12-02-2015, 05:33 PM
Guess we know what the TY agents were up to. Nice job being the only council member at the end.
Test Game, in-game player feedback
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12-02-2015, 05:33 PM
Guess we know what the TY agents were up to. Nice job being the only council member at the end.
12-02-2015, 06:55 PM
(This post was last modified: 12-02-2015, 06:59 PM by VballMichael.)
Had a nice battle with the Tyrant this turn (my 7 brigades against his 10) and the TY did have a P4 and a P1 in his group. He smartly used his P4 to do flash flood to weaken my cavalry charge. I ended up losing 40% and he lost 30%, so not bad, but I think I would have done even better without two technical issues described below. Also, one of my SA brigades and one of my WE brigades did advance to Veteran and my non-stunned leader did advance a level.
First technical issue: I issued the Flanking order having met all of the requirements, but I was very surprised when the tactic failed because I did not have a Marshal in the group (even though I did). It apparently failed because my Marshal was stunned (so a Power 1 wizard was able to stun my Grand Marshal, yikes). If this is the intended result, fine, but then the Flanking order should say that you must have an unfettered, undamaged, unstunned Marshal in the group at the time of the battle (rather than at the time of issuing the order). I had a "Marshal in the group" when I issued the tactic and when the battle occurred. If I knew that my tactic could fail for a subsequent event that removed or stunned my Marshal, then I would likely not use that tactic, because it defaults to Standard attack rather than a 1 or a 3 and I am guessing from the language in the battle that I still suffered the 200% damage in retreat as if I had done Flanking. If the loss of the leader changes your ability to do a tactic, then one needs to take that into account when deciding on a tactic. For instance, I would either change my tactic (not use it if I have only 1 Marshal I cannot protect), or I could put my wizard at risk in the battle to protect my leader. I know the new system allows things other kingdoms do to affect tactics chosen and that was addressed elsewhere, but we just need to clarify the requirements for the tactic here or not allow a P1 wizard to so amazingly change the entire course of a battle among full armies. Just a side note, even though stunned and unable to make my group do the Flanking tactic, my Grand Marshal did wake up enough to order the retreat. Flanking Tactic (use TAC 4). Group vs. group attack that requires the Riders Trait, a Marshal or better in the group, and can only be done in Plains or Desert terrain. Cannot be used against another kingdom with the Riders Trait (reverts to Standard Battle Plan). Cannot be used against an enemy group with a Warlord who is healthy (not stunned). Charge phase combat value for the flanking force is at 200%. Enemy losses in retreat is x3. Changes enemy's Organized Withdrawal to Stand And Defend. Own group retreat as Standard Battle Plan. If Flanking group retreats, its own losses in retreat are 2x. Second: my troops were very afraid in this fight: Due to the ruthless nature of the Tyrant, the Sacred Order forces became weakened as they succumbed to their fear. But the Sacred Order has Stalwart soldiers such that they are immune to Fear or Chaos. Stalwart: Immune to Fear and Chaos. Guessing that just is not programmed in at this time. Anyway, good first run and I look forward to the next step. Kudos to the TY for an excellent and impactful final turn. I did at least assassinate one of his adepts and I survived an assassination attempt on my king and found Elan in Amberland. Very busy final turn.
12-02-2015, 07:06 PM
Well met Michael. Indeed the battle was interesting. Perhaps your flanking tactic was also impacted by my P4 casting flash flood? I know it's not in the documentation but makes sense that it might render that tactic null. Got lucky on the stun of your Grand Marshal for sure. Here's the spell, seemed like a no brainer to cast against you.
Name: Flash Flood Spell #: 90 The wizard glowers intently at the nearby river and suddenly a flash flood consumes the battlefield. Reduces the Charge phase for both sides by 75%. Not possible in mountains or desert. Battle between the 1st Sacred Order small army and the 1st Tyrant full army in the plains of area MN: Sacred Order Tyrant Commanders Grand Marshal Dralix General Angor Major General Jasmic Captain Major Olivetown Wizards Power-1 Stewart Power-4 Grexla Power-1 Chaos Adept Rothchild Brigades 3 Sacred Order Regular 3 Tyrant Regular 2 Westmen Regular 2 Trolls Regular 2 Zealots Regular 1 Orcs Veteran 1 Orcs Regular 3 Goblins Regular Combat Factors Superior Leaders Good Leaders Tactical Selection Standard Battle Plan Hold At All Costs Due to the ruthless nature of the Tyrant, the Sacred Order forces became weakened as they succumbed to their fear. Late in the afternoon, the 1st Sacred Order small army advanced upon the defensive position of the 1st Tyrant full army commanded by General Angor. Among the Sacred Order troops were brigades of Zealots Regular, which now leaped ahead to the first ranks! As the most important group of their people, the troops are visibly emboldened by the presence of the first Sacred Order's banner! As the most important group of their kingdom, the forces are clearly heartened by being under the first Tyrant's colors! As the attackers crossed the rolling plains, the battle began. - Archers - Misslers from both sides stepped forward and let loose a volley of arrows. The Sacred Order lines dealt out light damage upon the Tyrant lines in return, the Tyrant inflicted light losses against the enemy. Misslers from both sides stepped forward and let loose a volley of arrows. The Sacred Order lines claimed light losses upon the Tyrant lines while the Tyrant imposed minor casualties to their foes. - Magic - Sacred Order conjurers dismounted barely beyond the range of defending bowmen and began an elaborate incantation. Power-1 wizard Stewart while seemingly detached from all else, seemed to draw within himself and began to incant. A light sparkling mist seemed to fall briefly over the troops, and then they grew clearly more intrepid. Tyrant mages dismounted scarcely past where the defensive missles were falling and began an incomprehensible spell. Power-4 wizard Grexla while seemingly detached from all else, seemed to draw within himself and began to incant, in rapid succession were cast many minor phantasms and magical bolts into the ranks of the enemy. Power-4 wizard Grexla threw back his hood and gestured in an animated fashion. Gestured in sweeping motions and suddenly a flash flood emerged from the nearby river, greatly disrupting the charge phase of both forces. Power-1 wizard Chaos began sorcerous incantations in an unknown tongue. With a dazzling display of images in the air, the leader of the opposing force is mezmorized and cannot move! The Tyrant Rothchild (Adept) was not a factor in the battle. The mages did not appreciably effect the outcome of the battle. - Cavalry - The outcome of the battle was still very much in doubt. The chargers from both sides charged ahead and clashed upon the battlefield. The Sacred Order forces imposed significant casualties upon the Tyrant lines while the Tyrant caused minor losses against the enemy. - Infantry - Soon the infantries of each side were upon the other, and now the fighting was bloodier than ever. The Sacred Order melee advanced forward to meet the Tyrant footmen in close quarters. The Sacred Order ranks claimed minor losses upon the Tyrant lines while the Tyrant dealt out significant damage to their enemy. - Conclusion - With higher than expected losses, Grand Marshal Dralix had no choice but to order the Sacred Order force to withdraw. The Sacred Order rear guard met some hard resistance, but the remainder of the force was able to withdraw in orderly fashion. Sacred Order casualties were put at 40%. All Sacred Order leaders survived the battle. All the Sacred Order wizards survived the fray. The toll of battle has reduced the group's morale. Tyrant casualties were put at 30%. All Tyrant leaders survived the battle. Angor once again shown great valor and has earned a promotion to Major General. All the Tyrant wizards survived the fray. The troops are anxious for more victories: morale is up! <> <> <>
12-02-2015, 07:08 PM
Also, I'm not one to take kudos for anything I didn't plan in advance. I was simply having a little fun once we were notified it was the last turn and went through the setups that were shared with all to gather all of the major skeletons- my targets being the 3 on the high council and my buddy the Sacred Order. I hope no one minded, I thought it would just add a little flavor to the last turn. Seems very "Tyrant" to do no?
Lots of potential for fun in the game.
12-02-2015, 07:51 PM
You dastardly dog!
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12-02-2015, 07:56 PM
(12-02-2015, 07:08 PM)Acererak Wrote: Also, I'm not one to take kudos for anything I didn't plan in advance. I was simply having a little fun once we were notified it was the last turn and went through the setups that were shared with all to gather all of the major skeletons- my targets being the 3 on the high council and my buddy the Sacred Order. I hope no one minded, I thought it would just add a little flavor to the last turn. Seems very "Tyrant" to do no? Oh, I was wondering how you gathered that many skeletons. Forgot the setups were all shared. Being the last turn on a game that does not count, I had no issues with it. Sure made it interesting. Overall, I think the SA needs some tweaks to be competitive. They seem geared toward priestess stuff and decent army in the plains. But the 4-turn prohibition on priestesses hits them a little hard, and the lack of magic makes many of their military tactics less effective. Maybe we allow priestesses early, just no 750 orders. I think the point of the prohibition was to slow down region control and finding other people's capitals. Also, the lack of magic makes them slower to use the P3 spell to find artifacts, which is contra to the artifact advantages, and I still lost a Marshal capturing a little old Ring of Protection, and I heard others had similar results, so that is costly. In a crowded region, I think the SA strengths are going to develop too slowly, especially if Avalon is controlled as one thread suggested. Tyrant and Nomad seem much stronger.
12-02-2015, 08:00 PM
(12-01-2015, 04:52 PM)Acererak Wrote: - Industrious seems powerful. I have had a standing order to raise gold and defense production by 3K each since turn 1. With the reduced cost you make the money back in 2 turns. It's a no brainer. I have made this same point. This disparity is enhanced by the fact that there are fewer pop centers on the map, so the felt impact is greater.
12-02-2015, 08:45 PM
(12-02-2015, 08:00 PM)HeadHoncho Wrote:(12-01-2015, 04:52 PM)Acererak Wrote: - Industrious seems powerful. I have had a standing order to raise gold and defense production by 3K each since turn 1. With the reduced cost you make the money back in 2 turns. It's a no brainer. with the TY so spread out others could look at there PCs as good targets.
12-02-2015, 08:55 PM
They're not the only ones with Industrious, though, and a person could seek out water and defensible pop centers and really go to town. I did that as HA in the pre-Alpha.
12-02-2015, 09:07 PM
I agreed with you original suggestion to make it half as powerful for savings or I think another way maybe have the 10% bonus for all PC production but only allow the 600 production and defenses bonus to apply to the capital.
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