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https://w.atwiki.jp/thunderstone/pages/205.html
Siege/攻城機械 カードタイプ:Monster/モンスター エキスパンション:Thornwood Siege/ソーンウッドの猛襲 英語版 Card Name Number Class Health Gold XP VP Text SIEGE TOWER 2 SIEGE 5 2 1 2 GLOBAL if a player goes to the dungeon, that player destroys a Militia at the end of the turn. CATAPULT 3 6 2 1 3 GLOBAL Whenever a player purchases a non-Hero card, destroy the top card from that stack. BALLISTA 2 7 2 2 4 GLOBAL Whenever a player purchases a Hero, that player must destroy a Hero. STONEPITCHER 2 9 2 2 5 BREACH Destroy the top card from each Hero stack. DOOMSDAY BOMBARD 1 11 3 3 6 BREACH Destroy the top 2 cards from each Village and Hero stack. 日本語版(仮訳) カード名 枚数 分類 ヘルス 金貨値 経験値 勝利点 テキスト 攻城塔 2 攻城機械 5 2 1 2 全体効果:プレイヤーがダンジョンに入ったなら、手番終了時に民兵1枚を廃棄する。 カタパルト 3 6 2 1 3 全体効果:プレイヤーが英雄でないカードを購入したなら、その山の上からカード1枚を廃棄する。 バリスタ 2 7 2 2 4 全体効果:英雄を購入したプレイヤーは、英雄1枚を廃棄しなくてはならない。 投石器 2 9 2 2 5 ブリーチ:英雄の各山の上からカード1枚を廃棄する。 終末の射石砲 1 11 3 3 6 ブリーチ:村と英雄の各山の上からカードを2枚ずつ廃棄する。 Thunderstone Advanceルール使用時変更点 レベル表記追加:Level2 Militia/民兵を参照する能力と効果全ては、Regularも同様に扱います。 カード解説/CARD GLOSSARY エラッタ カード分析 平均ヘルス/金貨値/経験値/勝利点 = 7.1 / 2.1 / 1.6 / 3.7 所感 Thornwoodの森を包囲する兵器群。放っておくとどんどん攻撃を打ち込まれ、村がガタガタになる。 高いヘルスを誇る。Dragon/ドラゴンあたりには及ばないが、Golem/ゴーレムを上回る頑強さ。一方で、直接的な戦闘を妨害する能力を持たないので、打倒には攻撃力を上げさえすればよい。 ヘルスに対し勝利点が控えめ。同ランクのモンスターの中では優先度は低くなりがち。その点がカードデザインと合致しており、長期にわたって居座りやすい。 Siege Towerのみ、村と無関係の能力。民兵廃棄は手番終了時なのでその場の攻撃力に影響はない。全体効果のため、残しておいて使いまわしを狙いたいところだが、他プレイヤーも利用できることを考えるとさっさと倒してしまった方がよいのかも。 Catapultが序盤に登場すると、ヘルス6で排除がなかなか厳しいこともあり、村へのダメージが大きい。初期ホールにいた場合、5人プレイで手番がまわって来る前に売り切れ発生ということも。3枚と他より数が多いため、早めに出てくる可能性は結構高い。 購入したカードは捨て山に入るため、購入した英雄自体にはBallistaの効果は及ばない。購入時点で英雄が手札になければ被害はない。一方で気軽に民兵の廃棄が可能。Siege Towerと合わせて民兵は早々にいなくなるだろう。なお経験点勝利点とヘルスのバランスが比較的ましなため狩りの焦点となる存在。 上位2種はブリーチ効果。勝利点からくる狩りの優先度の低さから、発動率は意外と高い。英雄山に影響を与えるのはこの計3体のみ。思うことがある場合、ブリーチ前にダンジョンの奥に退場願うのもよいだろう。 2012年3月の裁定により、基本カードは村カードではないとされている。したがって、Doomsday Bombardの能力でDagger/ダガー、Iron Rations/保存食、Torch/たいまつが廃棄されることはない。Highland Officer/高地の士官やTrader/交易商などを使用している場合は結構重要なことなので気をつけよう。 Doomsday BombardはGurdian/ガーディアン級の耐久力。 自分のデックが完成してしまえばあとは殴るだけ。耐久力がある分優秀なサンドバッグに。 Trap・Death/罠・致死がある場合などは注意。英雄に頼らないデック構築が難しい上に民兵が目減りしやすいので被害が大きくなりやすい 関連カード 狩りやすいカード 攻撃力さえあれば何とかなる。 苦手とするカード Village Mob/村の暴徒:枚数を揃えにくい。使う気ならばCatapaltのいない隙をついて集めたい。
https://w.atwiki.jp/wm_rev/pages/110.html
(110p) SIEGE A big advantage with Warmaster is that it has a well written siege system. Because there are fortified places such as castles and cities in the campaign system it would be shame not to include a the possibility of siege battles. To play a siege battle requires lots of special terrain and models are needed (eg. fortress walls, siege towers, ladders etc.). It may also slightly break the flow of the campaign. For these reasons siege battles are considered only as an option for players who want to play it. There is no need to play siege battles in your campaign if you don’t want to. Siege battles are played only when both players agree to do so. Into the breach!! When a player wins a battle and decides to conquer a loser’s tile with a castle or city, he can do it either in the standard way or, if both players agree, they can start a siege. When players decide to start a siege, the tile is conquered for 2 EP as usual, however the castle or city remains in the defender s hands. This tile counts as a half of a tile for both players for the purpose of determining the largest empire. The situation remains the same until the castle/city is conquered or the whole map tile is conquered back. To conqer the castle/city both players must play a siege battle (Into the breach! scenario in Siege and Fortresses section). In this scenario the conquering player is the attacker of course. If the besieger wins the siege battle, he conquers the whole tile. If he fails, the siege goes on. One such attempt to conquer the castle/city can be made per campaign round. Until the castle/city is conquered the defender has a chance to conquere the map tile back in the usual manner. No extra 1 EP is needed to pay for conquering a tile with a castle or city on it as it is being held by own troops.
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(96p) SIEGE MACHINES No besieging army would be complete without siege towers and rams with which to pound the enemy’s fortress to pieces. Some races have developed their own versions of these devices but all function in more or less the same fashion and have equal effectiveness. Concerning Victory Points, destroyed or lost Siege Machines immediately give the opponent their victory points no matter if the unit carrying them is destroyed or not. Siege Machines like Siege Towers, Battering Rams or Sows may use initiative to attack the nearest wall section (towers may be ignored). Siege Towers Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Siege Town/M/0/3/3+/-/1/20/ -/- A Siege Tower is a massive wooden tower that rolls forward on huge wheels. It is pushed to the enemу’ s fortress by troops who are protected by its stout timbers. Once the tower reaches its target, a ramp descends allowing the sheltering troops to swarm over the walls. A Siege Tower is a unique kind of machine. Its sole purpose is to deliver troops onto the enemу’ s walls. A Siege Tower must be assigned to a unit of infantry. To represent the fact that they are really inside the Siege Tower, the unit is arranged directly behind in column. A UNIT WITH A SIEGE TOWER The unit is arranged in column behind the Siege Tower. As Siege Towers are such huge constructions the same shooting rules apply to them as to wall sections. All shooting enemy units within reach of Siege Towers may choose which Tower they want to shoot at (but if they choose to shoot at units without Siege Towers they still have to shoot at the next visible unit). All enemy shots against the unit are assumed to hit the Siege Tower because the troops are actually inside it. A Siege Tower and the unit inside it cannot be driven back by missile fire. Should a Siege Tower be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Siege Tower has no value in close combat. If the unit is attacked, the Tower is simply ignored. If the unit is forced to retreat, the Siege Tower is destroyed. Units in Siege Towers may pursue or advance in combat leaving their machine behind which effectively means the Siege Tower is destroyed. The Siege Tower can be pushed forward at a speed of 15cm. As it is an incredible effort to move a massive construction like a Siege Tower, command rolls get an extra -1 from second command onward (so the second command would work at a -3 instead of -2). A unit accompanying a Siege Tower cannot make way for other units. If all its accompanying infantry are killed in combat before it reaches the walls, the Siege Tower is considered to have been immobilized or destroyed. Once the Siege Tower reaches the enemy s walls it has effectively done its job. As soon as the walls are reached, the accompanying infantry can assault the defenders or, if there are no defenders, they can occupy the wall as described below. A Siege Tower is usually not tall enough to reach a tower. However, if there is doubt because a tower is especially low, the players should agree before the game whether it can be assaulted like this. Troops making an assault from a Siege Tower cancel out the advantage of fortifications. Both sides count as being in the open (4+ to hit) and the assaulting stand gets the usual +1 bonus for charging. The assaulting unit fights with only one stand (the warriors at the top of the Siege Tower) whilst the defenders fight with all stands that would theoretically be touching were it possible to move all the stands properly into place! As stands touching corner-to-corner would normally fight, defending stands adjacent to the stand directly facing the Siege Tower will fight, assuming they are otherwise free to do so. Once a Siege Tower has reached the walls and is not destroyed, up to three stands of infantry can move up (97p) it and onto the walls in subsequent turns, assuming that there is room for them to spread out whilst remaining in physical contact with each other. (Once stands have moved onto the ramparts they cannot move further that turn, even if unopposed). If a unit assaulting walls via Siege Tower loses the combat and retreats 4cm or less, it still counts as being in the tower and can assault again in the next turn. If the unit retreats more than 4cm and the wall section it faces is subsequently occupied by the enemy, it is automatically destroyed. They push it over! Troops defending walls from a counter attack cannot retreat down a Siege Tower and enemy cannot pursue or advance using a Siege Tower. If the unit pushing the Siege Tower consists of missile armed troops, all stands can shoot as if they were positioned on top of the tower. This brings them up to the same height as the walls. Targets on the ramparts of walls count as being defended from a Siege Tower rather than being fortified. Targets in higher towers still count as being fortified. Battering Rams Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Ram/M/0/3/3+/-/1/10/ -/- Battering Rams are mounted on a wheeled chassis and protected by a wooden roof so that troops inside can push the ram forward under cover. A Battering Ram can be incorporated into a Siege Tower in which case it simply combines the attributes of both. A Battering Ram’s purpose is to affect a breach in the enemy s gate or walls. A UNIT WITH A BATTERING RAM The unit is arranged in column behind the battering ram A Battering Ram must be assigned to a unit of infantry. To represent the fact that they are inside the covered frame the unit is arranged directly behind in column. All enemy shots against the unit are assumed to hit the Battering Ram because the troops are actually inside it. A Battering Ram and the unit inside it cannot be driven back by missile fire. Should a Battering Ram be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Battering Ram has no value in close combat. If the unit is attacked, the Ram is simply ignored. If the unit is forced to retreat, the Ram is destroyed. If units with Battering Rams pursue or advance in combat they leave their machine behind which effectively means it is destroyed. The Battering Ram can be pushed forward at 15cm. A unit accompanying a Battering Ram cannot make way for other units. If all its accompanying infantry stands are killed before it reaches the walls, the Ram is abandoned and is considered to have been immobilized or destroyed. Once the Ram reaches the enemy s walls it can begin to batter! The rules for battering are described above. The Ram must be accompanied by a unit of infantry of at least one stand in order for it to batter (they provide the muscle). A unit may not batter and assault at the same time. Sows Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Sows/M/0/3/3+/-/1/5/ -/- These are roofed and wheeled structures that offer protection to troops as they advance towards a castle. A Sow is very much like a big shed on wheels or, to put it another way, a Battering Ram without a ram. A Sow is represented by the same rules as a Battering Ram except that it cannot batter. Sows have no value in close combat. If the unit is attacked it is simply ignored. If the unit is forced to retreat, the Sow is destroyed. Units with Sows may pursue or advance in combat leaving their machine behind which effectively means the Sow counts as destroyed. (98p) Mantlets These are large mobile shields made from stout wood. They offer protection to troops behind them and can gradually be shuffled forward without exposing the sheltering troops to enemy fire. They are used by infantry units and are provided with arrow slits through which missile armed units can shoot. In a siege game, units of infantry can have Mantlets for +10 points per unit. This is enough to cover the unit’s frontage and the unit is considered to be in a defended position. If it charges, it must abandon its Mantlets. If the unit suffers casualties, it automatically abandons any unnecessary Mantlets (these cannot be used by other troops). If retreating or pursuing in combat its Mantlets are abandoned if they haven’t been already. If a unit equipped with Mantlets is driven back by shooting it will carry its Mantlets with it. However, if driven back more than its half pace move (10cm for standard infantry), the unit automatically abandons its Mantlets as it moves. As units carrying Mantlets count as occupying defended positions, they deduct one dice from their drive back distance. A unit can abandon its Mantlets at any time during the Command phase, in which case it is not restricted to one move that Command phase. In this case, the Mantlets are overturned or cast aside and removed from the battle. Boiling Oil or Rock Droppers Defenders are liable to throw anything they can get their hands on at enemies trying to scale the castle walls. Well prepared defenders will have amassed numerous large rocks, prodigious amounts of garbage, masonry, furniture, statuary, dead horses, stone sinks, anvils and the like. Of course, the professional choice is boiling oil but scalding water and hot sand are also used to good effect. We won’t worry much about the exact type of missile. For our purposes it’s enough to assume that the defenders have something appropriate to hand. For the sake of explanation, we’ll assume that Boiling Oil is our preferred option. A 40 to 50mm wide section of wall may be provisioned with Boiling oil or Rock Droppers. This may be used by any unit of troops manning that section. If an assault is launched against a fortress section which is provisioned with Boiling Oil or Rock Dropper units on this and any adjacent sections may use their equipment against the assaulting enemy. Boiling Oil or Rock Droppers can also be used against units making an assault via Siege Tower or Sow but the attackers may use the 3+ armour save of their Siege equipment instead their own. Note that a unit may only use one Stand and Shoot attack. So units equipped with bows or similar have to choose if they use Boiling Oil or their bows when they are assaulted. They may never use both. Boiling Oil or Rock Dropper attacks are worked out immediately before normal combat at the same time, as shots at chargers. A unit can pour oil or shoot with its own weapons at the same time. Any hits inflicted are carried over into the combat and count as having been struck in the first round. Roll a dice and consult the chart below. D6/Result 1/No effect, you miss or the enemy successfully protect themselves from your barrage. 2-3/The enemy unit suffers 1 attack with a -1 on armour saves. 4-5/The enemy unit suffers 2 attacks with a -1 on armour saves. 6/The enemy unit suffers 3 attacks with a -1 on armour saves. (99p) Tribock When helping a Bretonnian army in the Border Princes two empire engineers encountered a massive Bretonnian machine called “Trebuchet”. It was used to reoccupy a fortress treacherous greenlings had taken and proved very useful there. Otto Ressel and his assistant Fritz Hobel further developed the concept of this siege machine, made it bigger and even more effective and gave it the Reikspiel name “Tribock”. Most Empire generals despise this “woodwork” and prefer massive cannons when it comes to sieges. But in the Border Princes black powder is expensive and good iron hard to get and so Warlords there often choose the Tribock at Sieges. Some even say it is more effective than the bombard. Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Tribock/Art/ 1/6 /4/0/-/1/120/ -/1 Range 20-120cm Attack Close Combat 1 / Shooting 6 As the Tribock is such a giant machine it has to be placed on a special stand with a front edge of 40mm and flank edges of 60mm. For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the Tribock has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Tribock only has a 4cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Tribock allow no save. Because of its immense size the Tribock has a range of 120cm but a minimum range of 20cm as the slingshot like nature of the weapon makes it impossible to shoot at closer targets. This obviously makes units that are under 20cm ineligible as potential targets; thus they are ignored as far as the rules for firing at the closest target are concerned. The Tribock may not shoot at enemy units that charge it. Bombard Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Bombard/Art/ 0/4+bounce /3/0/-/1/130/ -/1 Range 90cm Attack Close Combat 0 / Shooting 4+bounce For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the bombard has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the bombard only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Bombard allow no save. In addition, fortified targets only count as being defended (5+ to hit) and defended targets count as being in the open (4+ to hit). The Bombards shot bounce like a normal cannon’s. This does not apply when shooting at walls/towers as the stonework will obviously stop the cannon ball and prevent it bouncing. Bombards cannot shoot at charging enemy units. Bombards may not be used by Elves or Bretonnians. (100p) Mangonel Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Mangonel/Art/ 0/4 /3/0/-/1/80/ -/1 Range 20-90cm Attack Close Combat 0 / Shooting 4 For siege use only! Mangonels must be deployed before any other unit and cannot move once it is deployed. If firing it fires “straight ahead”. This means it can only draw a line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Mangonel only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Mangonel allow no save. The Mangonel has a minimum range of 20cm as it is impossible to adjust its mechanism to shoot at closer target. Mangonels can’t shoot at charging enemy units. Earthworks These are defensive works built by both defending and attacking forces in a siege and sometimes in other situations as well. These are usually hastily constructed out of earth, log barricades, upturned carts, barrels and whatever else comes to hand. Each section of earthworks purchased is 40mm long and 10mm wide, half the size of a standard Warmaster base. Unless otherwise specified in a particular scenario, earthworks are always deployed before the armies set up in the relevant deployment zones, starting with the defender deploying all his earthworks first, or dice off to decide if for some reason there is no defined attacker or defender. Earthworks can be arranged together in whatever formation is desired by the purchasing player. Earthworks count as a linear feature that confers fortified status against missile fire and defended status against any close combat attacks. To remove earthworks to make way for your siege towers and battering rams, a unit of infantry (and only infantry) must be adjacent to the earthworks. If the unit is not in combat at the beginning of the combat phase each stand in contact with an earthwork section gets its basic attacks against it (no charge bonuses, as what the troops are doing is getting their entrenching tools out). Any 6’s that are rolled will destroy the earthwork that is attacked in this way. It is important that you declare exactly which earthwork sections each stand is attacking, as each 40x10mm section is effectively counted as a separate unit for these purposes. Log Rams Log rams are effectively Battering rams but without the added protection of an armoured covering to shield the battering unit. Log rams can be brought to bear much more rapidly than a Battering ram can be. The main disadvantage is, of course, the lack of protection, especially against boiling oil poured on the battering unit by troops on the ramparts above or stand and fire from these units. Attacking infantry units may be equipped with Log rams. A unit that is equipped with Log rams may abandon its Log rams at any point and is then unrestricted by this. Also, when equipped with Log rams a unit may not cross or move through any terrain which is classed as difficult for movement purposes, such as forests or earthworks. If a unit equipped with Log rams is driven back by enemy shooting or magic and is forced to enter difficult terrain it loses its log rams and moves on. When a unit with a Log ram makes contact with a fortress wall it will commence battering in much the same way as a Battering ram. However, if as a result of a boiling oil attack or stand and fire from units on the walls enough hits are inflicted to remove a whole stand then the battering attempt fails. For every wound the unit has to retreat 1cm. Ladders Infantry units may only assault the walls of a fortress with a siege tower or by using ladders. It costs +5 points to equip all stands of a unit with ladders. Infantry units based as cavalry cannot climb ladders.
https://w.atwiki.jp/tower_d/pages/18.html
Tower Defense サイトURL http //www.jeannettevejarano.com/games/tower-defence.html http //data.lepouya.com/data/src/Tower_Defence_Hacked.swf (改造版? 初期goldが60000)※直接クリックで表示できない場合はコピーして貼り付け http //www.flasharcade.com/tower-defence-games/play/roman-sanine-tower-defence-1.html 概要 砲台を設置して、侵攻してくる敵から城を防衛する。作者はRoman Sanine。 シンプルなグラフィックが特徴。 基本事項 ショートカットキー 砲台Fire Tower Water Tower Nature Tower Storm Tower Flower Tower 攻略 バグ コメント 基本事項 20秒毎に敵が攻めてくる。 敵が城まで辿り着くとライフが減り、0になるとゲームオーバー。 敵は倒すまで迷路を何度も巡回する。 クリアはなく、エンドレス。 敵のHPは、色の濃さで分かるようになっている。 敵のHPは、WAVE毎に1.25倍に増加していく。 ショートカットキー スペース 次のWAVEへ早送り 砲台 Fire Tower 隣接する敵にもダメージを与える事が出来る。 ユニット名 射程 攻撃力 コスト 総コスト 攻撃力/総コスト Small Fire Tower 100 4 18 18 0.222 Large Fire Tower 100 12 20 38 0.316 Advanced Fire Tower 100 36 30 68 0.53 Great Fire Tower 100 108 50 118 0.915 Super Fire Tower 100 300 80 198 1.515 Century Inferno Tower 110 2056 600 798 2.576 Fireload Elemental Tower 120 7021 1500 2298 3.055 Water Tower 最も広い射程圏を持つ砲台。 ユニット名 射程 攻撃力 コスト 総コスト 攻撃力/総コスト Water Tower 100 5 10 10 0.5 Cold Water Tower 150 15 20 30 0.5 Ice Tower 150 45 40 70 0.643 Frost Tower 180 135 80 150 0.9 Master Ice Tower 200 405 160 310 1.306 Termination Tower 200 1215 320 630 1.929 Ultimate Ice Tower 200 3342 730 1360 2.457 Ultimate Ice Tower 215 6684 1000 2360 2.832 Ultimate Ice Tower 300 7335 1000 3360 2.183 Nature Tower 最終レベルまでアップグレードすると一気に攻撃力が急上昇する。 コストパフォーマンスも良いので、攻略するにあたり多用する砲台。 ユニット名 射程 攻撃力 コスト 総コスト 攻撃力/総コスト Small Nature Tower 100 5 15 15 0.333 Large Nature Tower 100 10 20 35 0.286 Great Nature Tower 110 20 40 75 0.267 Master Nature Tower 150 90 80 155 0.58 Master Nature Tower 170 300 160 315 0.952 Enchanted Nature Tower 190 1013 320 635 1.595 SuperNature Tower 200 1458 640 1275 1.144 Living Tower 215 9000 1100 2375 3.789 Storm Tower Flower Towerを除くと初期段階では一番強いが、アップグレード不可能。 中盤以降邪魔になるだけなので、設置しない事を勧める。 ユニット名 射程 攻撃力 コスト 攻撃力/総コスト Storm Tower 100 40 40 1 Flower Tower 破格の攻撃力とコストを誇る砲台。 5つの砲台の中では唯一アップグレードすると射程圏が狭くなる。 ユニット名 射程 攻撃力 コスト 総コスト 攻撃力/総コスト Ultimate Armed Tower 150 9090 3000 3000 3.03 Flower Power Tower 100 15050 5000 8000 1.881 TTHHE ULLTTIMMATTE TTOWWERR 90 909090 15000 23000 39.526 攻略 砲台は、発射した弾が敵に命中してから次の弾を撃つので、攻撃時間にムラが生じる。従って、通路の突き当たりに設置すると短い間隔で攻撃出来て良い。 ただし、射程を重視して、真ん中に設置した方が良かったという報告もある。 バグ 敵全滅前からスペースを押し続けていると離すまでいくらでもWAVEをあげることができる 時々砲台が消失することがある 敵を攻撃している砲台の射程外に敵が行った時にその敵を追跡中だった弾は停止する コメント 時々砲台が消失することがある これ制限じゃないの? -- カタバミ (2010-05-02 12 03 19) Flower Towerを最終段階に強化するなんて、コスト的に不可能な感じがするんですが・・・正規版で出来た人います? -- 名無しさん (2010-06-21 22 25 37) Flower Towerを最終段階に強化は…現実的に無理かと。第二段階よりも第一段階の方が使えるので、上げるなら一気に…だけど、Flower第一段階とならNatureをMAXの方が使えるし。 80代中盤までいければ御の字じゃないかと思う。自分は。 (作者は正規版で90まで行ったようだけど…) -- ルリ (2010-07-03 01 43 24) とにかく真中にnature MAXを置くんだ。75まではそれでいけるが。 -- 名無しさん (2010-09-22 22 41 00) 67でオワタ -- hhhh (2011-01-09 15 28 06) Water Tower をマップの真ん中において Ultimate Ice Tower 第二形態まで進化させつづけるだけ wave 50 あたりまで行ける。 Ultimate Ice Tower のみと、 Ultimate Ice Tower 一つのほか Living Tower のみで試したらどちらも wave 74 で終わった。 -- 名無しさん (2011-08-21 20 03 40) これが元祖TDである。TDは、こいつからつけられた名前だと言われている。ちなみに375ステージまでいった。ノーハック。 -- S.GAMER (2011-10-30 18 42 50) だいたいLv100からはFlower Towerは必ず。TTHHE ULLTTIMMATTE TTOWWERR10個くらいになったときはすごい。 -- S.GAMER (2011-10-30 18 44 57) http //data.lepouya.com/data/src/Tower_Defence_Hacked_2.swf -- 名無しさん (2011-11-10 22 27 44) 3・・・375・・・? -- 名無しさん (2011-11-10 23 10 14) ハック版でTTHHE ULLTTIMMATTE TTOWWERR並べてみたが、ステージ100あたりから削りきれず突破される。ノンハックで375はありえんな -- 名無しさん (2011-11-21 14 30 27) 50000の方でウェーブ終了後、スペース長押ししてるとなぜかウェーブが500とか行くんだがww -- やふぁ (2011-12-24 15 33 49) 正規で83 -- やふぁ (2011-12-24 15 34 38) S.GAMER おまえの事は得点30割にしてやる!! -- 光次 (2012-06-12 21 37 43) バグで262位までいったけど、最後に表示されたスコアは26だった。 -- 名無しさん (2012-06-18 10 25 26) やっぱりこれが最高傑作だわ シンプルイズザベスト! -- 里芋ちゃん (2013-01-03 22 53 06) 99で死んだ 始めの3.93×10^9倍強いから仕方ないか -- ななし (2013-07-29 00 46 03) 伝説のクソゲー -- 名無しさん (2013-11-11 17 07 20) リンク切れ? -- 名無しさん (2014-11-11 22 44 17) 名前 コメント
https://w.atwiki.jp/tyrant/pages/253.html
Gatling Tower(左:Reward 右:Upgraded) 種族:Raider パック:Reward (Upgraded) レア度:Rare 体力:5 (6) 待機:2 能力:Strike 1 (2)JamWeaken 1 Siege on KorのHonor100と交換可能。Honor100=400ダメージ相当。 待機時間はそのままSulfuris Acid PitとCommunications Arrayが合体したカード。 1枚で種族を選ばないStrike、Jam、Weakenを持つため、敵アサルトがいる限りは間違いなく良い仕事をしてくれる。 特に素早いJamとWeakenの妨害が強力で、Siege持ちをJamしたりするととても美味しい。 また、Upgraded版のSkyComやBlight Towerとは共通点が多い。 Ver2.8.04から、Reward版2枚+20,000Goldと引き換えにUpgraded版が入手可能。Strikeの火力が上がり、建造物メインのデッキで一層活躍するようになった。 敵専用カード Gatling Tower(SoK版) 種族:Raider パック:なし レア度:Rare 体力:6 待機:2 能力:Strike 2Jam Siege on Korで敵が使ってくるカード。相手デッキに2枚入っている。 Weakenこそなくなったが、体力が増えてStrikeも強化されており、なかなか厄介なカードになっている。 しかし、Upgraded版からWeaken 1が消えただけの完全下位互換でもある。 Gatling Tower(ESoK版) 種族:Raider パック:なし レア度:Rare 体力:6 待機:2 能力:Strike 4Chaos AllSiege All 2 Epic Siege on Korで敵が使ってくるカード。相手デッキに2枚入っている。 エンドコンテンツのEpic版だけあって、元の面影がなくなるほど強化されてしまった。 待機2からのSiege All 2でこちらが建物使うのを封じ、Chaos AllでこちらのアサルトのSiegeを封じてくる。 オマケといわんばかりにStrike 4までぶっ放す厄介極まりない建物。ある意味Epic Imperial PurgerのGDR Core以上である。 これで最初は体力が10あったのだから驚きである、その後8になり、6になった。
https://w.atwiki.jp/blrwiki/pages/23.html
【SIEGE】Siege 多脚戦車をなるべく敵陣深くまで進攻させるモード(防御側はその逆) より奥へ侵攻させた方が勝ち。(相手よりも進行させても時間いっぱいまで途中終了しないので少し怠い) 途中に障害物があってハックしなきゃならなかったりします。 オススメ装備 BACK SLOT DEPOT 非オススメ装備 BACK SLOT DEPOT コメント
https://w.atwiki.jp/tower_d/pages/58.html
Omega Tower Defense サイトURL バージョン1: http //www.kongregate.com/games/frostytrees/omega-tower-defenese http //www.flashgamealot.com/game.php?id=18 バージョン2: http //www.kongregate.com/games/frostytrees/omega-tower-defense-2 http //www.addictinggames.com/omegatd2.html http //www.flashninjaclan.com/zzz1595_Omega_Tower_defense_2.php http //www.freeworldgroup.com/games8/gameindex/omegatd2.htm 概要 近未来的な砲台を駆使してモンスターの群れを迎撃する。 他のTDより砲台の売却額が高く、切り売りが攻略のポイントの一つ。 バージョン2では難易度とマップの選択が可能になった。 基本事項 砲台Light Artillery Laser Turret Heavy Artillery Slow Field Money Tower Shock Tower Bomb Blade Launcher 攻略 基本事項 砲台の売却額は総額の90%。 アップグレードには一定の時間が掛かり、その間、砲台は攻撃をストップする。 「SHOWDOWN!!」という表示が出たら、それが最終レベル。HP10000の敵が山のように押し寄せる。 砲台 砲台の伸び率とコストは常に一定 Light Artillery 設置コスト:80 攻撃力 射程 攻撃速度 1 70 20 1.75 80 17.5 2.5 90 15 3.25 100 12.5 4 110 10 Laser Turret レーザー攻撃 設置コスト:250 攻撃力 射程 攻撃速度 6 90 40 8.5 100 35 11 110 30 13.5 120 25 16 130 20 Heavy Artillery ミサイルで範囲攻撃 設置コスト:450 スプラッシュ範囲:20 攻撃力 射程 攻撃速度 4 110 25 5.5 120 21.25 7 130 17.5 8.5 140 13.75 10 150 10 Slow Field 範囲内にいる敵の移動速度を低下 設置コスト:450 Money Tower 範囲内で敵を倒すと資金を1獲得 設置コスト:100 Shock Tower 範囲内の全ての敵に同時攻撃 設置コスト:750 攻撃力 射程 攻撃速度 2 90 30 4 100 26.25 6 110 22.5 8 120 18.75 10 130 15 Bomb 使い切りの爆弾 設置して数秒後に爆発する。アップグレードは早めに。 設置コスト:100 攻撃力 射程 10 100 45 110 80 120 115 130 150 140 Blade Launcher 最強の連射追尾砲台 設置コスト:1000 攻撃力 射程 攻撃速度 2 162.5 10 11.5 175 8.75 21 187.5 7.5 30.5 200 6.25 40 - 5 攻略 SHOWDOWN!!の堅い敵ラッシュに対しては、Slow Fieldの重ね掛けで対応する。1ヶ所だけ効果範囲が全て重なるようにSlowを可能な限り設置すれば、敵の移動はほぼ完全に停止する。
https://w.atwiki.jp/insurgency/pages/60.html
Siege マップ コメント 名前 コメント
https://w.atwiki.jp/studentx/pages/516.html
SIege「シージ」 (ストーリー、マーベル) 出版時期:2010年1月〜5月 メインイシュー:"Siege"(全4話) 概要 "Siege"はマーベルの大型クロスオーバー。また、そのメイン誌のタイトルでもある。 これまでシークレット・インベージョン、ダーク・リーンを経て権勢を拡大し続けてきたノーマン・オズボーンがついにアスガルドへの侵攻を実行する。 内容(以下、ネタバレあり。閲覧には注意してください) 侵攻の始まり アスガルドの神の1人ロキは、秘密結社カバルの一員としてノーマンと手を組んでいた。ロキが目をつけたのは、ボルスタッグだった。ボルスタッグはアスガルドの屈強な戦士でソーの親友。冒険として地球を探索していたが、まだ地球のことをよく理解していなかった。ノーマンはロキの奸計を受け入れ、配下のチームU-Foesにボルスタッグを襲わせ、満員のフットボール場で大爆発を起こさせた。これにより一般人に大勢の死傷者が出たことをアスガルド侵攻の理由とし、ノーマン配下のアベンジャーズ(ダーク・アベンジャーズ)、H.A.M.M.E.R.、フィフティ・ステイト・イニシアティブで総攻撃を行った。 ヒーローたちの反撃 アスガルド侵攻を知ったヒーローたちは手を組み、救出に向かう。スティーブ・ロジャーズは再びキャプテン・アメリカのコスチュームを身につけ、ヒーロー軍団を指揮した。 アメリカ政府の立場 アメリカ政府はノーマンの行動を不支持。しばらくは静観していたが、キャプテン・アメリカ(スティーブ・ロジャーズ)やニック・フューリーがヒーローの大群を率いて参加し、形勢が逆転したのを見ると、ノーマンを反逆者と看做した。 ノーマンの敗北 トニー・スタークはヒーロー軍団の加勢によりアーマーを手に入れ、ノーマンのアイアン・パトリオットの機能を停止。アーマーを破壊されたノーマンの顔はグリーン・ゴブリン化していた。 ノーマンの軍勢で最強の戦力だったセントリーは完全にボイドと化し、ヒーロー軍団を壊滅しかけたが、改心したロキがノルンの石の力を使いヒーローたちをパワーアップ。セントリーを倒すことに成功した。 倒されても尚ボイドとして復活しようとするセントリーだったが、その複人格ロバート・レイノルズの願いを聞き入れ、ソーが殺害した。 結末 ノーマンやダーク・アベンジャーズたち配下のヒーローたちは逮捕された。 超人登録法は破棄された。 タイ・イン "Dark Avengers"#13〜#16:#13〜#15はノーマンがセントリー及びボイドを懐柔していく様を描く。#16では戦闘終了後のダーク・アベンジャーズの末路を描く。 "Avengers The Initiative"#31〜#35:H.A.M.M.E.R.体制下でのイニシアティブ、特にタスクマスターやコンストリクターの行動、更にアベンジャーズ・レジスタンスとなった面々の行動に焦点を絞る。 "New Avengers"#61〜#64:主にニューアベンジャーズとフッド率いるヴィラン軍団の戦いを描く。ストーリーは特別編New Avengers Finaleへと続き、大円団を迎える。 "Mighty Avengers"#35〜#36:ノーマンがアスガルド侵攻を開始した頃、マイティ・アベンジャーズの本拠地を襲撃したのはウルトロンだった! "Siege Embedded"#1〜#4:クロスオーバーをジャーナリストの視点で描くシリーズ。主人公はベン・ユーリック。アスガルド侵攻の帰還、ボルスタッグはどこにいたのか? "Siege Spider-Man"#1:ワンショット。スパイダーマンとヴェノム(マック・ガーガン)の対決。 アメコミ@wiki
https://w.atwiki.jp/shadowbane/pages/240.html
◎ Siege Weapon 土木専用の武器。Siege Engineerで購入可能な他、生産する事もできる。 非常に重く、Stamina消費が激しい。 また、建物以外にダメージを与える事はできない。 Siege Weaponには武器SkillとMastery Skillは存在しない。 Siege Hammer, Siege Bow, Siege Staffの3種類があり、HammerはSTR型、それ以外はDEX型の武器である。