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Old February 11th, 2004, 10:38 PM

IKerensky IKerensky is offline
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Default ULM AAR, "An Happy Planet"

Ok, now that I received the game I can start my own AAR thread. Expect it to be full of newbie mistake, typos and unfinishing sentences, but that's the way we like them , right ?

AT BEGINNING THERE WAS A GOD, or somewhat...

First of all, I need to design my pretender. And choose the way I will play the tin-cans mobs from hell. I am not too fond of IF and the new black forest is too much dependant on Blood magic, wich I consider too much complicate and micromanagement to my taste, so it will be vanilla Ulm.

I consider aiming for a massive crossbow armies but I think Man or Tien Chi are better suited and the Master Smith can far more easily cast Blade Wind than Fire Arrow. So my main weapon will be my armored forces, later on backed up by trolls and other invocated troups, or perhaps constructed ones.

My pretender will be ... Hephaistos the Cyclop. I am quite fond of it and it definitely make sense in a roleplay view. I will use him at start as a semi SC then later on he will mainly forge items and cast invocations.

I buff him to Earth 5, with Earth boots later on he will be able to invocate all he need. I had an hard time not giving him any other path, especially a bit of fire or Water1. But he is an earthly god and could be empowered for the quickness. Also I dont consider putting Alteration in main research early. I must admit the main conteinder was the scales...

Speaking of scales, the land of Ulm is an Order:3, Productivity:3, Growth:3, monarchistic worker's paradise. The Drain:3 will help me defend a bit better and as my starting main researchers aren't affected by it... Misfortune:1 sound quite lenient with that much order. With some scales I manage to get a decent dominion of 6, seems enough for Hephaistos needs ( no blessed troups ).

The castle was another hard choice but I choose it over the fortified city for a simple reason: the more , the better. I like to have dedicated troups conscription center and 750 gold city is just too costly.

Basically everything sound good, except that I start with a mighty research of... 4. Well I just guess, poor old Hephaistos always favored TV sitcoms over library search ( taking into account he is married with Venus I can bet he doesnt look too much late night reprisal too.... *wink* *wink* *nudge* *nudge* )

Lets get started.

AT BEGINNING THERE WAS AN EARTH, a nice one, flat but nice...

I wanted a big playing ground so I choose the infamous worldmap. It have the advantage to help people follow on with the AAR places name. As I dont like having to watch my back I adjust it to be flat, I guess Colombus would be surprised .
After some test I rule out small islands as starting place or connect them with mainland. Test played Hawaian Caelum wasn't especially fun...
Indies were upgraded to 9 ( who played with them lower anyway ? ) as it help lower SC uberpower and Marignon and Abyssia Infamous Armies of One ( you know the 2-3 assassins that walk ahead and kill the indies leader while your follow on wizard rout their armies by himself... ).
Playing with such a big map I put the victory at first to 9 VP, with only nation capitole valued 1. It keep a small chance of a draw but ...
All the nations where on, and as I decided I wont win this game I put Ermor too. Difficulty is set to Normal AI, dont like AI cheating and I am not that strong either.

HERE THEY GO


Turn 1


Hephaistos blink his eye at the pale sun of Northern France. "God is dead"... "Well time to make some ascension". Looking at his city he smile. Rouen was a strong fortified port. His soldiers practicing in the courtyard, so few of them... but each one being forged as the perfect weapon, lethal and unbreakable.
Gold was plenty and steel even more ( Income : 243 gold, Ressources: 130 ) , the sarge was ordered to rally some knights and pikemen, while the better smiths will congregate to receive the god teaching.
Heading to his forge, Hephaistos ordered the realm boundaries to be scouted in search of an easy prey...

notes: I decide I wont build arbalest troupers from start as inexpensive as they are, they're also one of the only thing that can hurt my troups.

Turn 2


"Hum, that is no good...", he was looking for easy prey and listening to his spy report make him realise he actually WAS the easiest target of the whole continent... Hephaistos was annoyed, Germany was full of HUNDRETH of knights and barbarians, and Britain was overrunned by warmongerring chivalry and dangerous longbowman.
The only target seems to be Spain and Southern France, defended by hordes of militia and infantry. Being ready for the war will take time, and he need luck not to be attacked before being ready.
Adjusting his newly built helmet black steel, of course , he ordered some more knights and pikemen, while telling his smiths to practice their spell for the battle Conjuration and Evocation starting to be researched . To this war he need an army, strong and bold, and a weapon, yeah, nothing put him into good mood like forging a good blade... Back to the forge.

Turn 3

"Afterall, Rouen wasn't such a nice place", thought Hephaistos in the chariot that conduct him and his retenue to his new palace of Strasbourg, as far as possible from the sea and thus damn flood...
Quite depressed, Hephaistos play with his Sword of Sharpness, unable to convince himself to start working on a new project....

Note: Great, 1/4 of my population killed, income down to 188. And I thought Order will protect me... With Luck -1 getting flooded on turn 3 is really, really bad...

Turn 4 and 5

Proudly standing in his brand new Black Steel Full Armor, Hephaistos was looking his armies marching to Aquitania. Spy report than their armies was mainly composed of militia and some heavy infantry... "I am gonna teach them what is HEAVY infantry" laugh the Cyclops, trying to forget he will confront the 50+ scores of ennemy troups with only one-fifth of that. And more than that, that this 1/5 is all that he got....
Magical research have been slow and probably wont give results before the battle, no need to risk his precious master smiths so. He will lead the assault himself. The plan is simple but daring. His greatly outnumered troups will charge right into the middle of the ennemies and crush them... He just ordered his 4 score of knights to try to outflank the mobs and get to the ennemy commander. His army is separated in 3 waves who will engage one by one. Now, to the battle... "And, please, may the spy be right this time ..."

Turn 6

"Taiaut!!!", after some quick protective magic Ulm troups charge right into the ennemy. Just to be greeted by an flock of javelin. But the wooden spear is no match for the black steel and the barbarian mobs are struck by the ferocity of the Black soldiers.
Alas the first regiment of Flail is quickly outflanked and in deep trouble. At the same time the pikemen advance to secure his flanck while the Axeman start to chop into the mass. Alas for one that fall there is two more and the french commander was clever in taking the brunt of the assault with his cheapest forces. As the militia and light infantry flee Ulm soldiers are faced by independant heavy unit, no match for them usually, but now they are exhausted.
On the Left flank, Hephaistos is taking a full wing of ennemies by himself, and down they go , but so slowly.. he is hit but only minor bruises, nothing can hurt throught his impervious armor Protection 33 , ants spear try to keep him at bay while his giant sword harvest heads and arms.
On the right flank the Black knight are charging but they are stuck in the middle of the ennemy infantry and cant progress...

Things start to get grim in the center, one soldier fall , then another one... Demoralised one regiment rout, then another one... Quickly Hephaistos is faced with the whole ennemy army,he will get swamped !!!
Hopefully not, being madened by the fear of losing their gods the Black Knight cross the ennemy ranks and reach their leader. Cutting through the commanders they start a panic wave that set the whole independant army to rout. Alas they are in the way of the routed stampede and half of them are slaughtered.
But it is VICTORY !!!

65 indies and 2 commanders dead, I lost 2 black knight, and 4 of my starting infantry

Alas, news come that a german horde is taking advantage of the fact that the whole army is stuck in Aquitania to assault the Capitole !!! Hopefully they ran into the battletest range of the newest weapon of Ulm's Great Forge : Arbalest. Two volley afterwar the barbarian hords are routed !!! without even engaging.
Seduced by the power of this new discovery, Hephaistos order at once the levy of a Arbalest regiment and appoint Arnulf, the master smith as his commander. He have to join the army to help finish the unification of France, while Hephaistos start searching new ore mines in Aquitania. For his bravery Wittemle, the Ulm Commander is promoted Prophet of Hephaistos.

Note: ouch I got some luck on that one... But pleasant one.
I really missed divine caster in the battle, that one of the reason for promoting a standard commander and not waiting for a named national heros.
The other one is to take advantage of the added dominion effect, when concentrating God and Prophet in the same army I make sure I will always fight in good dominion wich will help my Army of One.
Current Total Income: 277 ( back to decent ), ressource:137.
Next update tomorrow.

As usual comments and advice welcome.

[ February 11, 2004, 20:47: Message edited by: IKerensky ]
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  #2  
Old February 12th, 2004, 02:04 AM
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Default Re: ULM AAR, "An Happy Planet"

I liked the flood. Nothing like a setback to make a story more exciting.
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Old February 12th, 2004, 02:12 AM
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Default Re: ULM AAR, "An Happy Planet"

Quote:
Originally posted by IKerensky:
Indies were upgraded to 9 ( who played with them lower anyway ? ) as it help lower SC uberpower and Marignon and Abyssia Infamous Armies of One ( you know the 2-3 assassins that walk ahead and kill the indies leader while your follow on wizard rout their armies by himself... ).
Independents at 9 heavily favours combatant pretenders, as your normal troops will likely have too much trouble dealing the independents by themselves. Independents 9 also makes assasins more useful than normal, as commanders don't become harder to kill with higher levels of independents. 6 is a good number that makes it risky to send out your pretender alone, but doesn't make one necessary for expansion on turn 2.
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Old February 12th, 2004, 02:41 AM

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Default Re: ULM AAR, "An Happy Planet"

i will be reading. good luck
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Old February 12th, 2004, 12:16 PM

IKerensky IKerensky is offline
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Default Re: ULM AAR, "An Happy Planet"

Quote:
Originally posted by Graeme Dice:
Independents 9 also makes assasins more useful than normal, as commanders don't become harder to kill with higher levels of independents.

They dont come harder but they are usually more of them and with bodyguards. At indies 6, 7 an abyssian assassin with a fire sword , carefully set on the battlefield will won against nearly any commander. At 9, if they can have 4 to 5 heavy inf as bodyguard so you need to carefully equip your assassin thus losing time to do so.

6 is a good number that makes it risky to send out your pretender alone, but doesn't make one necessary for expansion on turn 2.
6 and even 7 is not enough, Man's White bull set with some of his troup by example will still go to hunt at turn 1.

Anyway I dont think there is a good setting for independants just by playing by number ( except perhaps that anything under 6 is too small ), having the abilities to set a Independants Difficulty could have been nice, guess I will start using Gandalf Parker's randomizator next map.

Also I went to higu indies because I fear not to meet Ai soon enough to be interesting. It seems I was wrong *read next post*
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Old February 12th, 2004, 01:39 PM

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Default Re: ULM AAR, "An Happy Planet"

The higher the independent setting, obviously, the tougher it gets. The AI is not known for his great aptitude towards developing a strong SC, so he only really does well with pretender combat when he picks a mean basic chassis, such as the Bulls. Just as often, however, by the time you actually MEET the AI's pretender, particularly if he's an SC pretender, you find him a slobbering wreck with 8 or 9 afflictions that render him completely useless. It's not uncommon to see him in the Hall of Fame with a half-dozen crosses after his name for all the times he's gotten KIA, too. This is especially true on Independent 9. All too often, my scouts will encounter his forces ramming head on into an independent province and getting slaughtered. Then doing it again. An interesting luck of the draw effect can be observed if you watch the early-game score graphs, and just try and analyze what the ups and downs mean, and figure out who's getting their butts bLasted...and who's pretender makes it into the hall of fame on the same turn he picks up a death cross.
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Old February 13th, 2004, 04:49 PM

IKerensky IKerensky is offline
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Default Re: ULM AAR, "An Happy Planet"

Back to the desk...

Turn 7-8


After his prophet Witterich failed to find any interesting site in Aquitania, Hephaistos decided that his army cant be able to take another punishement. Losing 3 guys isn't that bad, except when that make more than 10% of your forces. So he tried to recruit some foreign troups. He first choose some Hobburg fighters but they proved irreliable they get destroyed before even finishing their previous contract so he order a force of heavy infantry instead: Fernando Footmens.

They arrived in a few weeks , with the knights reinforcement from capitole. The total army is set to attack Languedoc next turn and finish uniting France under Hephaistos Standard. The worriest thing is that now, with the mercenary reinforcement Ulm army have tripled in number !!! Just hope they dont get too greedy...

Spies report a far worst news, Mediteranean sea is full of hostile atlantes ! This is just the second worst possible outcome, at least it isn't R'Lyeh. But the idea of peacefull development is postpone.

Turn 9


"Thoses guys are worth every single gold piece". Mercenary behaves perfectly and took the worst of the onslaught. Languedoc is ours wich is at Last a good new. " Now the trouble will be to have them paid..." Thoses mercenaries were far too strong and not enough of them die in this battle, and a storm just killed one fourth of the population in Aquitania.

The Last gold in treasure have been spent to raise militia in Languedoc in order to somewhat deter an early Atlantean assault. Spies have reported that another pretender is dug in Algerian mountains, that make 2 close foes, 4 if you account for the ones in Groenland and Ural. Spy will go through Italia to recon the opposition.

"How will we pay for thoses mercenaries ? " thought Hephaistos "Well, I wonder how they will behave against knights and longbows"...Time to attack Alemania.


note: Well, just misfortune:1, yeah right guess I forgot there is no scale for my own luck... TINC: 323 R:162. Mage left in the rear to search for magic site, I decidely neef more gems income.

I just notice that the VP in each capitole make it easier to notice opposition start province.

Turn 10


There is major progress in magic ( CONJURATION AND EVOCATION TO 2 ).

Seems the remnant of the barbarian horde that have attacked Normandy have regrouped, and they now try to seize Languedoc ! To add injury to insult they surprise Arnulf the Master Smith while he was looking for ore gisement, his weak magic power doesnt seems enough to stop their charge. But there is a god, or at least a pretender god watching over him and the 10 newly built arbalest of the local militia manage to rout the barbarian in two volley before they reach him. Now the question is where will they strike now ?

In Alemania the local nobles confront us with 10 knights, 15 longbows and numerous militia. Fernando's men bravely took the fight and backed up by Witterich blessing are slain on their position while Ulmish axeholders start to chop down the now exhausted knights. The two black knighyt fought bravely and manage to survive this time, chopping score of ennemy infantry and archer.

Anyway the efficiency of this new weapon is duly noticed, and especially the fact that the black steel seems impervious to it. Hephaistos quickly give order to have a castle build here, regardless for the sacrifices (It will greatly impede my home province ressources, and I wont be able to raise more troups this turn. )

Atlantis strongly build up along our coast.


Note: TInc: 397, Upkeep: 112, R:175
The worst thing is I only manage to get up to 433 gold for my 450 gold castle this turn ... and that is AFTER I alchemized my gems hoard


Turn 11-13


Hephaistos is now pondering his next move. While he can wait for the completion of his castle of Alemania he decidely have hard time planning where to go next. He lack troups, badly. Raising them is slow, too slow. He lack gems too.

What he have plentyfully is smiths, but all they can do is roam the libraries while waiting for something to forge.

Unrest grow through the kingdom but as a lightening event a handfull of nature gems are found. All the province militia are raised to stronger level, and the pikemen and knights regiments are now complete.

The spies report 2 important information:
- Algerian nation is identified as Mictlan, wich is a half-blessing.
- Tunisia is reported to have a great ore gisement AND a shambler mound.

Research is progressing nicely and Earthpower enhancement is now avaliable to the smiths, Wind Blade is just some weeks away.

But, where to attack now ?

Secure Europe and build a strong army, while delaying frontal confrontation with Atlantis and Mictlan sound like a decent and safe option. But would'nt it be better to strike now they are weaks ?

Expanding though Italy to reach Mictlan, his ore and his weak starting force before they start pactising with Devil could be safer. But how to guard all this coastline against Atlantis ?

Taking Spain and his Ichyatlid army, building a castle there and going against Atlantis sound a bit difficult, especially as we lack any decent water commander...

Now is the time of the biggest decision.


End notes

Final income : 373, upkeep : 140, R: 176

I now my expansion rate is subpar but I just like to play it slowly, that suit me more. I dont like playing TBS like RTS. A quick look at stats show I am far from being the Last except that I lack in army ( big time ) and in research quite surprisingly in fact. I am currently CONS 1, CONJ 3, EVOC 3 with 50 RP a turn. I wont go more cons until I found some gems.

I got a lot of bad luck but nothing really too bad....

Now I have also to plan my armies as I like to have them designed and standardised ( easier to manage ). It will be the first time I would be able to rely on efficient longbow production with Ulm, will look what it change.

As always, comment welcomes, especially about what I should do next.

[ February 13, 2004, 14:57: Message edited by: IKerensky ]
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Old February 13th, 2004, 05:39 PM

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Default Re: ULM AAR, "An Happy Planet"

i may be completely wrong about this but i was unable the impression stoneskin/ironshield/invulnerabilty took the place of armor leaving making blacksteel not an issue for me.

spell research i normally try to get summon earth power invunerabilty fireshield and bladewind. These spells are critical for your smiths.

For bladewind to be more effective you need to get an aiming iteam which in turn i believe you need forge of the ancients ritual spell cast.

Also think about conjuration 7 for the 2 elemental kings you can get that summon upkeep free allies for you.

There is also a couple ritual spells that are worth reasearching 1 gives a bunch of earth gems every turn and the other increases your production espcially helpfull for cranking out guardians(they seem to not pass out as easily) and a smith at your capital

of course the iron dragon spell is always nice to get

please don't take everything i say as law or anything i am still new to the game and just offerening my 2 cents discard whatever you disagree with
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Old February 13th, 2004, 06:10 PM

IKerensky IKerensky is offline
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Default Re: ULM AAR, "An Happy Planet"

Quote:
Originally posted by condors:
i may be completely wrong about this but i was unable the impression stoneskin/ironshield/invulnerabilty took the place of armor leaving making blacksteel not an issue for me.

please don't take everything i say as law or anything i am still new to the game and just offerening my 2 cents discard whatever you disagree with
Well, when you have a research 4 Cyclops and indies 9 having him spent his first turns crafting some armor that you will latter on pass to another heros seems a decent idea

I will try to get thoses spells but they were out of my reach at start thus I got the "easiest" way. Also I like to play it roleplaying thus having Hephaistos crafting himself an armor sounds good.

Also if the effect is the same then perhaps I will favor having armor and 3 more scriptable spell slot... will need testing. Checking manual tell me that invulnerability make me Protection 30 and outrun the other two spells, so crafting armor and having 1 less spell to cast sound a better plan after all. But that's for my pretender, others mages will probably ressort to spells.

With lower indies I probably wont have cared as much about gear, but you know when you only got one eye you tend to became overcautious about it.

For the eye of aiming I will have to wait until I got a Air1 indi mage, wich I will need to chain research item too... so I guess I will just ressort to closing distance. Anyway I got the feeling that Wind Blade was sort of area spell thus good aiming wasn't as much important. As I plan to use my mages by 3 to 4 I guess I will always manage to hit someone.

The high level spells are thoses I want to go after but I lack the gems, I think after I got WindBlade I will try to go for the ritual first. Remember his name ?

Anyway thanks for the advices.

[ February 13, 2004, 16:16: Message edited by: IKerensky ]
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  #10  
Old February 13th, 2004, 06:23 PM
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Default Re: ULM AAR, "An Happy Planet"

Quote:
Originally posted by IKerensky:
6 and even 7 is not enough, Man's White bull set with some of his troup by example will still go to hunt at turn 1.
The white bull is an early game combat monster, that's what he's good for. But you'd be taking quite a risk if you put him up against a 50+ barbarians province, a knights province, a heavy cavalry with lances, a dark vines, a woodsman, lizard warriors or even one with a good number of crossbows.
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