.
Just a bit of note, you don't need to be on par with the other profiles posted here. This is more like a challenge thread where somebody posts their "character" and other picks up the match.
Fantasy, sci-fi, medieval or modern... all bets are off.
Your opponent is preferably at similar level as you but that doesn't mean you need to fit it to the other two profiles posted here.
If it comes to it then perhaps I can even be your opponent after I post a profile (I have a bunch of NRPs as you can guess).
@InkdropThat would be quite sufficient. I only wish to get a clutch for writing out the scenes better. I don't wish to force you to draw a masterful work of cartography.
BTW, how do you like the filler story which explains our war?
You can give a different name for the hostile country if you want.
@InkdropCan you also make a rough map of the area and detail the fortifications you use there?
It'd be rather helpful when we detail our troop movements.
@Voltus_VentusShould we attempt a round three, though?
United Dwarven League of Zwölfberge


Nation Profile:
roleplayerguild.com/topics/80046-brims..

Army Introduction:

The United Dwarven League is an alliance of all twelve city states of Zwölfberge for a sacred goal, to recover their ancestral lands now known as the Geitumo Isle. They had decades of preparation and amassed an army of 10,000 angry dwarves along with hundreds of ships and siegecraft ready to take Geitumo by force. Their chance came in KY1722 when the Kingdom of Stoludi engaged in war with the Melnisc Empire. Whith the bulk of the Kingdom's forces occupied it presented the perfect chance for Zwölfberge to strike. They launched their massive fleet at once, heading straight for Geitumo. They had the perfect chance to perform a sneak attack but honor of the dwarves demanded them to send a letter on their formal declaration of war, even if the message arrived only a day before they could reach their destination. While their attack is well-planned Zwölfberge still expect a tough fight from whatever forces Stoludi can muster against them. And that's how they want it. Also it worths noting that the Dwarven League is only an united force from the outside. In reality this is the combination of twelve individual armies with their own leadership.

Commander(s):



Army Composition:
Total number of forces: 10,000

Unit Details:


Infantry:
Zwölfberge has two rather distinct types of infantry, shocktroops and skirmishers. Shocktroops are the more common. They rely on heavy armor and melee weapons. Meanwhile skirmishers have "lighter equipment" (they still wear at least a chain mail) and use the so-called Bolzer (Bolter) which is a derivative of crossbows. Each city state has their own traditions and customs as well as unique units and weapons. The list below only mention the most notable of them.

Cavalry:


Artillery:
TBA

Navy:
In native speech called Flusseisernwaffe these seemingly ironclad ships are made of sheets of wrought iron and steel specifically treated to resist corrosion. Dwarven warships lack sails and instead rely on auger-like screws for propulsion, driven by threadwheels and pedaling dwarves.



Other:
TBA

@Inkdrop
Alright, let's go with this, then:
Geitumo was used to be dwarven territory a few hundred years before and dwarves of Zwölfberg recently came to claim it back. Zwölfberg is a tiny island nation and Geitumo had strategic importance thus you generally ignored them. This went on for decades but when you engaged in war with the main continent (make up whatever name you want for that faction) the dwarves also declared war on you. They launched a fleet of about a hundred ships carrying over 10,000 dwarven warriors. Their aim is to retake Geitumo for their clans and do it while the majority of your military is occupied with another nation. Thankfully the other enemy is largely landlocked thus your navies are relatively free for the job. You still have some numerical advantage and the knowledge of gunpowder on your side but the dwarves are fully clad in steel and all fired up to retake the land of their ancestors.

How does this sound?
BTW, you can begin working on your army profile and post it in the Characters section. I think 30-40k soldiers at best sound fine.
It really depends on exactly how many of them you think is a proper match for 10k angry dwarves.
@Inkdrop
BTW, any idea for the story why our nations would be at war?
I am fine with being both the attacker or defender. Though given the massive difference in manpower I would suggest this war being a relatively small one to you so I won't face literally tens of times more soldiers than what I have.
Depending on who is the attacker it'd likely also decide the battlefield.
So yeah, let's share our thoughts on the matter.
@Inkdrop
Alright, so a bit more about the dwarves. Special focus for combating Zwölfberg compared to a regular faction.

Dwarves are about 4-5 feet tall at best but sport a robust build with decent durability and muscles about twice as strong as a human (though their reduced reach kind of evens things out). Dwarves as warriors are tough and renown for their explosive strength. On the other hand they are small and while the frequency of their steps is greater they are of course slower at the run.

Because they are smaller yet can carry the same if not greater weight dwarwes much more frequently wear armor. Actually that's part of their culture which also gave them the nickname "steelskins". Actual shocktroops often equip themselves with plate armors and shields which are borderline ridiculous and would be wholly impractical to humans. Their defense can be seen as a wall of steel which your forces may often struggle to penetrate unless you use the adequate strategy. On the other hand Zwölfberge has only minimal experience at mounted warfare at best and aside from mini halberds they use to compensate for reach they don't have anything resembling a pike formation. That being said running into these heavily armored shocktroops is often a hazard in itself so cavalry charges are still not the most optimal.

Zwölfberge's main ranged weapon is the bolter which can be viewed as an evolution of the crossbow. It uses spring-mechanism to launch the drawn back projectile and they unite the benefits of crossbows with often the speed of archery. Light bolters are often built on pump-action design and fire small diamond shaped "bolts" in rapid succession. Their armor penetration is minimal but their compactness and rate of fire makes them preferred for self-defense. A more standard bolter design uses a heavy 80-gram bolt and a powerful draw which requires the operator's full strength. These can penetrate plate armor pretty well and with some skill can be aimed for 80-120 meters. The latest category of bolters are huge, often longer than the operator himself. They use cranks and other mechanisms to draw but in return you get a massively powerful and long ranged weapon, think of a "portable" Roman scorpio firing compact all-steel projectiles. The latter is rare and used by dwarves colloquially referred as Snipers. They are a half-crazed lot obsessed with the performance of their bolter who got their name for often competing to hunt down the otherwise rather elusive snipe bird.

Siege engines of various kinds are widespread and kinda like Zwölfberge's equivalent of the artillery. They are less convenient than cannons but bolter-ballista hybrids can achieve anti-infantry performance similar to iron shots (cannister/grape shots or chain shots are a different matter, ofc). Aside from more frequent use of metal and spring-based mechanisms and further refined looks the dwarven siege engines are going after the same catapult/ballista designs. One thing which still worths noting is that Zwölfberge knows something similar to Greek Fire thus incendiary projectiles won't be unheard of.

Lastly the ships. Schwarzesmeer is apparently have only minimal winds which are not so predictable around the island. Thanks to this and other considerations the dwarves developed ships propelled by augers AKA the "Archimedes Screw". These are driven either by rows of dwarven pedalers or large animals within treadwheels. In terms of speed they average between 4-10 knots depending on design and whether they are cruising or on the sprint. What makes dwarven ships distinct are their metallic bolted on hulls. Due to the abundance of iron as well as dwarven industry they can allow themselves to build entire ships made of stainless steel. While I say that though these ships are rather small, only 30-50 meters long. The steel hull protects against fire and may rebound lighter cannonballs at range but otherwise there's little difference aside from intimidation factor. As for weapons dwarven warships often mount one or a few siege weapons either for attacking forts or engaging ships at distance. Still, not a literal rows of cannons construction as age of sail ships. Other methods include using skirmishers to fire at the enemy with their bolters or board the enemy. Rams are also semi-frequently featured on the hulls in order to pierce the enemy hull while also preventing their escape. In short they are okay in a fight but the main role of warships is to transport hundreds of troops each into battle.
@Willy VerebI don't think it would be as one-sided as you believe. Early firearms were incredibly inaccurate, and against troops solely trained to fight melee, it could be pretty disastrous if the dwarves got in close. In addition, as you said, early naval cannons did not do well against heavy armor.
Well, volley fire overtly dominated in the past so the inaccuracy of early guns is actually kind of a myth. Fact is a musket can reliably hit its target from 50-100 meters and beyond that only the most skilled archers and crossbowmen could achieve a hit. Make it 18th century smoothbores and the result is even better due to the consistent quality of the guns and black powder (as well as better training). You can also have "snipers" who use more higher standard guns with tigher fitting bullets which can reliably shoot at people from considerably longer distance.

Anyways, as of my dwarves (suppose you picked them here) I didn't argue they would be better or worse. I said that their fantasy/clockpunk tech can allow them to catch up with you. I can tell it in more detail during the IC/OOC. Anyways, it's long time for the test drive. Hope you don't mind:
roleplayerguild.com/topics/93165-when-..

"I have never advocated war except as means of peace, so seek peace, but prepare for war.
Because war... War never changes. War is like winter and winter is coming."

~ Ulysses Grant



Welcome, arena-goers! This is an old new game called When Nations Collide. Basically it's a wargame RP where two players and their chosen nations duke it out. As such the conditions are quite different from the usual arena match. Few people may remember my previous attempt at this game. And while that one didn't work out due to both of our busy schedules the idea remained.
So without much further ado allow me to introduce our combatants

The Kingdom of Stoludi (Inkdrop)

An isolated backwards but very spirited country founded in the distant seas. In the era of muskets they are renown for their ferocity in melee.
Link: roleplayerguild.com/posts/2908750

VERSUS

Dwarven City States of Zwölfberge (Willy Vereb)

A lone island of the dwarves. In the age of gods and magic they turned for technology and their accomplishments gave them fame.
Link: roleplayerguild.com/posts/2659295

Backstory
The dwarves of Zwölfberge long laid claim on bountiful island of Geitumo, presently property of the Stoludi Kingdom. It used to be the land of their ancestors yet such flimsy reason from a small nation never reaches the ears of the Stoludi Court. Yet for dwarves respect for their ancestors was a rule above all reason and they secretly plotted for decades. In the King's Year of 1722 Stoudi engaged in war with the continental major power of the Melnisc Empire. Yet in the moment they turned their backs Zwölfberge stood ready to strike! Intent on retaking their ancestral lands they launched a huge fleet of steel-gray ships loaded with angry dwarves. Halfway on route Zwölfberge finally declared war on Stoudi and the Crown was forced to fight on two fronts. The Melnisc Empire was powerful yet mostly landlocked. As such Stoudi could spare a sizeable portion of their fleet to reinforce the island.

Conditions
The details of this game have yet to be fixed down. Since I wish to treat this as a prototype match there's no need for judges and the size of the respective forces and other details will be discussed here in the OOC.
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