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The Alamaze Player Aids
#1
An important fundamental when you are undertaking a complicated mission like Incite, Usurp, Parlay, Diplomacy, or Agent Actions, is to use the available player aid that are now all combined in one place.  Enter your specifics in the boxes of these well designed forms (thanks Frost Lord) and poof - you can get a good idea of whether your mission may succeed or fail without learning it all the hard way.

This utility is attached to this post.  It is in Excel and note the various sheets you can click on at the bottom of the file.


Attached Files
.xlsx   Alamaze Player Aids.xlsx (Size: 1.15 MB / Downloads: 33)
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#2
I used the calculator this last turn for both my kingdoms i am playing. In both of them i attacked a village and had fine special encounter. I lost a leader in both groups in both games and did not advance my brigades as either the battle doesnt last long enough even with 10% attrition or they dont get bloodied enough. The calculator showed minimal risk to my leaders so i think it is unreliable. I used a pow 2 wizard with guarded attack and the reports did not show or say anything about the wizards participating in the battles.
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#3
(03-15-2017, 12:26 AM)Thunderb0lt Wrote: I used the calculator this last turn for both my kingdoms i am playing. In both of them i attacked a village and had fine special encounter. I lost a leader in both groups in both games and did not advance my brigades as either the battle doesnt last long enough even with 10% attrition or they dont get bloodied enough. The calculator showed minimal risk to my leaders so i think it is unreliable. I used a pow 2 wizard with guarded attack and the reports did not show or say anything about the wizards participating in the battles.

You may have mistakenly did a gaurded attack against your groupand not the encounter. I would check your order.
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#4
It does say in MATTERS COVERT,ESOTERIC AND GENERAL:

1st Nomad The Power-2 wizard Tegis the Spider cast the guarded attack spell against
the guardians of the unusual sighting his group investigated.

But no mention of the details of him in the encounter description with the Pow 2.
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#5
Are you using the 3rd cycle player aid or the second cycle one posted in this threat?
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#6
Yah its the 3rd cycle aid calc.
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#7
I have had a P5 die with less than a 1% chance. It happens and in Alamaze it seems to happen in groups I have no idea why just feels that way.
Your wizard casting 101 had no chance to die and likely did aid in the fight. Except in the village case it is possible you never got to the magic portion of the fight so you wizard action would not be reported.

I find most the time you will not see brigades promoted unless you take about 20% damage. The 5% thing almost never plays a real effect on you not getting brigades. You would not have got them anyway do to the battle not lasting long enough. The exceptions to this are lots of undead or pure group type troops that do not fight in the archery phases. When you get high level wizards involved I have had 70% loss and still the battle did not last long enough. Likely my least favorite part of the game this rule. I do not like the 5% blooded rule either but at least you can go in with some expectation. The not fighting long enough rule just is annoying.
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#8
(03-15-2017, 02:41 AM)Jumpingfist Wrote: I have had a P5 die with less than a 1% chance.   It happens and in Alamaze it seems to happen in groups I have no idea why just feels that way.  
Your wizard casting 101 had no chance to die and likely did aid in the fight.  Except in the village case it is possible you never got to the magic portion of the fight so you wizard action would not be reported.

I find most the time you will not see brigades promoted unless you take about 20% damage.   The 5% thing almost never plays a real effect on you not getting brigades.  You would not have got them anyway do to the battle not lasting long enough.  The exceptions to this are lots of undead or pure group type troops that do not fight in the archery phases.  When you get high level wizards involved I have had 70% loss and still the battle did not last long enough.  Likely my least favorite part of the game this rule.  I do not like the 5% blooded rule either but at least you can go in with some expectation.   The not fighting long enough rule just is annoying.

The Gray Mouser is the Warlock in a game who set out wanting to get an elite brigade ASAP to then recruit companion Mammoths and Hill Giants.  Turn 23 and still don't have one.  It is tough with a wizard kingdom at least to get at least 5% casualties and get through a storm phase or Charge phase to promote non-Green brigades.

But as the Amazons, the Gray Mouser enjoyed having Elite brigades, some having been through 15 battles, of four different types.  Devout & Healing helps keep them around.

Point being, Elite brigades are intended to be rare, not like something you expect on turn 7. 

In Fall of Rome, we had 7 or 9 brigade ratings.  That would make leveling more common, than the rare elevation to Elite.
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#9
I was hoping for at least one veteran unit for woodelves for my DA or Great Bats for my NO for a flying village conquering force. I replaced one lost General with a centurion so i guess it wasnt a total loss. When i played the SA in Duel i got veterans easily. Im thinking the more military kingdoms have it easier for troop promotions and officer retainment. I was dissapointed that i lost my NO general so easily in a fine encounter situation fighting with other good officers and a Pow 2 plus healing which of course didnt save him. Im rethinking my strategy now, i believe its best to wait until i have pow 3 or 4 and perhaps advance my leaders a bit more attacking PC's before going after special encounters.
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#10
I think you are on the right track.

You are also more likely to promote troops when you attack towns and cities compared to villages.

FYI,

Hawk
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