Christmas 2016 Campaign - 27th December 2016 -FINISHED-
Dec 22, 2016 7:35:48 GMT
Kurak-Ojiisan, Xenonraz, and 1 more like this
Post by The Failure on Dec 22, 2016 7:35:48 GMT
Yaho guys,
This is just a quick announcement to let ya all know that we will be having our Christmas
campaign on Tuesday, 27th December 2016.
Time will be around 18.00 Central Time (Sausageland, Hungergamesland, Waffleland, Flat is Justiceland, Cannot into spaceland, Toleranceland
and whatever other countries we have in that timezone), 19.00 Saunaland,
and 17.00 in Brexitland and Potato Farmland.
So clear yer calendars for that day, if ya want to participate.
Full details will likely be posted on Monday, as we still have stuff left to do,
but once all that's done, I will reply with all ya need to know.
Thanks, guys.
EDIT:
Wheeeeeee,
It's Monday, and I actually posted something on time. What kind of evil Christmas magic is this?
Anyway, on to the stuff ya all been waiting for, the big reveal of this years Christmas event.
Brought to ya by Dream and Steam, I present to ya:
The year is sometime after the end of the novel, and Holo and Lawrence have settled down,
and are now running their own merchant shop and inn. The days pass peacefully, and not much
was happening at all, until one day...
A merchant from the far north was passing through and spending the night at their inn.
Of course, as a fellow merchant, Lawrence and the other soon started conversing,
inquiring about prices, popular wares, and whatever else it is such folk talk about.
In the course of their little chat, the northern merchant mentioned tales of a mystical
hot spring, that was rumored to be hidden somewhere far up north, even further than the home
of the travelling merchant.
Unfortunately, he didn't know too much about it, but told that a monastery a few days travel
from here was rumored to have secret documents alluding to the location if said spring.
And so it was that Holo decided that she could really do with this hot spring, and so they
prepared to find the documents, and search for the hot spring themselves.
Now for the maps, I will just copy what Dream has prepared for us, and maybe I will leave my
own notes alongside.
Abbey:
Red blocks in the map mean that ya can't access the area from there, blue areas are no-fire zones unless otherwise stated or objectives change.
Yellow arrows indicate the means of escape if stealth fails.
Lights would be preferred in teams of 3, but dunno if we can get that many guys to play. Basically one would be the one going for the scripts and the others would have toprotect his tank from ramming so it doesn't get de-capped in a sense and the search would take longer. This i have to trust to the players that they won't cheat and or lie about it though. And if the lights break the wall leading to the monastery an alarm will go out and they have to fight it out of there ending their specialability on this map from that point forward, other option is to complete the objective and sneak out of there from the same way ya came in.
After the LT's return to their startpoints, then the teams will fight it out if the other side hasn't allready lost it's tanks at that point and the winner is the team
that has tanks still up and running. If only lights remain then they will fight it out between themselves. Keep it fair and don't drown or suicide.
Mines:
Pretty much a break & run from the other team map.
Team 1 (winner of the last map) objective is to escape via the old mines, but as the mines have been blocked for a while they will have to get the mining tools
from the old warehouse in order to clear a way into the mines and into the old passing that leads to the road to the sacred valley.
Team 2 (last map's unfortunate loser) objective is to prevent the other side's escape with the sacred scripts through the mine.
Mountain pass:
The mad rush: both teams have somehow made it into the same area and know that the other one is here as well, unfortunately or fortunatedly they came out
from the different mineshafts and both know that they have to rush to the bridge due to the other side slipping that information while rushing to get away
back in the mines map. Bridge is the key here by any means necessary, get there and over it ASAP!
If you fall down from the bridge, you are out!
Sacred valley:
LT objectives are to find the sacred scrolls that dispel the field around the shrine bridge that will allow the team to make it into the secret hot spring.
You can divide your light tanks for faster searching, but this is highly risky in doing so. We still suggest that the LT's will run in a pack of 3.
MT/HT will fight it out in the meantime to prevent the other side completely controlling the map
Shrine area is inaccessible without the information, so do not enter if your team doesn't have all of the info! First one in the Secret spring wins so good luck!
-HOWEVER-
There are still people living in some areas, so DO NOT ENGAGE in the no-fire zones! This will be punished with longer search times if your team breaks
the buildings or fences around the NFZ areas.
Failure: As ya can see and read from those maps, just like last time, we have objectices
for you guys to achieve, but we dispensed with the points system for this event.
So winning or losing, all it determines is which side ya will be on in the next game.
No extra fluff, no complications, only fun.
If by any chance ya have questions about what's happening on the maps, ask them before we
click the battle button.
Now, of course, ya also need to know what tanks will be allowed for ya, so I just copy (once again)
Dream's notes:
T6 max, trying to balance this around ~+-2200dpm
Derp tanks (KV-2, O-I) are out due to massive alpha.
Autoloaders (STRV) are out due to clip potential.
TD's are out, can't really fight with these maps and have guns that are harder to balance out, a everyone wants to drive the box anyway.
Arty...do I even need to mention them. OUT.
If the MT/HT/LT tank isn't mentioned here, it can join in.
HT's that can run, as long as they don't use these guns:
T-150: 122mm derp & 107mm
KV-85: 122mm
ARL44: 105mm
Church: 3,7I derp
Same goes for these tanks if ya want to use them:
VK 28.01: No derp
59-16: No autoloader
T-37: No autoloader (forgot that this one had it as well)
Skoda T25: No autoloader (turns the tank quite bad, i know)
VK 30.01P: No derp
Cromwell: No derp
E2 Jumbo: No derp
E8 Slim: No derp
T4/5 Scouts that can join (in no real order):
Amx ELC
VK Leopard(No autoloader!)
Luchs (No autoloader)
A-20
T-50
T-80
Chinese Stuart
Pz.38 nA
Ke-Ho
Crusader
Chaffee
Also Scout tanks are not here to fight, but to spot enemy tanks and sneak in to special locations. As long as a scout doesn't shoot at anyone you cannot fight him (this includes ramming), but if he shoots then he's a free go. Keep this in mind if you are a LT driver, some objectives cannot even be done if ya have an itchy trigger finger...or at some cases it could save your team. It is up to the driver to decide what to do, but the consequences are clear if you open that gun up.
And there ya have it, a simple list of tanks, I'm sure we all have one or another of those.
Additionally, this campaign will feature some homemade videos by Steam, please look forward
to them.
Once the campaign is over, and we still have time and energy, we can do other stuff, like
fun day events, play Cards against Humanity, play guess the picture, show each other our
presents, or whatever else we can find, it's totally up to you guys.
And with that, I shall see ya all on Tuesday.
Thanks, guys.
This is just a quick announcement to let ya all know that we will be having our Christmas
campaign on Tuesday, 27th December 2016.
Time will be around 18.00 Central Time (Sausageland, Hungergamesland, Waffleland, Flat is Justiceland, Cannot into spaceland, Toleranceland
and whatever other countries we have in that timezone), 19.00 Saunaland,
and 17.00 in Brexitland and Potato Farmland.
So clear yer calendars for that day, if ya want to participate.
Full details will likely be posted on Monday, as we still have stuff left to do,
but once all that's done, I will reply with all ya need to know.
Thanks, guys.
EDIT:
Wheeeeeee,
It's Monday, and I actually posted something on time. What kind of evil Christmas magic is this?
Anyway, on to the stuff ya all been waiting for, the big reveal of this years Christmas event.
Brought to ya by Dream and Steam, I present to ya:
Holo and the Quest for the Holy Spring.
The year is sometime after the end of the novel, and Holo and Lawrence have settled down,
and are now running their own merchant shop and inn. The days pass peacefully, and not much
was happening at all, until one day...
A merchant from the far north was passing through and spending the night at their inn.
Of course, as a fellow merchant, Lawrence and the other soon started conversing,
inquiring about prices, popular wares, and whatever else it is such folk talk about.
In the course of their little chat, the northern merchant mentioned tales of a mystical
hot spring, that was rumored to be hidden somewhere far up north, even further than the home
of the travelling merchant.
Unfortunately, he didn't know too much about it, but told that a monastery a few days travel
from here was rumored to have secret documents alluding to the location if said spring.
And so it was that Holo decided that she could really do with this hot spring, and so they
prepared to find the documents, and search for the hot spring themselves.
Now for the maps, I will just copy what Dream has prepared for us, and maybe I will leave my
own notes alongside.
Abbey:
Red blocks in the map mean that ya can't access the area from there, blue areas are no-fire zones unless otherwise stated or objectives change.
Yellow arrows indicate the means of escape if stealth fails.
Lights would be preferred in teams of 3, but dunno if we can get that many guys to play. Basically one would be the one going for the scripts and the others would have toprotect his tank from ramming so it doesn't get de-capped in a sense and the search would take longer. This i have to trust to the players that they won't cheat and or lie about it though. And if the lights break the wall leading to the monastery an alarm will go out and they have to fight it out of there ending their specialability on this map from that point forward, other option is to complete the objective and sneak out of there from the same way ya came in.
After the LT's return to their startpoints, then the teams will fight it out if the other side hasn't allready lost it's tanks at that point and the winner is the team
that has tanks still up and running. If only lights remain then they will fight it out between themselves. Keep it fair and don't drown or suicide.
Mines:
Pretty much a break & run from the other team map.
Team 1 (winner of the last map) objective is to escape via the old mines, but as the mines have been blocked for a while they will have to get the mining tools
from the old warehouse in order to clear a way into the mines and into the old passing that leads to the road to the sacred valley.
Team 2 (last map's unfortunate loser) objective is to prevent the other side's escape with the sacred scripts through the mine.
Mountain pass:
The mad rush: both teams have somehow made it into the same area and know that the other one is here as well, unfortunately or fortunatedly they came out
from the different mineshafts and both know that they have to rush to the bridge due to the other side slipping that information while rushing to get away
back in the mines map. Bridge is the key here by any means necessary, get there and over it ASAP!
If you fall down from the bridge, you are out!
Sacred valley:
LT objectives are to find the sacred scrolls that dispel the field around the shrine bridge that will allow the team to make it into the secret hot spring.
You can divide your light tanks for faster searching, but this is highly risky in doing so. We still suggest that the LT's will run in a pack of 3.
MT/HT will fight it out in the meantime to prevent the other side completely controlling the map
Shrine area is inaccessible without the information, so do not enter if your team doesn't have all of the info! First one in the Secret spring wins so good luck!
-HOWEVER-
There are still people living in some areas, so DO NOT ENGAGE in the no-fire zones! This will be punished with longer search times if your team breaks
the buildings or fences around the NFZ areas.
Failure: As ya can see and read from those maps, just like last time, we have objectices
for you guys to achieve, but we dispensed with the points system for this event.
So winning or losing, all it determines is which side ya will be on in the next game.
No extra fluff, no complications, only fun.
If by any chance ya have questions about what's happening on the maps, ask them before we
click the battle button.
Now, of course, ya also need to know what tanks will be allowed for ya, so I just copy (once again)
Dream's notes:
T6 max, trying to balance this around ~+-2200dpm
Derp tanks (KV-2, O-I) are out due to massive alpha.
Autoloaders (STRV) are out due to clip potential.
TD's are out, can't really fight with these maps and have guns that are harder to balance out, a everyone wants to drive the box anyway.
Arty...do I even need to mention them. OUT.
If the MT/HT/LT tank isn't mentioned here, it can join in.
HT's that can run, as long as they don't use these guns:
T-150: 122mm derp & 107mm
KV-85: 122mm
ARL44: 105mm
Church: 3,7I derp
Same goes for these tanks if ya want to use them:
VK 28.01: No derp
59-16: No autoloader
T-37: No autoloader (forgot that this one had it as well)
Skoda T25: No autoloader (turns the tank quite bad, i know)
VK 30.01P: No derp
Cromwell: No derp
E2 Jumbo: No derp
E8 Slim: No derp
T4/5 Scouts that can join (in no real order):
Amx ELC
VK Leopard(No autoloader!)
Luchs (No autoloader)
A-20
T-50
T-80
Chinese Stuart
Pz.38 nA
Ke-Ho
Crusader
Chaffee
Also Scout tanks are not here to fight, but to spot enemy tanks and sneak in to special locations. As long as a scout doesn't shoot at anyone you cannot fight him (this includes ramming), but if he shoots then he's a free go. Keep this in mind if you are a LT driver, some objectives cannot even be done if ya have an itchy trigger finger...or at some cases it could save your team. It is up to the driver to decide what to do, but the consequences are clear if you open that gun up.
And there ya have it, a simple list of tanks, I'm sure we all have one or another of those.
Additionally, this campaign will feature some homemade videos by Steam, please look forward
to them.
Once the campaign is over, and we still have time and energy, we can do other stuff, like
fun day events, play Cards against Humanity, play guess the picture, show each other our
presents, or whatever else we can find, it's totally up to you guys.
And with that, I shall see ya all on Tuesday.
Thanks, guys.