Alliance

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(Added Jillian and Trans as example)
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*[[Jetstone]] and [[Marbits]]
*[[Jetstone]] and [[Marbits]]
*[[Gobwin Knob]] and [[Gobwins]]
*[[Gobwin Knob]] and [[Gobwins]]
 +
*[[Jillian]] and [[Transylvito]]
Alliances can be used strategically. When many [[Sides]] gang up on an enemy Side, the [[Sides]] that move before the enemy may form into an Alliance while those that move after may form into a separate Alliance. This can allow a some units in a single Army to surprise the enemy by taking two consecutive [[Turn]]s -- the first at the end of the day before breaking Alliance, then the second at the beginning of the next day after forming a new Alliance. Care must be taken to ensure that when the original Alliance is broken, Units from the separate Alliances do not make contact.
Alliances can be used strategically. When many [[Sides]] gang up on an enemy Side, the [[Sides]] that move before the enemy may form into an Alliance while those that move after may form into a separate Alliance. This can allow a some units in a single Army to surprise the enemy by taking two consecutive [[Turn]]s -- the first at the end of the day before breaking Alliance, then the second at the beginning of the next day after forming a new Alliance. Care must be taken to ensure that when the original Alliance is broken, Units from the separate Alliances do not make contact.

Revision as of 16:57, 27 June 2009

Proposed Canon

An Alliance in Erfworld is a temporary or semipermanent union of Sides. While Alliances may involve carefully prepared contracts with many optional results, there are two inherent results of an Alliance:

  • Units without a leader will not attack Units of an allied Side
  • Allied Sides share the same Turn, and always move on the Turn of the allied Side in the Turn order.

Known alliances include:

Alliances can be used strategically. When many Sides gang up on an enemy Side, the Sides that move before the enemy may form into an Alliance while those that move after may form into a separate Alliance. This can allow a some units in a single Army to surprise the enemy by taking two consecutive Turns -- the first at the end of the day before breaking Alliance, then the second at the beginning of the next day after forming a new Alliance. Care must be taken to ensure that when the original Alliance is broken, Units from the separate Alliances do not make contact.

Speculation

Further consequences of Alliance may include:

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