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September 30th, 2011, 03:45 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Thanks for the in character post, Olm! Nicely done!  And (unfortunately) very nicely done killing Pan's greatest hero. That was the only unit I had the could stand up to your combined forces and Pangaea is in mourning at his loss.
You almost took the fort in 64 as well. Unfortunately I lost some quality troops (as well as a lot of chaff) and with your raiding and my decreasing number of provinces putting me in the red, there won't be any replacements, and all my successful defense did was postpone things a bit.
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Originally Posted by Olm
Could we postpone the next turn to Tuesday? I will be on short vacation until Monday. I will get the current turn in, but I will probably not have the time to do the next one before Monday evening.
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Yes, of course. Enjoy your vacation!
Quote:
Originally Posted by Olm
Your Bane Venom Charms are very effective, they diseased lots and lots of my mages. I would even go as far as to call them overpowered for the price especially thinking what a strong death nation can do with them.
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As far as the bane venom charms go, they are a particularly good match for Pan since I can use them without fear of crippling my own mages. This is even more so the case in this game with the lack of indie mages. In a normal game if I had any half way decent indie mages I would hesitate to use a bane venom charm when under siege. Here the only non-national mages I'm likely to have (barring taking - and keeping - an enemy cap) are undead who also won't be bothered by being diseased.
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Originally Posted by Olm
MA Man is described as a rather weak nation in the tactics guides. I cannot agree with that.
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Keep in mind that given all the special circumstances of this game it's hard to draw lessons that would apply to a normal game. Where Man really suffers is in the late game and of course that's not a factor here. It's also worth noting that most of those guides were likely written before CBM started buffing Man.
One thing about these settings was that they were intended to really emphasize national strengths - and weaknesses. In a normal game there's a decent chance that you'll be able to break into new paths of magic with indie mages and their complete elimination has a big effect on how things play.
Btw, if you like this version of Man you'll definitely want to check out the 1.92 version as it has everything you're using plus additional boosts.
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October 3rd, 2011, 02:48 PM
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Sergeant
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Join Date: Jun 2011
Posts: 272
Thanks: 13
Thanked 6 Times in 6 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Quote:
Originally Posted by Valerius
Thanks for the in character post, Olm! Nicely done!  And (unfortunately) very nicely done killing Pan's greatest hero. That was the only unit I had the could stand up to your combined forces and Pangaea is in mourning at his loss.
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Well, it did not work as intended. I wanted to poison him to death.
But my mages reverted to streams of live.
What I found interesting is, that it seems to me that every SC, even the mightiest, can be stopped by a low level spell like entangling vines. He needs every turn to break free. So I can perhaps not kill an SC, but there is a way to neutralize him. Is that correct?
Quote:
Originally Posted by Valerius
You almost took the fort in 64 as well. Unfortunately I lost some quality troops (as well as a lot of chaff) and with your raiding and my decreasing number of provinces putting me in the red, there won't be any replacements, and all my successful defense did was postpone things a bit.
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That problem remains for you.
The fort is now taken, and your home province under siege.
Your income has dropped to neglegible levels. I wonder how you will try to turn the tide.
Quote:
Originally Posted by Valerius
Quote:
Originally Posted by Olm
Your Bane Venom Charms are very effective, they diseased lots and lots of my mages. I would even go as far as to call them overpowered for the price especially thinking what a strong death nation can do with them.
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As far as the bane venom charms go, they are a particularly good match for Pan since I can use them without fear of crippling my own mages. This is even more so the case in this game with the lack of indie mages. In a normal game if I had any half way decent indie mages I would hesitate to use a bane venom charm when under siege. Here the only non-national mages I'm likely to have (barring taking - and keeping - an enemy cap) are undead who also won't be bothered by being diseased.
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But with an undead nation like Ermor, they must be killer.
Quote:
Originally Posted by Valerius
Btw, if you like this version of Man you'll definitely want to check out the 1.92 version as it has everything you're using plus additional boosts.
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Yes, I started a game with Man under CBM 1.92. (The idea with always taking Man is to really get to know one nation, before trying others).
Definitely cool stuff added. I always missed a commander for my Knights of Avalon, and now its there. The downside is, that the hero Rhianna is not so special anymore. In our game she is very special to me, because she uses the full potential af the KoA's in terms of speed on the tactics map. Addition of healing to the daughters is cool I think. And the added spells are great and very thematic.
But I guess I will miss those slingers. really got to respect them as siege force.
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October 7th, 2011, 03:00 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Quote:
Originally Posted by Olm
Well, it did not work as intended. I wanted to poison him to death.
But my mages reverted to streams of live.
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It may not have been what you had in mind but it worked well enough. Sometimes the AI can drive you crazy but there it did a good job with tangle vines to pin down my prophet and then stream of life to go for the kill.
Quote:
Originally Posted by Olm
What I found interesting is, that it seems to me that every SC, even the mightiest, can be stopped by a low level spell like entangling vines. He needs every turn to break free. So I can perhaps not kill an SC, but there is a way to neutralize him. Is that correct?
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Yes, tangle vines works great. And it appears that as long as the arrow hits the square the target is in the effect is automatic (no parry attempt and air shield doesn't help). It won't get you the kill but will help your troops kill the SC. Or, as happened here, protect your mages while they take shots.
Quote:
Originally Posted by Olm
That problem remains for you.
The fort is now taken, and your home province under siege.
Your income has dropped to neglegible levels. I wonder how you will try to turn the tide.
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I think my current plans have less to do with turning the tide than with making a last stand. 
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October 10th, 2011, 07:09 AM
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Sergeant
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Join Date: Jun 2011
Posts: 272
Thanks: 13
Thanked 6 Times in 6 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
I've got a game mechanics question regarding another game:
I had troops in Province A, the enemy had troops in province B.
Now I moved all my troops to B.
It seems he moved his troops to A.
I expected a clash of all troops in either A or B, depending on who is faster.
But the result was a battle in A AND B with my troops being split.
My understanding was that troops from one province move together. Is that wrong, or did something else happen, which I did not take into account?
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