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# 502 Choosing Beta 1
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
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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.
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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.
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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.
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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]
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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.
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(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?   
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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
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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?
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(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.
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