Posts: 199
Threads: 16
Joined: Dec 2014
Reputation:
0
Yea I have both a lvl4 recon and a much higher recon, so yes I see all those pwr7 lich lol. I would say in this battle I like the SO chances much better than a 16 brigade elf with power 8 in the mountains
Lord Alz - "Jeff"
Arch Mage of the Ancient Ones
If this was a straight game, and I was you- I'd probably instant teleport that P8 out of there. But that's up to you. I'm just fooling around in this game now so thought I might pop around and try to do some fighting.
Posts: 985
Threads: 31
Joined: Aug 2015
Reputation:
0
I'm attempting to recruit Wildlings for my Pirates and I'm meeting all the criteria but I'm getting an error message telling me that they are not compatible with my kingdom. I'm guessing this has to do with only Hill Giants appearing on my set-up and not the Wildlings and Scorpions, so another item to be fixed.
Posts: 2,071
Threads: 70
Joined: Sep 2013
Reputation:
0
01-27-2016, 05:38 PM
(This post was last modified: 01-27-2016, 05:40 PM by VballMichael.)
DE
Turn 22: achieved and declared SVC. It does show on my turn as achieved, but I do not see it announced in any public area. Does the world of Game 502 hear about it? Does it affect anything? Does it matter?
We receive prizes for ESO, but appear to receive nothing for the much more challenging SVC (unless maybe more status points at the next status point round?).
If we are making SVC not a game-finisher, perhaps we should consider some sort of reward of assets for that. If it just status points that do not affect the game itself, then it may not be worth making oneself a target.
As an aside, I would have made SVC on turn 20, but missed turns 19 and 20 due to a Mexico trip. Fortunately, nobody harmed my position significantly during those 2 turns.
For turns 19 and 20, I entered my orders in the old spreadsheet for 2nd cycle, hoping to then upload to Chrome 3rd cycle but was unable to accomplish that because of incompatibility or something. Because I entered them in the 2nd cycle sheet, I did not get the triggered message of a missing turn. Yet nothing ran for me because I was not entered in the Chrome site.
SO
Elf and I had a fun battle (well, it was mostly fun for me) And I thought I'd share it here. Got to cast Crack the Sky and it seemed to work well.
Recon from turn 21:
Spies on reconnaissance discovered the following information:
*** Groups: ***
Group
I.D. Brigs Reg Area Leaders Wizards
1EL 16 3 CU Grand Marshal Algor Galdor (Power-8)
Major General Lanvere Xax (Power-3)
Centurion Avon NA
1SO 10 3 CU Grand Marshal Denabears Arrisia (Power-7 Lich)
Major General Elbryan Sestos (Power-7 Lich)
Major General Winthrop Phegabar (Power-4)
2SO 2 3 CU NA Celebund (Power-7 Lich)
NA Cromwell (Power-6)
NA Fink (Power-6)
4DE 2 9 OV NA NA
NA NA
NA NA
*** Population Centers: ***
Reg Area Banner Name Type Defense Census Food Gold Other
3 CU Warlock Hammerhold City 22,969 48,644 -4,661 22,790 NA
9 OV Demon Prin Jukanta City 22,519 52,151 -5,294 23,457 NA
7 YD Sorcerer Cradia City 20,464 42,760 1,616 32,583 NA
10 YU Ancient On Vanasheen City 19,967 36,507 -2,379 22,308 NA
*** Emissaries: ***
Kng Rank Name Area Pop-Name Other
EL Prince Galadriel CU Hammerhold Successfully relocated base to the city of Hammerhold.
WA Duke Lightning Bringer CU Hammerhold Using considerable influence to maintain status quo.
AN Baron Narus Philo YU Vanasheen Using considerable influence to maintain status quo.
*** Artifacts: ***
Area Possessor Full Name Short Name
CU 1st Sorcerer Knowledge Totem 34764
CU 1st Elven Ring of Spells 28729
CU 1st Sorcerer Shield of Hector 28768
CU 1st Sorcerer Valyrian Steel 46712
My strategy for the battle was to hit him with 3 summon deaths, and attack with both groups (the smaller one delayed). Also, try to kill his P3 with my P4 and cast Crack the Sky for our main battle to do as much damage as possible. I really wanted to get the ring of spells.
2nd Sorcerer The Power-6 wizard Cromwell attempted to dispel incantations within the 1st
Elven.
1st Sorcerer The Power-4 wizard Phegabar cast the kill wizard spell.
1st Sorcerer The Power-7 wizard Sestos cast the crack the sky spell against the 1st
Elven.
2nd Sorcerer The Power-7 wizard Celebund summoned an awesome magic, sending green waves
of death into the ranks of his enemy, wiping out 3 brigades of the 1st
Elven force!
1st Sorcerer The Power-7 wizard Arrisia summoned an awesome magic, sending green waves
of death into the ranks of his enemy, wiping out 3 brigades of the 1st
Elven force!
2nd Sorcerer The Power-6 wizard Fink summoned an awesome magic, sending green waves of
death into the ranks of his enemy, wiping out 3 brigades of the 1st Elven
force!
Military Encounters and Group Readiness:
Reports of our Military engagements:
Battle between the 1st Sorcerer full army and the 1st Elven small army in the mountains of
area CU:
Sorcerer Elven
Commanders
Grand Marshal Denabears Grand Marshal Algor
Major General Elbryan Major General Lanvere
Major General Winthrop Centurion Avon
Wizards
Power-7 Arrisia Power-8 Galdor
Power-7 Sestos Power-3 Xax
Power-4 Phegabar
Brigades
2 Sorcerer Veteran 2 Elves Regular
2 Minotaurs Veteran 2 Northmen Green
2 Wildlings Veteran 2 Centaurs Regular
1 Wights Veteran 1 Wights Regular
1 Wights Regular
1 Skeletons Veteran
1 Skeletons Regular
Combat Factors
Superior Leaders Superior Leaders
Very High Morale Very Low Morale
Tactical Selection
Standard Battle Plan Entrenched
The 1st Sorcerer morale was boosted due to the valor of the Minotaur brigades. When the
sun had risen to its highest point, the 1st Sorcerer full army rushed to attack the
defensive position of the 1st Elven small army under Grand Marshal Algor. Among the Elven
troops were brigades of Centaurs Regular and Wights Regular, which now raced to the front
lines! Being issued the entrenchment directive, the defending troops dug in the
surrounding terrain and prepared themselves against an attack despite the loss of mobilty
in performing this defensive countermeasure. As the most important group of their people,
the forces are visibly heartened by the presence of the first Sorcerer's banner! As the
most significant group of their people, the fighters are visibly emboldened by being under
the first Elven's colors! As the attackers crossed the open battlefield, the first missles
sang out.
- Archers -
The Sorcerer mixed types of missilers and the deadly accurate longbowmen of the Elven
force initiated their attack. The Sorcerer forces claimed minor casualties upon the Elven
lines in return, the Elven inflicted minor casualties against the enemy. Misslers from
both sides stepped forward and let loose a volley of arrows. The Sorcerer forces dealt out
significant casualties upon the Elven ranks while the Elven dealt out minor damage against
the enemy.
- Magic -
Sorcerer wizards dismounted just past where the defensive missles were falling and began
an elaborate spell. Power-7 wizard Arrisia muttered a few words in a foreign tongue, in
rapid succession were cast many killing illusions and waves of deadly cold into the ranks
of the enemy. Power-7 wizard Sestos slowly spoke in an arcane language, gestures building
to a crescendo, in rapid succession were cast many minor phantasms and magical bolts into
the ranks of the enemy. Power-7 wizard Sestos slowly spoke in an arcane language, gestures
building to a crescendo. Cloaked hood to foot and masked in black unleashed an awesome
array of magical effects, the combination of which has seldom been matched. The sky above
seemed to crack asunder, causing great fear among the enemy ranks. Then from the sky
fissure there issued great lightening, down upon the enemy. From this awesome display, the
enemy was thrown into chaos, inhibiting their ability to retreat. The presence of
significant leadership decreased the effectiveness of the chaos spell! Power-4 wizard
Phegabar made a series of intricate gestures, in rapid succession were cast many minor
phantasms and magical bolts into the heart of the enemy force. Power-4 wizard Phegabar
made a series of intricate gestures. He sought through his magic to kill an enemy hero,
but was unable to do so. Elven conjurers dismounted just beyond the range of defending
bowmen and began an incomprehensible incantation. Power-8 wizard Galdor threw back his
hood and gestured in an animated fashion, with awe-inspiring precision he launched many
phantasmal forces and deadly pyrotechnics into the heart of the enemy force. Power-3
wizard Xax began sorcerous incantations in an unknown tongue, he then directed with great
effect a series of killing illusions and waves of deadly cold into the heart of the enemy
force. The Sorcerer forces dealt out tremendous casualties upon the Elven ranks as the
Elven inflicted light damage to their foes.
- Conclusion -
At this moment in the struggle, losses suffered by the 1st Elven had gone beyond the
original threshold planned. As a withdrawal was attempted, the field commanders of the 1st
Elven assigned the duties of relaying withdrawal commands were dismayed as the effects of
the enemy's mesmerizing magic prevented their comrades from retreating as ordered. To
their credit, the 1st Elven forces continued to fight as trained. With higher than
expected losses, Grand Marshal Algor had no choice but to order the Elven force to
withdraw. The Elven leaders did a remarkable job in exiting the field with minimal
additional casualties. Sorcerer casualties were put at 4%. All Sorcerer leaders survived
the battle. Surpassing expectations was Winthrop, who once again has distinguished
himself. He is now a Commander. All the Sorcerer wizards survived the fray. The convincing
completeness of the force's victory has notably increased morale. Elven casualties were
put at 70%. Sadly, the Elven Major General Lanvere did not survive. Despite our kingdom's
special healing abilities, our skilled physicians could not save him. All the Elven
wizards survived the fray. The toll of battle has diminished the group's morale.
<> <> <>
Battle between the 2nd Sorcerer full brigade and the 1st Elven full brigade in the
mountains of area CU:
Sorcerer Elven
Commanders
Little Known Leader Grand Marshal Algor
Centurion Avon
Wizards
Power-7 Celebund Power-8 Galdor
Power-6 Cromwell Power-3 Xax
Power-6 Fink
Brigades
2 Wights Regular 1 Elves Regular
1 Centaurs Regular
Combat Factors
None Exceptional Leaders
Very Low Morale
Minor Attrition
Tactical Selection
Standard Battle Plan Entrenched
Late in the afternoon, with a magically produced whistling of rickets, the 2nd Sorcerer
full brigade advanced with grim resolution toward the ragged battle weary defensive
position of the defensive position of the 1st Elven full brigade commanded by Grand
Marshal Algor. Among the Sorcerer troops were brigades of Wights Regular, which now leaped
ahead to the first ranks! Among the Elven troops were brigades of Centaurs Regular, which
now raced to the front lines! Being issued the entrenchment directive, the defending
troops dug in the surrounding terrain and prepared themselves against an attack despite
the loss of mobilty in performing this defensive countermeasure. As the most decorated
group of their people, the fighters are clearly heartened by being under the first Elven's
colors! As the attackers swept over the open battlefield, the first missles sang out.
- Archers -
The Sorcerer mixed types of missilers and the deadly accurate longbowmen of the Elven
force initiated their attack. The Sorcerer lines caused minor casualties upon the Elven
ranks and, in return, the Elven claimed minor casualties against the enemy. The Sorcerer
mixed types of missilers and the deadly accurate longbowmen of the Elven force initiated
their attack. The Sorcerer ranks imposed minor damage upon the Elven forces while the
Elven inflicted minor casualties against the enemy.
- Magic -
Sorcerer wizards dismounted scarcely past where the defensive missles were falling and
began an elaborate incantation. Power-7 wizard Celebund muttered a few words in a foreign
tongue, he then directed with great effect a series of killing illusions and waves of
deadly cold into the ranks of the enemy. Power-6 wizard Cromwell glowered intently and
issued indecipherable utterances, with awe-inspiring precision he launched many killing
illusions and waves of deadly cold into the heart of the enemy force. Power-6 wizard Fink
began sorcerous incantations in an unknown tongue, with awe-inspiring precision he
launched many phantasmal forces and deadly pyrotechnics into the ranks of the enemy. Elven
wizards dismounted scarcely past where the defensive missles were falling and began an
elaborate incantation. Power-8 wizard Galdor glowered intently and issued indecipherable
utterances, in rapid succession were cast many minor phantasms and magical bolts into the
heart of the enemy force. Power-3 wizard Xax made a series of intricate gestures, with
chilling ease he fired many volleys of minor phantasms and magical bolts into the ranks of
the enemy. The Sorcerer ranks inflicted tremendous losses upon the Elven lines in return,
the Elven imposed noticable damage to their enemy.
- Conclusion -
Faced with the prospect of incurring greater than planned losses, Grand Marshal Algor saw
that a withdrawal for the Elven had to be quickly made. The Elven leaders did a remarkable
job in exiting the field with minimal additional casualties. Sorcerer casualties were put
at 21%. All the Sorcerer wizards survived the fray. The convincing completeness of the
force's victory has greatly increased morale. Elven casualties were put at 70%. The group
was destroyed! For defeating the 1st Elven, the 2nd Sorcerer has acquired Ring of Spells
as spoils of war!
Results of our Military maneuvers:
The Power-4 wizard Phegabar reports that the intended victim of my spell,
1st Elven Power-3 Xax, was unharmed.
1st Sorcerer From the battle with the 1st Elven, we are unable to advance our brigade's
experience due to not being blooded enough.
2nd Sorcerer From the battle with the 1st Elven, we are unable to improve our brigade's
experience due to the battle not lasting long enough.
Artifact We confiscated Ring of Spells from the 1st Elven during the battle at area
[b]CU.
[/b]
Posts: 923
Threads: 14
Joined: Jan 2016
Reputation:
0
CI Impressions- Loads of traits from artifact retrieval ( you start with one location of one) to special attacks to food not being effected by winter(huge). For all these traits you give up magic. 11k to raise wizards and p4 is your max. With that max you dont have the ability to ward PC(p5) or dispel dome of invuln(p6) so fighting a wizard kingdom is going to be hard to say the least. You do have the advantage of only taking 75% of magical damage.
The companion brigades - Wildlings, no problem easy to recruit but not much to them. Your other 2 options are Mammoths or Hill Giants... hopefully the change to battle numbers will make it easier to have elite kingdom brigades but you wont be recruiting them on turn4.
Agents - you dont start with a bunch but your max train is 14 with a high level of 17. They seem to be very effective at removing issues (emissaries, wizards, other agents).
I have not had any group battles, will have one this turn, but the WA group doesn't have wizards in it. Tried attacking a few PCs but the WA kept doming them. You cannot protect your PCs from him going full nuke on them either. While they do have a lot of benefits I will say its not easy to fight a mage kingdom.
Your movement speed isnt great outside of the sea (4), if the change to a frozen waste occurs you will be moving at a 7 for that desert.
Posts: 976
Threads: 33
Joined: Mar 2013
Reputation:
0
(01-30-2016, 12:38 AM)Atuan Wrote: CI Impressions- Loads of traits from artifact retrieval ( you start with one location of one) to special attacks to food not being effected by winter(huge). For all these traits you give up magic. 11k to raise wizards and p4 is your max. With that max you dont have the ability to ward PC(p5) or dispel dome of invuln(p6) so fighting a wizard kingdom is going to be hard to say the least. You do have the advantage of only taking 75% of magical damage.
The companion brigades - Wildlings, no problem easy to recruit but not much to them. Your other 2 options are Mammoths or Hill Giants... hopefully the change to battle numbers will make it easier to have elite kingdom brigades but you wont be recruiting them on turn4.
Agents - you dont start with a bunch but your max train is 14 with a high level of 17. They seem to be very effective at removing issues (emissaries, wizards, other agents).
I have not had any group battles, will have one this turn, but the WA group doesn't have wizards in it. Tried attacking a few PCs but the WA kept doming them. You cannot protect your PCs from him going full nuke on them either. While they do have a lot of benefits I will say its not easy to fight a mage kingdom.
Your movement speed isnt great outside of the sea (4), if the change to a frozen waste occurs you will be moving at a 7 for that desert.
Are you sure dispel dome isn't still level 4?
Posts: 923
Threads: 14
Joined: Jan 2016
Reputation:
0
for the CI its 6
Spell List
Level 0: Self Invisible, Wizard Assist Encounter, Rite Of The Magi
Level 1: Protect Heroes and Wizards, Stun Leader, Light Of The Evening Star, Create Food, Magic Research, Raven Familiar
Level 2: Shield, Guarded Attack, Lightning Attack, Valor, Bridge Of Mist, Create Gold, Ward, Speed
Level 3: Presence (Intrinsic), Wind Storm, Dispel Magic, Kill Leader/Wizard, Firestrike, Fear, Light Of The Evening Star (Intrinsic), Bridge Of Mist (Intrinsic), Diplomacy, Dire Wolf Familiar, Sleep, Reveal King's Influence, Strengthen Walls, Fertile Fields, Hidden Ore, Ship of Mist, Lesser Masking, Teleport Self, Locate Character or Group, Eagle Familiar
Level 4: Create Time, Flash Flood, Chaos, Mirror Image, Conceal Emissary, Raise Population Center Census, Dispel Storm at Sea, Greater Masking
Level 5: Destroy Undead, Instant Self Teleport, Instant Summon Phantoms, Wall of Flame, Command Tornado, Raise Zombies, Ward Population Center, Storm at Sea, Protection from Regional Effect, Dispel Regional Effect, Heal, Invisible Brigade, Teleport Brigade, Imp Familiar, True Seeing
Level 6: Earthquake, Dispel Dome of Invulnerability, Curse, Cold Darkness (Regional Effect), Blinding Light (Regional Effect), Invisible Division, Teleport Division, Summon Minotaurs, Summon Skeletons
Level 7: Dome of Invulnerability, Meteor Strike, Conjure Scandal, Infuriate Populace, Conjure Prestige, Summon Kraken, Unveil Population Centers, Bounty (Regional Effect), Raise Regional Census (Regional Effect), Invisible Army, Teleport Army, Unveil Group Locations, Summon Ghouls, Summon Rock Golems, Sacrifice, Project Image Of Group
Level 8: Augment Title, Charm Region, Enhance King's Aura, Demonic Visions (Regional Effect), Plague (Regional Effect), Famine (Regional Effect), Teleport Army Group, Summon Wights, Summon Specters, Wraith Form, Transform to Nazgul
Level 9: Summon Death, Transform to Lich, Summon Demon
Posts: 985
Threads: 31
Joined: Aug 2015
Reputation:
0
The Pirates have Elite Ships in all of the Seas except the Sea of Terror in case anyone want to see if the Sabotage Elite Ship (new variation of 935) works ok.
Also, I just noticed that both my spell lists are missing #796 Learn Artifact Power. Is this deliberate for 3C or an oversight?
Posts: 5,607
Threads: 618
Joined: Feb 2012
Reputation:
0
(01-31-2016, 04:10 AM)IMPERIAL_TARK Wrote: The Pirates have Elite Ships in all of the Seas except the Sea of Terror in case anyone want to see if the Sabotage Elite Ship (new variation of 935) works ok.
Also, I just noticed that both my spell lists are missing #796 Learn Artifact Power. Is this deliberate for 3C or an oversight?
there is no need in 3rd Cycle for "Learn Artifact Power". When you recover an artifact, you get all the specifics on your turn results.
|