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April 19th, 2008, 07:51 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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The art of overkill
1. in round one cast storm, both master enslave and undead mastery with penetration bonus, then fog warriors on all these people, and rain of stones for non enslaved ennemy mages
2. in case it's not sufficient have a stupid mage scripted to cast wrathfull skies
4. bonus : forget to give gems to the mage supposed to cast storm warriors
5. of course as the only non enslaved ennemy survivors are seraphs and tartarians with SR items wrathfull skies only kill your own soldiers
6. watch your enslaved army spending 10 rounds to kill the last seraph (and lose most of the troops you could have gained, as well as several communion slaves)
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April 19th, 2008, 11:47 PM
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Second Lieutenant
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Join Date: Jun 2007
Posts: 483
Thanks: 0
Thanked 6 Times in 3 Posts
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Re: The art of overkill
Whelp. That's it. I'm done. Unless anyone else has something they can do, Arco wins.
Lesson learned. Never, ever, *ever* play in a single-province VP game. Ever again. Whoever gets that province first wins the game.
Still, it wasn't a complete waste of time. I learned a *lot* about late-game strategy.
Good game, all!
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April 20th, 2008, 03:36 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: The art of overkill
I have chosen really sucky nation. I had quite nice position but I could do absolutely nothing. I couldn't win war with Caelum in the beginning, then later couldn't even threat anyone on the island. I got some nice indie mage, but low level ones [I got Lore Masters but way too late]. If I had nation with cheap communion slaves it would be great.
Oh, and that map really needs to be played on higher gold settings and I think provinces near capitols should have really bigger population. Now if you do not have really big part of planes your income is pathetic and you cannot really afford serious numbers of mages and troops. And you need them if you want to fight for the island. With 11 other players that could threat the owner it would be much more interesting. And now? Only Ermor could do anything.
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April 20th, 2008, 05:51 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: The art of overkill
Yes I think a king of the hill game rule was not a good idea finally, casting first in defense is a too huge advantage in endgame (on the other hand you had 36 turns to do something, with more reactivity 20 turns ago I would have lost half my provinces and, unable to send reinforcements to the isle, finally everything -but the problem would be the same with any new owner : once endgame spells are researched a defenser in a fort win as long he has good mages + some SCs inside and a sufficient number of gems for them-). In last battle I made a huge error with my Wrathfull Skies, but even with that Ermor had no chance to win.
The only ways I see to actually take the fort would need some turns of preparation and a lot of forging : Ermor would need some good assassins (like spectres with black hearts) to kill my key mages before the fight, inside their three domes ; or to be able to defeat my troops with only well geared SCs and mages (sending anything with less than 20 MR is a gift for my enslavers, and any mage without sufficient protection to survive a rain of stones is useless as well). Except that, my only fear was to have to fight an army able to survive 30 or so rounds and including a SC carrying the unquenched sword (or other fatigue BE caster), to kill all my communion slaves with exhaustion, then a second wave could have defeated me.
Or I should have kept my first idea : a "no fort on the isle" game rule ; finally even a crappy forest fortress make an huge difference : without the fort an army can be attacked several times per turn, so defensive mages can't have gems left for all fights (on the other hand, without fort it can be the reverse problem : it would be impossible to keep the isle if attacked 4 or 5 times per turn).
ps : do we declare game finished or continue untill my ascension ?
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April 20th, 2008, 06:17 AM
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Second Lieutenant
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Join Date: Feb 2007
Location: Chambéry (France)
Posts: 511
Thanks: 47
Thanked 19 Times in 14 Posts
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Re: The art of overkill
I think we can declare you as The True God, if Ermor does not think he has a chance with his 1200+ undead army...
BTW, I have a spy on Aeternia and I did not understand what happened. That's my newbie question of the day :
1 - Arco attacks a big Ermorian army with a small troop of Draconians and a few SC. And looses.
2 - Ermor attacks the fortress but... only with a small troop. And looses.
WTF are all the undead gone ???
As C'tis, I did not very well. A NAP with my Ulm neighbour was concluded pretty soon in order to push towards the center, but all my battles against the Machaka troops were plain defeats and stopped my development plans. Obviously, I'll have to study strategy and planning in depth before having a chance to challenge such players. A great lesson indeed ! 
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April 20th, 2008, 07:24 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: The art of overkill
Actually sending more undeads horsemen would have been worse for Ermor, with my lich casting undead mastery.
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April 20th, 2008, 08:44 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: The art of overkill
I think that king of the hill style really limits many races, maybe even most. I see no chance to do really anything on defence without big number of communion slaves.
Also there is still problem with that sages. Twan said there are no preset libraries near capitols, but I have 2 MP games on that map and tried it in SP couple times and about 50% nations have Library just next to their capitol. That's very strange... not in some other place, but just near capitol.
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