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  #21  
Old October 23rd, 2004, 11:25 AM
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Default Re: Jotunheim: Niefelheim AAR

TURN 13:

Provinces: 6
Treasury: 362
Income: 474
Upkeep: 138
RP Total: 27
Forts: 1
Temples: 1
Max Dom: 6
Conv Prov: 11

Research
Conjuration:
Alteration: 3
Evocation:
Construction: 2 (+27)
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 4 (+1)
Water: 23 (+4)
Earth:
Astral:
Death: 30 (+3)
Nature:
Blood:

~ Gotvid was stuck in the heart with an arrow and received a wound. Ugh! The +5 Enc will really hurt him now.
~ There was a battle in (183) North Horslund Forest.

For defenders, there are 1 priest, 3 commanders, 15 Militias, 19 Light Infantry, and 14 Archers. The timing of this battle went very well. The Jotuns took the initial charge and Vaklidun and Gotvid hit the sides of the enemy hard. 5 of my winter wolves charged ahead and quickly killed the priest and attacked the commanders. I ended up with no losses while taking the province.

The Archers in White were recruited by T’ien Ch’i.
Dante’s Stingers are now available, Dante commands 30 men for 150 gold.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (30350, 213, 155, 414) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7280, 43, 33, 167) 5 Def
J 4 (218) East Farsen Forest – Forest – 100/0 (9780, 52, 30, 185) 5 Def
J 6 (202) High Yldemir – Forest – 100/0 (7250, 29, 32, 158) 5 Def
J 6 (195) Oeversee – Plains – 100/0 (10410, 53, 20, 208) 5 Def
I 4 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60,70,90,40 Barbarians
I 5 (180) Suddeir Down – Plains – (20),10,30,20 Heavy Infantry/Heavy Cavalry
J 6 (183) North Horslund Forest – Forest – 60/20 (8970, 36, 30, 167) 5 Def
? 0 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I -1 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 3 (166) Horslund Forest – Forest – (40),50 Barbarians
I 2 (165) Tolk – Farm Lands – (80) Crossbowmen/Heavy Cavalry
I 2 (152) South Horslund Forest – Forest – (50),(60),(40),(40),(40) Light Infantry/Heavy Infantry
Mg 0 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50),(50),(50) Militias/Longbowmen/Knights
Mg -1 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains

Tokk is my new Gygja that was recruited and has 2D, 2N, 1B. Dang… no random astral yet. At least I now have 2 mages with 2D and 2N other than Angerboda now and I can always use any extra Gygja to get my blood hunting going.

This turn I recruit another Gygja for 250 gold and 3 Jotun Spearmen. I set defense in (183) to 5.

I have my 2 Jotun Skratti forge another clam of pearls each and equip each of them with one that is in the lab.

I put the 2 Jotuns that Freke brought down into the same squad as the other Jotuns to help minimize routing chances. I sent my main army from (183) to (180) to try to take over the Heavy Infantry and Cavalry there. I have reports ranging from 10-30 there with Heavy Cavalry listed 2nd, so hopefully the cavalry are 10 or less in number. Hugin comes down from (195) with his 6 Jotuns to join in the fight.

Assuming I can take over (180) next turn, I plan to then move on to take (166) and build a fort/temple/lab and await construction 4 for wraith swords and other goodies. Then I may have to decide to move on Marignon and start building my 2nd army to send out West from my capitol.

I have Starkader wait in (179) and Tunne wait in (152).

My extra mages in the capitol continue to research construction with 27 total RPs.
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  #22  
Old October 23rd, 2004, 11:55 AM
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Default Re: Jotunheim: Niefelheim AAR

TURN 14:

Provinces: 7
Treasury: 354
Income: 515
Upkeep: 158
RP Total: 48
Forts: 1
Temples: 1
Max Dom: 6
Conv Prov: 12

Research
Conjuration:
Alteration: 3
Evocation:
Construction: 3 (+48)
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 5 (+1)
Water: 7 (+4)
Earth:
Astral: 2 (+0/2)
Death: 33 (+3)
Nature:
Blood:

I will put the astral income as (+sites/clams)

~ Abysia sends me a message, “We shall burn your nation to the ground!
~ Construction 3 has been completed.
~ There was a battle in (180) Suddeir Down.

Yikes! I love how Abysia goes to war with you, heheh.

For defenders, there are 2 Mounted Commanders, 11 Heavy Infantry, and 10 Heavy Cavalry. At least this Version of Heavy Cavalry has the light lance as a weapon, but I notice the hoof attack is 10 damage, ouch! After scripting their spells, both Vaklidun and Gotvid have 38 fatigue. After the initial Cavalry charge, I do not lose any units, but two Jotuns only have 21 and 2 hps left. 1 of these Jotuns dies the next round, but then the enemy routs and I take the province with only one lost Jotun Huskarl. Gotvid has a hard time with his new encumbrance of 9 and tires out quickly. Hopefully the wraith sword will overcome this penalty easy enough once I can get one. I also notice that one of my winter wolves loses an eye.

After the battle, I group all of my Jotuns together in a squad and end up with 12 total. I also notice that my new province has a Library! Excellent! Now I can recruit sages for 80 gold for 7 RPs each. This should greatly help my research efforts and allow me to get some random 1 elemental mages.

Dante’s Stingers were recruited by Vanheim.
The Archers in White are still employed by T’ien Ch’i.
The rest of the mercs are now gone.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (30350, 213, 155, 414) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7280, 43, 33, 167) 5 Def
J 4 (218) East Farsen Forest – Forest – 100/0 (9780, 52, 30, 185) 5 Def
J 6 (202) High Yldemir – Forest – 100/0 (7250, 29, 32, 158) 5 Def
J 6 (195) Oeversee – Plains – 100/0 (10410, 53, 20, 208) 5 Def
I 4 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60,70,90,40,90 Barbarians
J 6 (180) Suddeir Down – Plains – 60/19 (9870, 44, 18, 193) 0 Def
J 6 (183) North Horslund Forest – Forest – 80/6 (8970, 36, 30, 167) 5 Def
I 1 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I -1 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 5 (166) Horslund Forest – Forest – (40),50,40 Barbarians
I 2 (165) Tolk – Farm Lands – (80),50 Crossbowmen/Heavy Cavalry
I 3 (152) South Horslund Forest – Forest – (50),(60),(40),(40),(40),(40) Light Infantry/Heavy Infantry
Mg -1 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50),(50),(50),(30) Militias/Longbowmen/Knights
Mg 0 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains

I forget to write down the paths of my new Gygja, but think it has at least 1S finally. I leave province defense in (180) at 0 so that I make sure I have enough gold next turn to build a castle in (180) to protect my new sages that I plan to recruit.

I have Gotvid build a lab in (180) to be able to recruit sages. Vaklidun and Freke will search for magic sites while they wait.

I give the two new clams of pearls to 2 of my Gygja.

I have all of my mages in the capitol research construction with a total of 48 RPs. I only have 93 RPs left to get to construction 4 and will get there in 2 turns.
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  #23  
Old October 23rd, 2004, 02:56 PM
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Default Re: Jotunheim: Niefelheim AAR

TURN 15:

Provinces: 7
Treasury: 504
Income: 521
Upkeep: 158
RP Total: 48
Forts: 1
Temples: 1
Max Dom: 6
Conv Prov: 12

Research
Conjuration: (+3)
Alteration: 3
Evocation:
Construction: 3 (+45)
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 6 (+1)
Water: 11 (+4)
Earth:
Astral: 6 (+0/4)
Death: 36 (+3)
Nature:
Blood:

~ Gotvid was struck by an arrow again and survived. Is there any way to protect yourself from these attacks early in the game without the higher research domes? It seems like they are higher research level to get early on.
~ Vaklidun could not find any magic sites in (180) Suddeir Down.
~ Freke could not find any magic sites in (180) Suddeir Down.

The Archers in White are still employed by T’ien Ch’i.
Fordo Boggit’s Elite Warriors are now available, 40 men for 220 gold.
The rest of the mercs are now gone.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (30950, 230, 173, 446) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7410, 41, 33, 173) 5 Def
J 4 (218) East Farsen Forest – Forest – 100/0 (9880, 56, 30, 186) 5 Def
J 6 (202) High Yldemir – Forest – 100/0 (7380, 44, 33, 183) 5 Def
J 6 (195) Oeversee – Plains – 100/0 (10610, 84, 22, 224) 5 Def
I 4 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60,70,90,40,90,70 Barbarians
J 6 (180) Suddeir Down – Plains – 90/4 (10070, 30, 18, 193) 5 Def
J 6 (183) North Horslund Forest – Forest – 100/0 (9130, 36, 31, 168) 5 Def
I 2 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I 0 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 6 (166) Horslund Forest – Forest – (40),50,40,60 Barbarians
I 4 (165) Tolk – Farm Lands – (80),50,90 Crossbowmen/Heavy Cavalry
I 3 (152) South Horslund Forest – Forest – (50),(60),(40),(40),(40),(40),(40) Light Infantry/Heavy Infantry
Mg 0 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50),(50),(50),(30),(50) Militias/Longbowmen/Knights
Mg -1 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains

Another update on populations and incomes this turn for provinces that are conquered.

Aude was the Gygja I forgot about Last turn and has 1S, 1D, 2N, 1B as her paths in magic. I have 2 of the spearmen that are in the capitol guard Alf, my 2W 3B Skratti and add another spearman to guard Angerboda.

Hugin starts to construct a fort in (180) to help protect the sages that I will start recruiting. It costs me 450 gold and will take 3 turns to build. I set the province defense here in (180) to 5.

Vaklidun, Gotvid, and Freke move on to province (166) to attack the barbarians there. I now have 12 winter wolves and am enjoying their effectiveness.

I have all of my mages in the capitol research construction with a total of 48 RPs. I set 45 RPs in construction to complete level 4, and put the remaining 3 RPs in conjuration. I plan to now go for conjuration 5 for Acashic Record, but also intend to use level 2 for summoning some Ice Drakes and level 3 for summoning some Vine Ogres. My Last game I didn’t use any Vine Ogres at all, but with a druid site early in the game and with the improved stats of the Vine Ogres in the mod, I will try some again this game to see how they work. I plan to have a few Ice Drakes be a part of my 2nd army that I will start to form very soon and maybe make an army of Vine Ogres later on.

I will attach another updated screen capture of the map here.
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File Type: jpg 305818-Map 015_01.jpg (295.5 KB, 74 views)
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  #24  
Old October 23rd, 2004, 03:21 PM
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Default Re: Jotunheim: Niefelheim AAR

TURN 16:

Provinces: 8
Treasury: 466
Income: 583
Upkeep: 158
RP Total: 20
Forts: 1
Temples: 1
Max Dom: 6
Conv Prov: 13

Research
Conjuration: (+20)
Alteration: 3
Evocation:
Construction: 4
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 7 (+1)
Water: 15 (+4)
Earth:
Astral: 10 (+0/4)
Death: 39 (+3)
Nature:
Blood:

~ Construction 4 has been completed.
~ Alf the Jotun Skratti was struck by an arrow, survived, and was wounded.
~ Marignon has made the High Inquisitor named Charle its prophet.
~ There was a battle in (166) Horslund Forest.

Here there are 2 barbarian chiefs, 19 barbarians with mauls, and 29 barbarians with great swords. When the armies first clash, only 2 barbarians were able to get attacks off. Then, my army countered and was able to get the first attack for the most part and cause some heavy losses. After a couple of rounds, my winter wolves were out on their own at the top with the two barbarian chiefs nearby in front of them. However, instead of charging and taking them out, they flanked to main army of barbarians and ran toward the center. Oh well . The barbarians only manage one full round of attacks on my army and then rout as I take over the province with no losses. I check my troops again and find I have 2 winter wolves, 1 giant, and 4 jotuns with wounds.

The Archers in White are now employed by C’tis.
Fordo Boggit’s Elite Warriors were recruited by T’ien Ch’i.
Urgek Beast Brother is now available, 20 men for 30 gold.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (30950, 230, 173, 446) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7410, 41, 33, 173) 5 Def
J 5 (218) East Farsen Forest – Forest – 100/0 (9880, 56, 30, 186) 5 Def
J 6 (202) High Yldemir – Forest – 100/0 (7380, 44, 33, 183) 5 Def
J 6 (195) Oeversee – Plains – 100/0 (10610, 84, 22, 224) 5 Def
I 4 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60,70,90,40,90,70,50 Barbarians
J 6 (180) Suddeir Down – Plains – 90/1 (10070, 30, 18, 193) 11 Def
J 6 (183) North Horslund Forest – Forest – 100/0 (9130, 36, 31, 168) 5 Def
I 2 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I -1 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
J 6 (166) Horslund Forest – Forest – 70/12 (9050, 35, 31, 167) 5 Def
I 5 (165) Tolk – Farm Lands – (80),50,90,80 Crossbowmen/Heavy Cavalry
I 3 (152) South Horslund Forest – Forest – (50),(60),(40),(40),(40),(40),(40),(60) Light Infantry/Heavy Infantry
Mg 1 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50),(50),(50),(30),(50),(30) Militias/Longbowmen/Knights
Mg -1 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains

I increase the PD of (180) to 11 and (166) to 5. The Last thing I want right now is a remote attack on (180) while building a castle so I bump that up a bit more.

This turn I recruit one sage in (180) and another Gygja in my capitol (207).

Vaklidun, Gotvid, and Freke move on to province (152) to attack the light and heavy infantry there.

I have one of my Skratti forge another clam of pearls, 2 Gygja forge wraith swords, and my 1S Gygja forges a pendant of luck. The remaining mages research conjuration with a total of 20 RPs.

Tunne will now move on to province (165) since I am now moving in to take the province he is waiting in.

I notice my dominion is staying high in my own provinces, but I still plan to build some temples soon at my borders to keep it that way.
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  #25  
Old October 23rd, 2004, 07:42 PM
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Default Re: Jotunheim: Niefelheim AAR

TURN 17:

Provinces: 9
Treasury: 498
Income: 624
Upkeep: 180
RP Total: 42
Forts: 1
Temples: 1
Max Dom: 6
Conv Prov: 13

Research
Conjuration: 1 (+42)
Alteration: 3
Evocation:
Construction: 4
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 8 (+1)
Water: 9 (+4)
Earth:
Astral: 9 (+0/4)
Death: 22 (+3)
Nature:
Blood:

~ Conjuration 1 has been completed.
~ There was a battle in (152) South Horslund Forest.

Here there are 3 commanders, 5 crossbowmen, 14 heavy infantry, and 25 light infantry. This battle is pretty un-eventful and I take over the province with no losses. Gotvid keeps getting 100+ fatigue and needs a wraith sword in a hurry .

The Archers in White are still employed by C’tis.
Urgek Beast Brother was recruited by Mictlan.
Rexor’s Barbarians are now available, 40 men for 150 gold.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (30950, 230, 173, 446) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7410, 41, 33, 173) 5 Def
J 5 (218) East Farsen Forest – Forest – 100/0 (9880, 56, 30, 186) 5 Def
J 6 (202) High Yldemir – Forest – 100/0 (7380, 44, 33, 183) 5 Def
J 6 (195) Oeversee – Plains – 100/0 (10610, 84, 22, 224) 5 Def
I 5 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60, 70,90,40,90,70,50,50 Barbarians
J 6 (180) Suddeir Down – Plains – 100/0 (10070, 30, 18, 193) 11 Def
J 6 (183) North Horslund Forest – Forest – 100/0 (9130, 36, 31, 168) 5 Def
I 2 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I -1 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
J 6 (166) Horslund Forest – Forest – 100/0 (9050, 35, 31, 167) 5 Def
I 5 (165) Tolk – Farm Lands – (80),50,90,80,(60) Crossbowmen/Heavy Cavalry
I 5 (152) South Horslund Forest – Forest - 70/14 (8930, 36, 29, 158) 5 Def
Mg 1 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50),(50),(50),(30),(50),(30),(30) Militias/Longbowmen/Knights
I 0 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains

(141) The Sinking Land appears to have been taken over by 10 troglodytes. An event must have stricken this Marignon province and taken over. There appears to be no defenders in the Marignon province of (146) Vorgunmarsh.

I increase the PD of (152) to 5.

Alfhild is my new Gygja and is 2S, D, N, B and Radan is my new sage and is 1D. I still have no place to recruit independent scouts yet.

In the new province of (152) I have Vaklidun build a lab, Freke build a temple, and Gotvid searches for magic sites. Next turn I will be able to have them pick up their magic items at the new lab.

This turn I recruit one sage in (180).

I have Aude forge another pendant of luck and send Angerboda to (208) to do some site searching. I debate whether I want to make some Horror Helmets this turn, but decide to save the death gems for now and will be using more soon to make more wraith swords for my next army. The rest of my mages will research conjuration with 42 total RPs. I consider starting to blood hunt soon, but may wait until I start researching Blood Magic. I still want to get Enchantment 5 after conjuration and maybe Construction 6 before I consider Blood Magic.

Tunne will now move back to province (141) to scout any army that may come through next to take the province.
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  #26  
Old October 23rd, 2004, 08:13 PM
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Default Re: Jotunheim: Niefelheim AAR

TURN 18:

Provinces: 9
Treasury: 463
Income: 662
Upkeep: 186
RP Total: 56
Forts: 2
Temples: 2
Max Dom: 6
Conv Prov: 15

Research
Conjuration: 2 (+56)
Alteration: 3
Evocation:
Construction: 4
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 9 (+1)
Water: 13 (+4)
Earth: 1 (+1)
Astral: 9 (+0/5)
Death: 25 (+3)
Nature:
Blood:

~ Caelum has declared war on me again.
~ Conjuration 2 has been completed.
~ A dire portent. Pythium has cast The Eyes of God.
~ Gotvid has found a magic site in (152) South Horslund Forest. The magic site is the Stony Swamps (+1E).

Rexor’s Barbarians are recruited by Marignon.
The Archers in White are still employed by C’tis.
Urgek Beast Brother is still employed by Mictlan.
Dagan, the Renegade Sage is now available for 40 gold.

J=Jotunheim, I=Indep., Mg=Marignon, Py=Pythium

J 6 (207) Yldemir – Capitol – 100/0 (30950, 230, 173, 446) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7410, 41, 33, 173) 5 Def
J 6 (218) East Farsen Forest – Forest – 100/0 (9880, 56, 30, 186) 5 Def
J 6 (202) High Yldemir – Forest – 100/0 (7380, 44, 33, 183) 5 Def
J 6 (195) Oeversee – Plains – 100/0 (10610, 84, 22, 224) 5 Def
I 5 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60, 70,90,40,90,70,50,50,90 Barbarians
J 6 (180) Suddeir Down – Plains – 100/0 (10070, 30, 18, 193) 11 Def
J 6 (183) North Horslund Forest – Forest – 100/0 (9130, 36, 31, 168) 5 Def
I 2 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I -1 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
J 6 (166) Horslund Forest – Forest – 100/0 (9050, 35, 31, 167) 11 Def
I 6 (165) Tolk – Farm Lands – (80),50,90,80,(60),40 Crossbowmen/Heavy Cavalry
J 5 (152) South Horslund Forest – Forest - 90/2 (8930, 36, 29, 158) 11 Def
Py 1 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50),(50),(50),(30),(50),(30),(30),(60) Militias/Longbowmen/Knights
I 2 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains
Py -2 (136) Toemuck Fen – Swamp
Mg -2 (143) Wisp’s Home – Swamp

(146) Vorgunmarsh has just been taken over by Pythium and now appears to have as defenders 20 Velites and a huge Hydra. I also see that Pythium owns the new visible province of (136). I see a new Marignon province off to the west (143). There is an awful lot of swamp provinces down in this area. When I decide to go to war I better have plenty of supplies with me before I move out.

I increase the PD of (152) and (166) to 11 now that I am bordering some possible aggressive nations. The fort is now completed in (180) and the income level of the province has increased to 74 and the resources to 106. This is a decent place to recruit some added Jotuns if needed once I go to war.

This turn I recruit another sage in (180) and a priest in (152) to stay in the temple and preach. I save the rest of my gold to recruit a Niefel Jarl next turn to be the start of my second army. He will move to (218) to construct a temple for the druids and then move out west once an army is ready to go.

Angerboda will search for magic sites in (208). Hugin will move to (166) on his way to (152) to construct a new castle. I send my army to (166) from (152) to try to intercept a possible offensive from the Pythium army on my border. Before they move, however, I equip Vaklidun and Gotvid with a Wraith Sword and Pendant of Luck each.

The rest of my mages will research conjuration with 56 total RPs.
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  #27  
Old October 24th, 2004, 12:26 PM
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Default Re: Jotunheim: Niefelheim AAR

TURN 19:

Provinces: 9
Treasury: 710
Income: 664
Upkeep: 193
RP Total: 49
Forts: 2
Temples: 2
Max Dom: 6
Conv Prov: 14

Research
Conjuration: 3 (+49)
Alteration: 3
Evocation:
Construction: 4
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 10 (+1)
Water: 17 (+4)
Earth: 2 (+1)
Astral: 14 (+0/5)
Death: 30 (+5)
Nature:
Blood:

~ Conjuration 3 has been completed.
~ Angerboda has found 2 magic sites in (208) Farsen Forest. One is Burial Mound and has 1D and the other Well of Pestilence which has 1D and Increases Death. Looks like my early guess on a death site there was right after all.
~ There was a battle in (141) The Sinking Land, Marignon attacks the troglodyte independents there.

There are 10 troglodyte defenders and Marignon brings to the battle 1 Commander, 1 Admiral, 2 Heavy Infantry, 3 Man at Arms, 4 Pikeneers, 6 Archers, 7 Crossbowmen, 12 Swordsmen, 13 Light Infantry, and 21 Halberdiers. The troglodytes trample some of the Marignon army, but quickly rout after.

Rexor’s Barbarians are still employed by Marignon.
Urgek Beast Brother is still employed by Mictlan.
Dagan, the Renegade Sage is still available at now 36 gold.
Helmut’s Sappers are now available, 20 men for 200 gold.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (30950, 230, 173, 446) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7410, 41, 33, 173) 5 Def
J 6 (218) East Farsen Forest – Forest – 100/0 (9880, 56, 30, 186) 5 Def
J 6 (202) High Yldemir – Forest – 100/0 (7380, 44, 33, 183) 5 Def
J 6 (195) Oeversee – Plains – 100/0 (10610, 84, 22, 224) 5 Def
I 5 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60, 70,90,40,90,70,50,50,90,40 Barbarians
J 6 (180) Suddeir Down – Plains – 100/0 (10070, 30, 18, 193) 11 Def
J 6 (183) North Horslund Forest – Forest – 100/0 (9130, 36, 31, 168) 5 Def
I 2 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I -1 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
J 6 (166) Horslund Forest – Forest – 100/0 (9050, 35, 31, 167) 11 Def
I 6 (165) Tolk – Farm Lands – (80),50,90,80,(60),40,90 Crossbowmen/Heavy Cavalry
J 5 (152) South Horslund Forest – Forest - 100/0 (8930, 36, 29, 158) 11 Def
Py 1 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50),(50),(50),(30),(50),(30),(30),(60),(50) Militias/Longbowmen/Knights
Mg 2 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains
Py -1 (136) Toemuck Fen – Swamp
Mg -2 (143) Wisp’s Home – Swamp

Jano is my new sage and is 1D. Dang, that makes 3 sages now and all are 1D, which doesn’t do much for me. I recruit a Niefel Jarl in my capitol for 500 gold and another sage in (180).

I have 2 Skratti summon Ice Drakes this turn to try them out. Angerboda moves on to (218) to search for sites there next turn.

My army will move to (152) again to try to cut off any advancing army if they attack. I notice that province (165) has a nice 91 Income, but reports of up to 90 crossbowmen and heavy cavalry make me hold off. The Last thing I want to do right now is deplete a big part of my army or scatter them amongst many provinces right when some armies are on my borders.

I send Tunne back to (165) to try to prevent him from getting sighted in (141).

The rest of my mages will research conjuration with 49 total RPs.
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  #28  
Old October 24th, 2004, 12:51 PM
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Default Re: Jotunheim: Niefelheim AAR

TURN 20:

Provinces: 9
Treasury: 586
Income: 673
Upkeep: 215
RP Total: 66
Forts: 2
Temples: 2
Max Dom: 6
Conv Prov: 14

Research
Conjuration: 3 (+66)
Alteration: 3
Evocation:
Construction: 4
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 11 (+1)
Water: 5 (+4)
Earth: 3 (+1)
Astral: 19 (+0/5)
Death: 35 (+5)
Nature:
Blood:

~ Karloman the priest was struck by an arrow, survived and was wounded.
~ Fres and Alf, my two Jotun Skratti, cast Summon Ice Drake.

Rexor’s Barbarians are still employed by Marignon.
Urgek Beast Brother is now employed by C’tis.
Helmut’s Sappers are now employed by Marignon.
Dagan, the Renegade Sage is still available at now 33 gold.
Burelk’s City Guard are now available, 60 men for 140 gold.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (31570, 223, 173, 421) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7470, 40, 33, 147) 5 Def
J 6 (218) East Farsen Forest – Forest – 100/0 (10080, 58, 30, 206) 5 Def
J 6 (202) High Yldemir – Forest – 100/0 (7530, 41, 33, 174) 5 Def
J 6 (195) Oeversee – Plains – 100/0 (10810, 81, 8, 211) 5 Def
I 5 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60, 70,90,40,90,70,50,50,90,40,40 Barbarians
J 6 (180) Suddeir Down – Plains – 100/0 (10270, 70, 106, 287) 11 Def
J 6 (183) North Horslund Forest – Forest – 100/0 (9330, 51, 31, 197) 5 Def
I 2 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I 0 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
J 6 (166) Horslund Forest – Forest – 100/0 (9250, 57, 34, 209) 11 Def
I 6 (165) Tolk – Farm Lands – (80),50,90,80,(60),40,90,(70) Crossbowmen/Heavy Cavalry
J 5 (152) South Horslund Forest – Forest - 100/0 (9130, 52, 30, 180) 11 Def
Py 1 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50),(50),(50),(30),(50), (30),(30),(60),(50),(40) Militias/Longbowmen/Knights
Mg 3 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains
Py -2 (136) Toemuck Fen – Swamp
Mg -2 (143) Wisp’s Home – Swamp

On my borders, Pythium appears to have 3 Militias in (146) and Marignon appears to have 30 Lizard Warriors, Halberdiers, and Heavy Infantry in (141).

Tabrok is my new sage and is 1F. Gisli is my new Niefel Jarl (actually was named Starkader the same as my scout, so I renamed him). I recruit another sage in (180).

I have one Gygja alchemize 2D to 1S gem and then 20S gems to 10N so that I can forge a Ring of Regeneration. Sif the Gygja forges a Wraith Sword for Gisli.

I have Angerboda search for magic sites in (218).

Hugin starts to construct a castle in (152). I have Freke and Vaklidun search for magic sites in (152) while they wait for the ring to be forged. Gotvid has already searched this province, so does some research this month. I consider having Vaklidun forge some winged shoes, but decide to wait.

The rest of my mages will research conjuration with 66 total RPs.

I will attach the new turn 20 map screen capture.
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  #29  
Old October 24th, 2004, 02:01 PM
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Default Re: Jotunheim: Niefelheim AAR

TURN 21:

Provinces: 9
Treasury: 509
Income: 685
Upkeep: 220
RP Total: 70
Forts: 2
Temples: 2
Max Dom: 6
Conv Prov: 15

Research
Conjuration: 4 (+70)
Alteration: 3
Evocation:
Construction: 4
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 13 (+2)
Water: 9 (+4)
Earth: 4 (+1)
Astral: 8 (+3/5)
Death: 29 (+6)
Nature: 2 (+2)
Blood:

~ Conjuration 4 has been completed.
~ A dire portent. Vanheim has cast Dark Skies.
~ Angerboda was struck with an arrow, survived and was wounded.
~ Angerboda found 3 magic sites in (218) East Farsen Forest. The sites are Moon Mages Circle (2S, 1D, can recruit Moon Mages), Forest of Delights (2N), and Crystal Garden (1S). Very nice!
~ Vaklidun has found 1 magic site in (152) South Horslund Forest. The site is Thunder Oak (1A).
~ Freke could not find any magic sites.
~ Arcoscephale has made the Hoplite Commander named Anchises its prophet.
~ A death match competition has been scheduled.

The Moon Mages that I can now recruit are 140 gold and 2S, 1D mages. I don’t think I have any direct uses for them, but they are nice nonetheless. Perhaps they could be nether dart casters? This is the first time I have ever seen them.

Urgek Beast Brother is still employed by C’tis.
Helmut’s Sappers are still employed by Marignon.
Dagan, the Renegade Sage is still available at now 30 gold.
Burelk’s City Guard is now employed by Marignon.
The Lost Legion is now available, The Lost One commands 20 men for 30 gold.

J=Jotunheim, I=Indep., Mg=Marignon, Py=Pythium

J 6 (207) Yldemir – Capitol – 100/0 (31570, 223, 173, 421) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7470, 40, 33, 147) 5 Def
J 6 (218) East Farsen Forest – Forest – 100/0 (10080, 58, 30, 206) 5 Def
J 6 (202) High Yldemir – Forest – 100/0 (7530, 41, 33, 174) 5 Def
J 6 (195) Oeversee – Plains – 100/0 (10810, 81, 8, 211) 5 Def
I 5 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60, 70,90,40,90,70,50,50,90,40,40,70 Barbarians
J 6 (180) Suddeir Down – Plains – 100/0 (10270, 70, 106, 287) 13 Def
J 6 (183) North Horslund Forest – Forest – 100/0 (9330, 51, 31, 197) 5 Def
I 2 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I 1 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
J 6 (166) Horslund Forest – Forest – 100/0 (9250, 57, 34, 209) 11 Def
I 6 (165) Tolk – Farm Lands – (80),50,90,80,(60),40,90,(70),(70) Crossbowmen/Heavy Cavalry
J 6 (152) South Horslund Forest – Forest - 100/0 (9130, 52, 30, 180) 11 Def
Mg 2 (146) Vorgunmarsh – Swamp
I -2 (193) Upper Skelde – Farm Lands – (50),(50),(50),(30),(50), (30),(30),(60),(50),(40),(30) Militias/Longbowmen/Knights
Mg 3 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains
Py -2 (136) Toemuck Fen – Swamp
Mg -2 (143) Wisp’s Home – Swamp

On my borders, Marignon has just taken over (146) with what appears to be 50 Lizard Warriors, Halberdiers, and Heavy Infantry. Marignon’s province (141) appears to be empty.

I increase the PD of my sage province (180) to 13.

Xeran is my new sage and is 1A. I recruit another sage this turn.

In the province of (218), Angerboda builds a lab and Gisli builds a temple. I can now recruit moon mages and druids here next turn if I decide to.

I have a Gygja alchemize 6S to 3N gems to forge an Endless Bag of Wine. I have Tunne move to province (152) to pick this up next turn for my army to move on the swamps in the near future.

The rest of my mages will research conjuration with 70 total RPs. I have 144 total RPs left to complete conjuration 5 and should get there in two turns.
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  #30  
Old October 25th, 2004, 05:57 PM
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Default Re: Jotunheim: Niefelheim AAR

TURN 22:

Provinces: 9
Treasury: 442
Income: 695
Upkeep: 247
RP Total: 77
Forts: 2
Temples: 3
Max Dom: 6
Conv Prov: 15

Research
Conjuration: 4 (+74)
Alteration: 3
Evocation:
Construction: 4
Enchantment: (+3)
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 15 (+2)
Water: 13 (+4)
Earth: 5 (+1)
Astral: 10 (+3/5)
Death: 35 (+6)
Nature: 2 (+2)
Blood:

~ Conjuration 4 has been completed.
~ C’tis has declared war on me.
~ There was an event in Horslund Forest. A wave of religious zeal has swept the province and a group of followers committed to your cause have joined your armies. It appears that I now have 47 militias that have joined me. Guess I will have to send them to their death soon as I think I pay upkeep on them :/.
~ There are 8 arena battles and one winner. I will try to quickly summarize what happens in each of them.

(1) Mictlan vs. Caelum. Mictlan send Mictlipoctli its prophet which is equipped with an Axe of Sharpness. Caelum sends Xshviwraspa the Seraphine. Mictlipoctli spams Raise Skeletons and Xshviwraspa keeps casting Banishment. The skeletons quickly overwhelm her and Mictlan wins.
(2) T’ien Ch’I vs. Abysia. T’ien Ch’I sends Tian-Zong the Prince General and Abysia sends Mog the Beast Trainer. Tian-Zong takes a few rounds and ends up killing Mog in melee and is left undamaged.
(3) Mictlan vs. C’tis. C’tis sends Ishkur its prophet the Lizard King. Ishkur starts out casting Holy Avenger and repeated Smites on Mictlipoctli. Mictlipoctli gets damaged on the first Smite and goes berserk and charges to melee. Mictlipoctli end up winning the battle with 19 hps left.
(4) Arcoscephale vs. T’ien Ch’I. Arcoscephale sends Nurbis the Moloch, its pretender. The Moloch is 4F, 2A, 6S, 4D. It has its imps appear then casts Personal Luck and Body Ethereal and goes into melee. Tian-Zong manages to kill one imp and then perishes once Nurbis hits him.
(5) Mictlan vs. Pythium. Pythium sends Bartholomeus its prophet the Patriarch and also has Ritual of Returning up. Mictlipoctli spams Raise Skeletons again and as soon as one hits Bartholomeus he routs (returns to the capitol I assume due to RoR).
(6) Mictlan vs. Arcoscephale. The imps from Nurbis the Moloch kill Mictlipoctli before they can do anything.
(7) Arcoscephale vs. Vanheim. Vanheim sends Gunnlaug the Vanjarl. Gunnlaug casts Banishment then kills enough imps to make them rout. Nurbis casts Personal Luck, Body Ethereal then ends up killing Gunnlaug in melee after a few rounds of combat and misses. Gunnlaug also casts Confusion quite a few times during the battle.
(8) Atlantis vs. Arcoscephale. Atlantis sends Zagauba the Deep Seer. The imps from Nurbis the Moloch kill Zagauba the first round and Nurbis ends up winning the competition for Arcoscephale.

Dagan, the Renegade Sage is still available at now 27 gold.
The Lost Legion was recruited by Vanheim.

J=Jotunheim, I=Indep., Mg=Marignon, Py=Pythium

J 6 (207) Yldemir – Capitol – 100/0 (31570, 223, 173, 421) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7470, 40, 33, 147) 5 Def
J 6 (218) East Farsen Forest – Forest – 100/0 (10080, 58, 30, 206) 5 Def
J 6 (202) High Yldemir – Forest – 100/0 (7530, 41, 33, 174) 5 Def
J 6 (195) Oeversee – Plains – 100/0 (10810, 81, 8, 211) 5 Def
I 5 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60, 70,90,40,90,70,50,50,90,40,40,70,70 Barbarians
J 6 (180) Suddeir Down – Plains – 100/0 (10270, 70, 106, 287) 15 Def
J 6 (183) North Horslund Forest – Forest – 100/0 (9330, 51, 31, 197) 5 Def
I 3 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I 1 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
J 6 (166) Horslund Forest – Forest – 100/0 (9250, 57, 34, 209) 11 Def
I 6 (165) Tolk – Farm Lands – (80),50,90,80,(60),40,90,(70),(70),80 Crossbowmen/Heavy Cavalry
J 6 (152) South Horslund Forest – Forest - 100/0 (9130, 52, 30, 180) 11 Def
Mg 3 (146) Vorgunmarsh – Swamp
I -2 (193) Upper Skelde – Farm Lands – (50),(50),(50),(30),(50), (30),(30),(60),(50),(40),(30),(40) Militias/Longbowmen/Knights
Mg 5 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains
Py -1 (136) Toemuck Fen – Swamp
Mg -2 (143) Wisp’s Home – Swamp

On my borders it appears that Marignon has 3 Royal Guards in (146) and no visible troops in (141).

I increase the PD of my sage province (180) to 15. Libar is my new sage and is 1E. I recruit another sage this turn.

Tunne the scout picks up the Endless Bag of Wine and heads to (146) to join my main army there. My main army moves from (166) to attack Marignon at (146). I pick up the 47 militia and set them at the front of the formation with Attack Closest orders. Hopefully some will die off before they run for the hills . This also adds quite a bit of supply usage to my army, but hopefully will not result in too many starving units.

Angerboda gives its 2 Jotun Spearmen bodyguards to Gisli so that she can use her Forest Survival and travel directly to (202) to search for magic sites.

Gisli takes the Wraith Sword from the lab and summons another Ice Drake. This will be my Last summon of Ice Drakes and I will save the rest of my water gems for some more clams. Aude the Gygja forges a Pendant of Luck.

The rest of my mages will research conjuration with 74 of the 77 total RPs and start enchantment with the remaining 3 RPs.
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