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  #111  
Old April 27th, 2012, 01:04 AM

Warhammer Warhammer is offline
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Default Belated Turn 2 Caelum

Been really busy here with stuff going on, realize I am late. Will fill in pictures when I get a chance.

Turn 2
What lies beyond our lands? Who will be the first to be converted? A province devoid of independent troops, this is an excellent development!

Our first target is the province of Halbathria. This is an undefended province which is ideal for us at this stage of the game. The income is not great, but the resources are good, which will be a benefit if we get enough cash to make some additional troops over and above our Eagle Kings.

Now would probably be a good time to discuss my pretender.



This is my pretender. In addition to the above, I have taken scales of O-S3C3G1L3D2. I have taken sloth since we’re not building a ton of troops. I have taken Cold 3 for obvious reasons, we prefer it. Growth and Luck are for additional income, and drain was to gain additional points. Plus, any combat in my dominion I would like additional MR for my Eagle Kings since they are Magic Beings and subject to some nasty spells.

Regarding magic paths, I have decided to take an E9S4N4 bless. Why? First, we are relying on the Eagle Kings which are sacred units, the E9N4 is great for them. The E9 for additional protection and regeneration and the N4 for regeneration and to keep afflictions from piling up on them. The S4 helps their magic resistance, plus I knew I needed some S on the pretender.

Why do I need S, and why did I focus on Conjuration first? Well, there is this nice unit called a Yazad.



These guys are better than any of our standard units. They are summoned at a 1:1 astral pearl to unit rate. They are 100% lightning resistant and they have a cold resistance of 50%. They are sacred and have awe. All the blessings that are bestowed upon my Eagle Kings are also bestowed here. These guys are the ideal escorts for my Eagle Kings. My expansion strategy will be to save up enough pearls generated by my pretender, and then on turn 5 or 6, summon the Yazatas. I can send out 3 Eagle Kings with 2 Yazatas as escorts. By then, shock wave should be researched and I can rain down lightning on independent troops. There are two unit types I fear, barbarians due to their higher than average morale, and archers. Anything else, I should be able to handle with little to fear.

Added Bonus, turns 3 and 4!

Turn 3
One item I noticed in the Hall of Fame. Abysia has received their hero Malphas. That is not a good sign. He is a very strong commander. Also, it appears that my neighbor to the north is Helheim. This is not great, but not terrible. His glamour troops will not do well against my archers, and my troops will not do well against his ground pounders. We’re best finding other avenues of advance.

Turn 4
Not much has happened this turn.

Essentially we are continuing our build towards a quick strike force of Eagle Kings backed by Yazatas. We move our research to alteration in these turns to get Mirror Image and Stoneskin.
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  #112  
Old April 27th, 2012, 09:07 AM

Mightypeon Mightypeon is offline
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)

Personally, I only go to Dominion scores of 5 if I am either the only blood sac nation in the game, or if there is no blood sac nation and I have an awake pretender with perhaps inquisitors.
I am not a fan of death scales either, and would not really go with rainbows unless I happen to be MA Ulm. But then, I am largely playing goonmods now, who have excellent divesrity available from Nature, Death and Water, which clearly is not the case in CBM.
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  #113  
Old April 27th, 2012, 09:08 AM

Mightypeon Mightypeon is offline
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)

Personally, I only go to Dominion scores of 5 if I am either the only blood sac nation in the game, or if there is no blood sac nation and I have an awake pretender with perhaps inquisitors.
I am not a fan of death scales either, and would not really go with rainbows unless I happen to be MA Ulm. But then, I am largely playing goonmods now, who have excellent divesrity available from Nature, Death and Water, which clearly is not the case in CBM.
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  #114  
Old April 27th, 2012, 10:47 AM
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Fallout Re: Multi-Player After Action Report (Now Discussing Turns 1-3)

Quote:
Seriously, if you are lurking this thread- have at 'err... who do you think is looking strong/weak, doing well/bad, making good/bad decisions?
Quote:
Originally Posted by jotwebe View Post



WHAT IS THAT HERO DOING AT THE FRONT LINES? DO YOU WANT HIM TO DIE A HORRIBLE PAINFUL AND EMBARRASSING DEATH?

Sure it has a ****load of HP, some good attacks etc. But only one hit could mean feeblemind or mute. Which robs you of a great mage. (Who sitesearches for 2 paths at once, can do research, lead troops etc. It is a great thing to get in the first few turns, do not waste it).
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  #115  
Old April 27th, 2012, 01:23 PM
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)

He's not much better than one of my mind lords path-wise, though. One in four has S4, one in sixteen W4, and although they can't have both at once, there's nothing where I need both at once for. So he's nice, but I won't loose anything irreplaceable if he dies.

What he does do better is enslaving minds; he has double the attacks of a normal mind lord. That won't do me any good if he sits in a lab though.

I will make some stupid mistakes in the AAR, but sending Auluudh out to work for his living isn't one of them
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  #116  
Old April 27th, 2012, 01:50 PM

Adam J Adam J is offline
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)

I think Soyweiser's point is that Mr. Auuludh shouldn't be in the front of the battleline, not that he should be back at the lab. He can enslave minds just as well from a little further back... no?
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  #117  
Old April 27th, 2012, 02:02 PM

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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)

It doesnt really matter if the orders of the other armies are to attack. Opponents creatures won't reach his front in one turn and the armies will move forward essentially protecting the aboleth for normal non-magic battles.

Oh and some creative criticism: I really like the way Marverni forms his posts. I prefer having all the pictures in one post rather then having to click on some link to see what happened it makes it easier to read.(otherwise it has been nice AAR and really good for new players(Helheim's descriptions of the basics)). So keep up the good work.

P.s As I support Fomoria GoGo Giants GoGo! :P I'd love to see some more posts from Corinthian

Last edited by bbz; April 27th, 2012 at 02:09 PM..
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  #118  
Old April 27th, 2012, 02:18 PM

Roland Jones Roland Jones is offline
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)

Oh, something to note, you may need to adjust your forum settings in order to see my images in the posts instead of as links. If my images show up as links for you, go check out your settings and look for something like "Display images", and check it. I don't know why displaying images are off by default, but they are apparently.
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  #119  
Old April 27th, 2012, 02:18 PM
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)

Auluudh is also free, as in no upkeep. My main problem was indeed, putting the dude in the front.

And still, this is rather close:


Also, There are always the possible suprise attack chances. Having a a random event attack your expansion party might just do enough damage to the trolls to let them or a the normal indies to hit and mute your free mage. And as mages win games this is a way to risky move. (And all for what? 2 additional attacks and a little bit of fear? Your troops where probably enough to kill them).

Sure you might not loose something irreplacable if he dies. But you should put him in more trouble than needed. Having his paths halved might cause you do do less research later, or not find that one s3/w3 site. It is simply a stupid risk to take.
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  #120  
Old April 27th, 2012, 02:21 PM
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)

(And yeah, mages are there to be used, not sending out mages to support armies, site search etc is a waste, but not scripting your mages to retreat if you have misf dominion, or putting them in the front of battles is just to dangerous. Esp in the early game. (Where losing one mage is actually 30+ mage turns lost, which translates to at least 90 rp lost).
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