User:Rosslessness/Fort Defence: Difference between revisions

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==Defend the Fort==
{{CallOut|''The [[Fort]] is a fine place,<br> and worth saving.''|Ernest Hemingway <sub> ( almost )  </sub>}}
{{CallOut|''The [[Fort]] is a fine place,<br> and worth saving.''|Ernest Hemingway <sub> ( almost )  </sub>}}
[[Image:PerrynFR.jpg|frame|right|'''What does this even mean?''']]
[[Image:PerrynFR.jpg|frame|right|'''What does this even mean?''']]
Over the years many people have tried to explain how to defend a fort.
Over the years many people have tried to defend forts. Yet no one has ever written a guide about it. After all, people have been defending Forts for years, surely they have some thoughts on the subject?


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The basic questions is; Why would you want to?
==The important question==
The basic questions is; Why would you want to defend a fort?


A fort is a massively complicated place. The Armoury alone is
A fort is a massively complicated place. The Armoury alone is
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And thats just the start of it.
And thats just the start of it.


Basically every single fort defense suggestin follows the same plan.
Basically every single fort defense suggestion follows the same plan.


*Gatehouse and Armoury VSB.
*Gatehouse and Armoury VSB.
*Everything Else EHB.
*Everything Else EHB.


==Fort Problems==
Fort problems. Where to start.
*Pk'ers, Overcaders, Zombies, (and trenchies).
Personally. A fort defence guide should aim to get around this all.
==Madness==
Simply put. Your fort defence guide should be like so.
<big>'''Stay in the Gatehouse'''</big>
If you're alive, you don't need to leave. If you're alive, it can't be ruined. If you're alive you can stop zombies entering the fort.
*"But what about ammo?"
Easy, Press the search button. In the gatehouse you can readily find pistol clips. No need to worry about cade levels or powered status at the armoury. Stay where you are. Save the travel cost. No shotgun shells, or flare guns, just the single most ap effecient way of using firearms.
*"No armoury?"
You don't need it. In fact, leave it ruined. Not only will it deny pk'ers access to weapons, but it acts as the perfect entry point for the entire fort. No need to worry about overcading at all.
*"so.... Gatehouse?"
Indeed. run off to get first aid kits, gennies and fuel from the other buildings, but always sleep there.
==Long term plan==
No group can hold a fort in siege circumstances. Attrition becomes too much. If you have an entire horde attacking the cades, you need to get past them and bring that Necrotech building back on line. Not only will it allow you to revive defenders, and combat revive pesky intruders, but it also diverts the hordes attention. Attacking two targets is a lot harder than attacking one.





Revision as of 19:36, 30 August 2010


Defend the Fort

Start quote rb.gif The Fort is a fine place,
and worth saving.
  End quote rb.gif

-- Ernest Hemingway ( almost )
What does this even mean?

Over the years many people have tried to defend forts. Yet no one has ever written a guide about it. After all, people have been defending Forts for years, surely they have some thoughts on the subject?


The important question

The basic questions is; Why would you want to defend a fort?

A fort is a massively complicated place. The Armoury alone is

  • A Dark Building.
  • Impossible to Freerun into.
  • Always overcaded.

And thats just the start of it.

Basically every single fort defense suggestion follows the same plan.

  • Gatehouse and Armoury VSB.
  • Everything Else EHB.

Fort Problems

Fort problems. Where to start.

  • Pk'ers, Overcaders, Zombies, (and trenchies).

Personally. A fort defence guide should aim to get around this all.

Madness

Simply put. Your fort defence guide should be like so.

Stay in the Gatehouse

If you're alive, you don't need to leave. If you're alive, it can't be ruined. If you're alive you can stop zombies entering the fort.

  • "But what about ammo?"

Easy, Press the search button. In the gatehouse you can readily find pistol clips. No need to worry about cade levels or powered status at the armoury. Stay where you are. Save the travel cost. No shotgun shells, or flare guns, just the single most ap effecient way of using firearms.

  • "No armoury?"

You don't need it. In fact, leave it ruined. Not only will it deny pk'ers access to weapons, but it acts as the perfect entry point for the entire fort. No need to worry about overcading at all.

  • "so.... Gatehouse?"

Indeed. run off to get first aid kits, gennies and fuel from the other buildings, but always sleep there.

Long term plan

No group can hold a fort in siege circumstances. Attrition becomes too much. If you have an entire horde attacking the cades, you need to get past them and bring that Necrotech building back on line. Not only will it allow you to revive defenders, and combat revive pesky intruders, but it also diverts the hordes attention. Attacking two targets is a lot harder than attacking one.


Fort Perryn Vehicle Depot Fort Perryn Exercise Yard Fort Perryn Training Ground
Fort Perryn Infirmary Fort Perryn Armoury Fort Perryn Storehouse
Fort Perryn Storehouse Fort Perryn Gatehouse Fort Perryn Barracks


















Fort 404

Mall-in zombie hands-small.jpg

[84,89] – [86,91] (bic) (statuses) (update)
Fort Perryn
ruined, small numbers of zombies dwindling.
--RahrahCome join the #party!11:38, 21 July 2009 (BST)

Mall-rebuilding-small.jpg

[84,89] – [86,91] (bic) (statuses) (update)
Fort Perryn

For the Day Fort Feral becomes Fort 404.

Buildings all repaired and powered.

Gatehouse is VSB, come join the fun.

Long range forecasts suggest massive increases in gouging, maiming and overlly trenchy putdowns. You have been warned.
--RosslessnessWant a Location Image? 20:53, 31 July 2009 (BST)

Mall-under attack-small.jpg

[84,89] – [86,91] (bic) (statuses) (update)
Fort Perryn

Day two of the Fort 404 fun.

Buildings all repaired and powered.

Gatehouse is VSB, Trenchies are beggining to return.

Zombie numbers outide now above 20.

On a side note survivors have discovered a ten piece puzzle and completed it. Another stunning victory over the zombies!
--RosslessnessWant a Location Image? 12:57, 1 August 2009 (BST)

Mall-under attack-small.jpg

[84,89] – [86,91] (bic) (statuses) (update)
Fort Perryn

Day three of the Fort 404 fun.

Buildings all repaired and powered.

Gatehouse is VSB, Trenchies are beggining to return.

Zombie numbers outside now above 25.

A large supply of honey has been discovered in the storehouse, but no spoons. Expect a lot of stickiness.
--RosslessnessWant a Location Image? 11:13, 2 August 2009 (BST)

Mall-under attack-small.jpg

[84,89] – [86,91] (bic) (statuses) (update)
Fort Perryn

Day four of the Fort 404 fun.

Buildings all repaired and powered.

Gatehouse is VSB, Trenchies are beggining to return.

Zombie numbers outside now above 25.

Curiously no one has said BOOM HEADSHOT!!!!! yet.
--RosslessnessWant a Location Image? 11:43, 3 August 2009 (BST)

Mall-under attack-small.jpg

[84,89] – [86,91] (bic) (statuses) (update)
Fort Perryn

Day four (and a half) of the Fort 404 fun.

Buildings all repaired and mostly powered.

Of the 30 odd survivors in the gatehouse over half are members of 404, with no other group managing more than a single member. In fact joint second in terms of survivor numbers is the Feral Undead.

Where are all these groups listed as being active in the fort? Surely those katanas are clean enough? Stop polishing them and get to work!
--RosslessnessWant a Location Image? 18:32, 3 August 2009 (BST)

Mall-under attack-small.jpg

[84,89] – [86,91] (bic) (statuses) (update)
Fort Perryn

Day Five of the Fort 404 fun.

Buildings all repaired and mostly powered.

Of the 30 odd survivors in the gatehouse half are members of 404, But other groups are joining the fun.


The Cannonball Crew have now arrived with several members to bolster defences.


Nude twister enters it's second day. So far no innappropriate touching has been reported. Which is sad. 36 standing zombies outside.
--RosslessnessWant a Location Image? 10:32, 4 August 2009 (BST)

Mall-under attack-small.jpg

[84,89] – [86,91] (bic) (statuses) (update)
Fort Perryn

Day Six of the Fort 404 / Fort Feral fun.

Buildings all repaired and mostly powered.

However in a curious turn of events it appears that crazy zombies driven insane by the taste of cheerio's are gaining headway. 12 of them are currently standing in the gathouse, groaning about ta-ta's.
--RosslessnessWant a Location Image? 10:20, 5 August 2009 (BST)

Mall-under siege-small.jpg

[84,89] – [86,91] (bic) (statuses) (update)
Fort Perryn

Day Six of the Fort 404 / Fort Feral fun.

Gatehouse is ruined with 17 zeds inside, and the armoury is wide open with 7 survivors and 3 zeds inside. All other building are still barricade... for now
--Monstroso 17:37, 5 August 2009 (BST)

Mall-in zombie hands-small.jpg

[84,89] – [86,91] (bic) (statuses) (update)
Fort Perryn

The final day of Fort 404 week!

Rather unsuprisingly the Feral Undead have their fort back.



We'd just like to take the opportunity to thank our undead friends for a truly spiffing siege.



You can have your fort back now.

But why would you want it?
--RosslessnessWant a Location Image? 08:42, 6 August 2009 (BST)