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Turn 11 went out on time. Turn 12 is due this Friday.
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(01-05-2015, 05:06 PM)unclemike Wrote: Turn 11 went out on time. Turn 12 is due this Friday.
It would appear a change has been made to combat results vs. population centers and attrition? Look that way to anyone else?
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(01-05-2015, 09:17 PM)Hawk_ Wrote: (01-05-2015, 05:06 PM)unclemike Wrote: Turn 11 went out on time. Turn 12 is due this Friday.
It would appear a change has been made to combat results vs. population centers and attrition? Look that way to anyone else?
Unclemike said he made some tweaks to defensive values of troop. Guessing that was what your seeing.
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Here is a encounter I lost a P2 wizard on previously early in game and went back with more firepower. Used guarded attack by all 3 wizards so no chance of death.
Reconnaisance of unusual sighting in area QW by a patrol of the 1st Sorcerer:
Wizard Zalkalzar (Power-) offered only a portion of his magic to the patrol's efforts as
he decided to cast a guarded attack spell and protect himself from the unknown. Wizard
Firehelm (Power-) offered only a portion of his magic to the patrol's efforts as he
decided to cast a guarded attack spell and protect himself from the unknown. Wizard
Slyndrax (Power-) offered only a portion of his magic to the patrol's efforts as he
decided to cast a guarded attack spell and protect himself from the unknown. A patrol
consisting of General Raglan, Captain II Gramzen, Captain Jurnzk, Power- Wizard
Zalkalzar, Power- Wizard Firehelm, Power- Wizard Slyndrax and a dozen hand-picked troops
rode ahead to investigate the sighting. It had been decided that there would be no plan to
retreat. The patrol was willing to take great risks to uncover what might be secreted
ahead. The patrol continues to follow a peculiar path through the area. The course they
follow is certainly not direct as it winds and twists and almost doubles back upon itself.
After almost four hours of progress their leader remarks how the path has taken them
through such assorted terrain and how frequently they have an excellent view of where they
have been previously. Series of large chambers, some showing signs of recent habitation by
some type of uncommon creature. Abruptly a group of over 40 bandits with assorted weapons
and armor race forward to do battle. In the first moments of battle 5 warriors were slain
by this fiendish enemy. With a bold shout, the patrol's heroes attacked with rage. The
conflict was furious. The swarming bandits proved to be a very formidable opponent. The
contest raged on, its outcome in doubt. Blows striking with great force, more blood was
let from the side of the patrol. The next few minutes saw 5 warriors perish. Hope ran
high, though, as the foe was weakened. Wizard Slyndrax cunningly employed his magic
against the opponent. The foe reeled from the effect. Wizard Firehelm cast his magic that
severely hampered the foe. Fighting bravely in the battle was General Gramzen. Captain
Jurnzk demonstrated uncommon valor through out the fray. The next few minutes saw 4
soldiers lose their lives, but the enemy had been weakened. Finally the swarming bandits
had been destroyed. The valiant patrol was victorius. Upon completion of the battle, the
patrol searched and found a gleaming sword of incredible hardness and lightness. Magical
runes along the blade reveal that it is the mighty Giant Slayer. Giant Slayer adds to the
group's strength vs any opponent, but is triply effective vs. giant groups (and giant
leaders). With the bandits slain or routed, the group continues its foray and they find
gold, silver, and gems worth 8,000 gold.
I am finding that the seas are containing many more pc's then normal games and cities included which makes sea power all that more important.
I am still waiting for a sea power battle, Cannons and Greek fire are awaiting any challengers. Soon an Admiral will join my ranks.
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Oh hey Mr. SO. You can ignor that WI division. Just there to get a key. Then off to fight an extreme encounter.
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Friday is turn 12 and the next one for status points so you may want to level a wizard or train an agent in case you're interested. The UN must be getting rich off me with all of my extra agents that I'm training...
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(01-06-2015, 01:09 AM)Jumpingfist Wrote: Oh hey Mr. SO. You can ignor that WI division. Just there to get a key. Then off to fight an extreme encounter.
Kind of figured that, but you never know. Next time though pay the rent before you spend the evening.
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Hey all,
Here are my contributions:
This first battle was outside the Urik Cap. I don't know how it escaped seeing how I had a large contingent of cavalry on my preferred terrain, but it did.
-Paladin- -Urik-
Marshal I Ganach < Commander > Little Known Leader
Power-2 Reignall < Ranking Wizard > N/A
17400 Light/Medium/Heavy/Guard < Infantry > 5800 Light/Medium/Heavy
5400 Medium/Heavy/Elite < Cavalry > 200 Light
1900 Bowmen < Archers > 800 Skirm/Bowmen
7 < Kingdom-Named Brigades > 2
0/5 < Recruit/Veteran Brigades > 0/0
N/A < Other Brigade Types > N/A
Exceptional Leaders < Other > N/A
Standard Battle Plan < Tactical Selection > Surprised
Just before dawn the Paladin army group advanced upon the Urik full brigade commanded by
the group's little known leader. Being surprised by the sudden onset of battle, the
defender's leaders were unorganized in issuing orders and the troops were greatly
demoralized that diminished their defensive capabilities. The anticipation of the Paladin
to engage their natural enemy created the hatred desire to deliver blows that have only
been dreamed of against the reviled Urik, ensuring that blows would rain harder! The
opportunity to fight their ancient and loathsome enemy will give the Urik a chance to
deliver blows that were only dreamed of against the Paladin, which carried their morale
higher! As the attackers advanced through the plains the first missiles sang out. The
Paladin skilled archers inflicted major damage to their opponents lines. The Urik skilled
archers inflicted little or no damage to their opponents lines. Urik casualties had now
exceeded acceptable levels in the judgement of the group's little known leader so he
ordered the retreat be sounded. Being surprised by the battle, the defenders suffered
greater losses during their withdrawal. The Urik leaders were able to muster their forces
and exitied the field with only a few additional casualties. Paladin casualties were put
at 247 troops. All Paladin leaders survived the battle. All the Paladin wizards survived
the fray. The indisputable nature of the Paladin force's victory has greatly increased
morale. Urik casualties were put at 4,012 troops. Losses suffered in the effort and
depression of defeat have greatly reduced the Urik morale.
Another fail here.
Reconnaissance of unusual sighting in area XXX by a patrol of the XXX Paladin:
A patrol consisting of General I Bain, General Rake, Captain Redcliff and a dozen
hand-picked troops rode ahead to investigate the sighting. It had been decided that there
would be no plan to retreat. The patrol was willing to take great risks to uncover what
might be secreted ahead. Without a wizard present, the force was at a disadvantage. The
path is worn smooth, reflecting frequent usage at some time, yet now moss and other
vegetation has grown up as visual proof that this passage carries little current traffic.
A secluded vault with bizarre engravings, here they encounter a huge dwarf dressed in full
armor guarding his treasure chest. With a quickness that belies his girth and a mighty
bellow the dwarf lunges into the midst of the patrol toppling several of the soldiers.
Within a few seconds 6 soldiers died at the hand of this evil opponent. Now the patrol's
leaders fought with their full abilities. The conflict was furious. The huge dwarf proved
to be a very formidable opponent. The contest raged on, its outcome in doubt. Paladin
leader Captain Redcliff was slain in battle. The contest raged on, it's outcome in doubt.
The next few minutes saw 5 warriors perish. Hope ran high, though, as the foe was
weakened. Fighting bravely in the battle was General Rake. Bravely aiding the patrol was
General Bain. The incredibly strong dwarf proved too much for the patrol and a retreat was
sounded. The patrol made a hasty retreat with it's surviving members, reporting
heavy-hearted back to the group.
Damn Dwarves...
Finally, this was the battle for the Urik cap.
Assault by the 1st Paladin army group on the Urik city of Qualiar, located in area XXX of
Amberland: In the first hour of morning Marshal Ganach commanded his 1st Paladin army
group weary and wounded from an earlier conflict to advance upon the city. Increasing the
defenses were legions of the Urik royal guard! It became apparent to the assaulting units
that the city of Qualiar defenses would be bolstered by not only the troops additional
combat experience, but also by their superior tactical and strategic planning capabilities
used to defend their capital. As the attackers advanced through the plains the first
missiles sang out. The Paladin skilled archers inflicted little or no damage to their
opponents lines. The wall defenders skilled archers inflicted little or no damage to their
opponents lines. The Paladin wizards Reignall and Davenhawk dismounted past the defensive
misslers on the battlefield. The Paladin Power-2 wizard Reignall glowered intently and
issued indecipherable utterances. A faintly visible blue shimmering began to surround the
troops and noticeably lessened the effectiveness of the arrows of the defenders. The
Paladin Adept Davenhawk muttered a few words in a foreign tongue which caused his image to
disappear from the battlefield! The Paladin emphatic mages dealt out little or no damage
to the wall defenders. Bolting ahead to meet the cavalry of their foes were the Paladin
force and the wall defenders cavalry. The Paladin cavalry dealt out minor damage to the
wall defenders lines. As the wall defenders cavalry imposed little or no damage to the
Paladin ranks. Stalwart infantry now charged ahead. Paladin forces inflicted major damage
while wall defenders troops dealt minor damage. Within a few hours, the city defenses were
obliterated and an unconditional surrender was offered. The Paladin banner now waves nobly
in Qualiar! Paladin casualties were put at 7,421 troops. All Paladin leaders survived the
battle. All the Paladin wizards survived the fray. The indisputable nature of the Paladin
force's victory has greatly increased morale.
The majority of my losses were in infantry (veterans).
I also lost an agent on a routine recon of my allies pop center... go figure.
I am the greatest swordsman that ever lived. Say, um, can I have some of that water?
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I forgot to mention that I attacked that city with a little less than 2 to 1 odds after attacking the UR brigades.
I am the greatest swordsman that ever lived. Say, um, can I have some of that water?
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(01-06-2015, 01:13 PM)Madmardigan Wrote: I forgot to mention that I attacked that city with a little less than 2 to 1 odds after attacking the UR brigades.
Keep in mind that the Paladin (and Red Dragon) have the highest defensive values in the game due to their heavy armor (or tough hide for RD) so another kingdom may not be as successful as you were fighting multiple times in a turn with those odds.
Also, when you see the phrase, "weary and wounded from an earlier conflict", that means that you're taking a -15% morale hit due to a previous battle in the turn. So if you fought multiple groups before attacking the pc, you're taking a morale loss for each previous battle that you had before your next attack.
And you mentioned why wasn't the Urik destroyed in your first battle (despite your cavalry) is because the Urik withdrew before the cavalry stage even began. Every kingdom has their own unique withdraw characteristics and Uriks are kinda cowardly so they may withdraw fairly early. Cast a chaos spell if you want to inflict greater losses against your opponent.
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