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January 27th, 2012, 03:05 AM
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Lieutenant Colonel
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Join Date: Jun 2011
Location: Switzerland
Posts: 1,398
Thanks: 64
Thanked 30 Times in 27 Posts
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Re: Colonial Conquest - MA - (Running)
Quote:
Originally Posted by mockingbird
Quote:
Originally Posted by Bullock
Quote:
Originally Posted by mockingbird
You still got some good rolls considering that it's 12 vs. 22.
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Hey i brought some stuffed guy to enslave your Zmeies
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Did you? I hadn't noticed in the replay.
I think you mean well-equipped. No, wait....
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Am I missing some dirty joke there ?
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January 27th, 2012, 03:06 AM
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Corporal
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Join Date: May 2009
Posts: 95
Thanks: 7
Thanked 4 Times in 3 Posts
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Re: Colonial Conquest - MA - (Running)
Well, my goal was to not be defeated first, so I tried to expand early and fighting Jotuns (semi-successful at first), but then the mighty Ice Devil (if I recall correctly) smashed my whole army and locked me in my second fort. Then I turtled there and gave up. By the way, thanks for a good game!
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January 27th, 2012, 03:07 AM
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Lieutenant Colonel
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Join Date: Jun 2011
Location: Switzerland
Posts: 1,398
Thanks: 64
Thanked 30 Times in 27 Posts
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Re: Colonial Conquest - MA - (Running)
Quote:
Originally Posted by Strabo
Well, my goal was to not be defeated first, so I tried to expand early and fighting Jotuns (semi-successful at first), but then the mighty Ice Devil (if I recall correctly) smashed my whole army and locked me in my second fort. Then I turtled there and gave up. By the way, thanks for a good game!
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Thx for playing 'til the end, i appreciate
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January 27th, 2012, 09:22 AM
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Sergeant
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Join Date: Jul 2010
Posts: 221
Thanks: 2
Thanked 2 Times in 2 Posts
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Re: Colonial Conquest - MA - (Running)
I could use another 24 hours for this turn, please.
Thanks!
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January 27th, 2012, 03:59 PM
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Lieutenant Colonel
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Join Date: Jun 2011
Location: Switzerland
Posts: 1,398
Thanks: 64
Thanked 30 Times in 27 Posts
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Re: Colonial Conquest - MA - (Running)
Well it seems the extension will be more useful for Bgifu than Mockin
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January 27th, 2012, 04:59 PM
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Sergeant
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Join Date: Jul 2010
Posts: 221
Thanks: 2
Thanked 2 Times in 2 Posts
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Re: Colonial Conquest - MA - (Running)
Actually, could we just lengthen the default turn time? I think we're getting to the stage in the game where turns can take a lot of time, and it would be good for people to operate under less pressure.
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January 27th, 2012, 05:10 PM
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Lieutenant Colonel
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Join Date: Jun 2011
Location: Switzerland
Posts: 1,398
Thanks: 64
Thanked 30 Times in 27 Posts
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Re: Colonial Conquest - MA - (Running)
I think everybody will agree with that so i switched to 48h
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January 29th, 2012, 02:37 PM
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Sergeant
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Join Date: Jul 2010
Posts: 221
Thanks: 2
Thanked 2 Times in 2 Posts
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Re: Colonial Conquest - MA - (Running)
Sorry, I'm dealing with a sick pet right now and scripting communions is a real time sink.
Can I get a 24-hour extension, please?
Thanks!
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January 31st, 2012, 12:22 AM
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Captain
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Join Date: Sep 2009
Posts: 992
Thanks: 47
Thanked 23 Times in 19 Posts
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Re: Colonial Conquest - MA - (Running)
Dojango:
Any comments or post-game wrap up?
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January 31st, 2012, 03:36 AM
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Lieutenant Colonel
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Join Date: Jun 2011
Location: Switzerland
Posts: 1,398
Thanks: 64
Thanked 30 Times in 27 Posts
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Re: Colonial Conquest - MA - (Running)
@mockin: Nice victory again, i wasn't expecting a fire storm despite i knew you had lot of fire mages in here. However i'm quite surprised your mages didn't burn either. i tried this spell with abysia and even if my troops were fireproof they were burning like others... Is it because you have reached the 150 fire resis that you mage didn't burn ?
i'm quite confused with this spell.
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