Warlock is a fun game. I like playing and I am still discovering new spells, monsters and buffs. I thought I would share my next game with you. Hope you enjoy.
I chose a small world which gives me one opponent and two otherworldly planes. The only victory condition is elimination of the other mage. Thankfully, the game gives us two persistent A.I. foes, monsters and neutrals, so, the challenge will be to balance all of them against each other as I expand at all of their expense.
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I chose Rjakh as my mage. His troop type/path is Undead. Undead units don't need Food, so, that will save on support costs. He is an Instructor which gives my units +1 Experience per turn. His Spell allows a cheap haste spell to be cast on my units. That will help in the early going to expand my field of view.
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This is my starting city, Gravegloom. My starting buildings are a Graveyard, a Mana Trap and a Market. A Pig Farm is the first building I will make. the additional food will help grow your city faster which will allow you to put up more buildings.
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The next step is to choose your initial spell research. Just a quick digression here. I've played two full games and many partial ones and I have noticed that there does not appear to be any rhyme or reason for the choices and progression of the spell research. That uncertainty adds an element of use what is at hand to accomplish the goal. The only thing you can control is how fast you research what you choose. In this case, neither of the healing spells is useful to me (they don't work on Undead) and Harvest Blessing is too expenive in time to research and cast once discovered. So, Melee Resistance it is.
You will also have noticed that I have an Archer an a Warrior unit at my disposal and a nice, juicy Neutral city, Greyville, directly next to me. I have moved my units in to attack, hoping that the units I have at hand will take the city.
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Cool thread MetalDog, looking forward to following it!
Thanks Tent. I look forward to finishing it. It will be a test of my intestinal fortitude.
Quote from: MetalDog on February 09, 2013, 12:04:36 PM
Thanks Tent. I look forward to finishing it. It will be a test of my intestinal fortitude.
Isn't that what Chinese takeout is for? :o
My first unit is built, a Skeleton Archers. The distance attack ability will alow me to soften the city from afar.
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I also notice that I have enough money to build Settlers. Another quick digression. The one theme I can say runs through this whole game is expansion. You constantly need to be battling for more space. Whether that's building more cities or taking them, that's pretty much the goal in every game.
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My first level has been gained! My Skeleton Archers, I'll call him Pete, has gained a level and the choice of his first buff. I take +20% Missile Damage.
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My capital has expanded. I find that I am -1 Mana per Turn, so, I choose to build a Mana Vault.
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Melee Resistance is done. And now I choose Lesser Healing as my next Spell. I think Greyville is a Human city and Healing works on those units.
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I also receive my first quest this turn, to build a Craftsmen District. One of the things I love about this game is, they will often reward you for the actions you already want to take.
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After surrounding the city, I have absorbed Greyville into my empire.
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Now comes the hard part. The first building in my new city is either a Gold Mine, which adds +12 Gold per turn, Pumpkin Farm which gives me beaucoup food or Shrine of the Rotten Pumpkin which gives me access to a Regeneration buff that costs 75 Gold per unit that wants to own it. As Healing spells don't work on my Undead units, Regen would be very useful. However, the cost to arm each unit with said buff is 75 Gold. I chicken out on making the tough decision and choose Gold Mine. Gotta have coin to make the economy hum.
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It turns out that the same turn I build my first settler, I also discover another enemy to the northwest, a mystic portal to the southeast with a big, scary Earth Elemental on it AND that I am at the southern edge of the map (as denoted by the straight white line at the bottom of the map).
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In response to all the activity around me, I build three new units: a Warrior, a Settler and an Archer, in that order. Aggressive use of Settlers is a favorite tactic of mine and I think should be pursued vigorously. Once the city a Settler represents is built, you get three benefits. 1) a missile platform. 2) a fort. And 3) an expansion of your zone of control. I think 3 is actually the most important aspect.
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Excellent AAR dude.
'Pete the skeleton archers'
Seriously? LOL
Thank you, sir. He just looked like a "Pete."
And it's the MSG in the Chinese food that tests you, Tent, not the Intestinal Fortitude ;)
Lesser Heal is researched and now for some offensive firepower.
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I have founded my first city, which brings me to a total of three.
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A Craftsmen District is built in the capital, satisfying my quest and rewarding me with 50 Gold. A quick note about building placement. Each hex that holds a building counts as half a movement point for units. So they work like roads. It behooves us to connect all our cities in such a fashion.
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Here we see Pete gaining another level and adding +1 Experience per Turn to his bag of buffs.
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And now Lesser Fireball will join Lesser Shadow Bolt in the offensive arsenal.
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With Gold production humming along I decide to build the Shrine in order to get the buff.
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Fun thread, MD. I'm liking it!
Warlock really is an exceptionally good game.
Thanks, Martok. Trying to amuse the snowbound :)
Much to my continued good fortune, the Earth Elemental, and more importantly the Mystic Portal, have been quiet for the last several turns. That leaves me to concentrate on the Neutral city of Geludurum. It's got a fort with 150 Hit Points and a unit of Skeleton Veterans in it. The Vets outrank my Warriors, so I have to be careful how to proceed.
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Lesser Fireball has been researched and now I go for Harvest Blessing. It will take ten turns to discover, but, I find that it's better to research a spell from each point on the research chart rather frequently. It seems to uncover more useful spells faster (come on Fertile Lands!!!).
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The Veteran Skeletons have seen Pete and think he is a tastier target than the Warriors outside Cryptkeep, so they attack. To counter Pete dropping into a pile of ones, I buy the Hill'O'Win buff which gives me back +3 HP per Turn.
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Letumvicus is going to provide a HUGE boost in research once my Excavations are built. It will greatly reduce my research time here in the early game. The steep Gold cost per Turn, -8, can be borne for the moment. The benefit far outweighs the negative.
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I love it when this game rewards you for where you want to go.
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I've needed to build a Smithy. Here's my chance.
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The very next turn, a Hero appears.
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Turn 20 is turning into a busy day. King Rrat appears as I maneuver around Geludurum.
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Pete gets his next buff.
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The Excavations are made and the research boost allows Harvest Blessing to be researched quicker. The next Spell is Frost Weapon Enchant. It does Elemental damage along with it's other damage type (if any).
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Our Hero, Hugue Dry Branch, gains a level outside Geludurum. The city will fall next turn.
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My mistake, the city falls later this turn. And a rich city it is. First order of business is to build a Minotaur Palace. I need the big unit out on the board.
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After taking Geludurum, I realize that King Rrat has a city that needs taking. I oblige him by declaring war. And taking his city.
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I find that researching spells that take a long time usually reveal more powerful spells. Or maybe it's my imagination. Either way, I go with Greater Lands Rising.
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It appears that I may have made a grave mistake. King Rrat wants his city back.
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And to add to the bad news, Demons have appeared in my lands.
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The good news is that reinforcements are on the way.
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And not a moment too soon.
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The next Spell is Reconstruction. It says that it heals buildings and Undead. I hope that's true.
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I recapture Calatirn and send a peace proposal. His Mage is a Hero. Time to get out of this war and try to build for future turns.
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And the kingdom is saved! Huzzah!! King Rat Bastige the Third has agreed to my peace offer. And Pete gains another level and some better eyesight.
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Now for a hard decision. I just built a Barracks in Gravegloom. That gives me the option to purchase the Drilled bump for my units. Now, here in Geludurum, I can build a Mana Pump for +10 Mana and -4 GPT or I can build the Enchanter's Workshop which gives me access to Enchanted Weapons which is +25% Elemental Damage at the cost of -4GPT and -1 Mana per Turn. Even though the bump cossts 100 Gold, I build the Workshop. I am trying to build a moderate but powerful force and bumps are the expensive, but indispensible, way to go imo.
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Nice job so far! Looks like Geludurum is going to be a major contributor to your kingdom, almost as much as Gravegloom itself. Was grabbing Calartirn part of a strategy of establishing a buffer zone of sorts with Rrat?
Our first artifact is found! :) However, it is a weapon for a spell caster not a fighter :( I'll take the Mana though.
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Quote from: Martok on February 10, 2013, 11:39:54 AM
Nice job so far! Looks like Geludurum is going to be a major contributor to your kingdom, almost as much as Gravegloom itself. Was grabbing Calartirn part of a strategy of establishing a buffer zone of sorts with Rrat?
Yes. Up to that point, I was trapped in by the geography of mountain, water and an Earth Elemental. I needed to be able to move to the other side of the mountains and build more cities without having to put the Settlers in the water. Regular units, as opposed to boats that belong in the water, are Level 1 and have 12 HP with a small bombard number for offense. That being the case, I try to avoid putting units in the water for any reason unless I control the seas with impunity.
An eminently useful, if expensive, spell is next up in the queue. Followed by another spell with area effect.
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This screen reveals that Rrat Bastige has found a place to build a city right in the middle of "my" area of influence. I'm going to do something about that!
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Like give him what he asked for :( And that is not normally how I operate. However, if you look at the last screenie, you will notice I have two Settlers and my Hero near several of his units and his new city. I need to get the Settlers out and found cities with them. They are way more valuable than what I gave up.
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With the Barracks up in Gravegloom, I can build Training Grounds. That gives me access to veteran Archers (Snipers) and Warriors (aptly enough, Veterans).
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A usefull spell and a good amount of Gold is my reward for pushing a lot of Werewolves off a Hermit's House. And for his efforts, Hugue Dry Branch gains another level.
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This is a shot of what will be the main, contested area for the rest of the game. Our Victory conditions are one: slay the other Great Mage. His capitol is within reach and his cities are small. So, the short and medium term goals are to build more cities that open up better units and bumps, build more powerful units and get them experience fighting monsters, Neutrals, and denizens of the Underworld and then take out Rrat Bastige.
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The last screen above shows a Settler and two units just north of Calatirn. There is a Holy Site in fog of war due west of that. On top of the Site is a Greater Fire Elemental. I want to build my new city within range of the Elemental, but do not want to get the unit toasted by same. By carefully moving the Settler, I am able to move and found the city where I want it on the same turn. And my Minotaurs gain a level to boot!
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Great news and bad news. I have been tasked with building a Temple to Fervus. My reward will be Beastmasters, which at this satge of the game would give me a significant edge. The bad news is, my bght shiny ne city is Undead and you can only build the Temple in a Human or Monster city. :( :( :(
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Not being able to buid the Temple is a bummer, but, I am now able to build Veteran units and upgrade existing ones. The first one to become a Sniper is Pete.
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The monster population outside Greynight needs thinning, so I cast Imps to get rid of one of the pesky creatures.
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The time has come to research Healing. I can build Minotaurs, and the first buiding going up in Greynight is Stubborn Knights, so Healing will now be useful.
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Meanwhile, in Coldcrypt, the option to build an Air Dockyard is too good to pass up. Having a flying unit is a great advantage. Nothing terrestrial can touch it without a distance weapon. Which, unfortunately, abound in this game, but it should at least serve as a useful scout if nothing else.
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This is not good. RBIII has a large, powerful force outside my newest city. He has a Settler unit in the lead, which argues for an escort to build a new city, but I am sceptical. The Healer unit is a Hero and the Mage is ALSO a Hero. The forces I have available in that area are no match for what he has there. I do have some useful spells, but, they are expensive. We will see what the next turns bring.
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Yeah, looks like Rrat might be about to make the first move in the next war between you two! Is it pretty typical for the AI to be proactive in that way?
My experiences have been that the AI will muster a large force within a turn or two of you and declare war. Once that wave is defended successfully, the attacks will come piecemeal. I have also found that they like to build boats. Which is another reason why I desire complete command of the water before I put one (non boat) unit in the drink.
With all those units shoved together, he presents an inviting target ;) For now, I am content to try to keep them all penned up in one area. Due to the geography, if I keep a straight line of units through the center of Greynight, he can ONLY move East and West. East is unlikely as the units are issuing from Bearling, his capital. West has monsters and rough terrain. So I'm hoping to limit his choices while keeping mine. Therefore, another unit is needed. Call in the Imps!
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Next up to research, Shadow Bolt. A powerful Death Magic damage do-er.
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Unfortunately, the Imps I Summoned last turn ran into a coterie of monsters to the West and got sent back to Hell. So, a new unit is Summoned.
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Geludurum gets orders for a Bat Fort, which gives access to flying creatures as well as providing traditional fort duties, and Minotaurs.
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THIS is what Hogwoods was built for: Halberdiers Guild!
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The elation of getting the Guild into production is quckly squashed by a demand from Rrat Bastige III. This was a really tough decision. Again, my usual response would be to bugger off and take him to War. But the long term goal of taking down his capital will need experienced, powerful units and Halberdiers and Stubborn Knights (which I will start building as soon as Greynight gets their next Building slot) will get me where I want to go. That means patience and work the plan. As large as that mass North of Greynight is, between spells and units, I could hold him off. So, I accept his demand. I just can't lump all my uunits together in a pile anymore :(
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Excellent! My Flying Galleus can now be built! Alas, I have not the funds :sad face:
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More good news this turn! The Order of Stubborn Knights is being assembled!!
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Things are looking decidedly up! Turn 50 brings us the ability to make Halberdiers! At 75GP apiece, I can handle that.
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Hugue gets another Level Up and gets another Movement Point.
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The next turn brings new Spell Research. Terror of Night causes a moderate amount of Spirit Damage, 15, but, very few units of any stripe have protection against it. You will also notice a Settler unit in Calartirn. I am trying to get to the other side of Greynight, cast Harvest Blessing on the newly founded city and pop the borders and steal the Holy Ground that Greynight will gobble up soon. All of this in order to complete the Temple to Fervus and gain some free Beastmasters!
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You will now also notice that I have put the Settler in the water. I figured I can hug the coastline and use land units to scout for bad guys. In the water, my Gnome Settlers get one additional MP and a small missile attack. Here's to hoping.
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And Pete gains a level! He adds the ability to pass through rough terrain normally to his skillset.
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Hugue Dry Branch has found an Artifact and a large amount of Mana.
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Hogwoods was ALSO built to take advantage of the Magic Fields. A Magic Testing Field will boost Mana and Research at the cost of some Gold.
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In another stroke of good fortune, a Heroo has offered her services to me. A Healer and one who can use the other Artifact I currently possess. However, this is also the turn that Stubborn Knights can first be built. I only have 213 Gold. I can wait on one or the other and still have a significant amount of Gold towards the purchase of the one I don't choose. I decide on the Hero. The damage she can do is greater, of a magical rather than melee variety, and she Heals. The Knights will have to wait a few more turns.
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Looking at this picture, you will notice several things.
1) RBIII's mob is still together, including the Settler. That's good.
2) I have my straight line through Greynight, thereby keeping Rrat Bastige North of me.
3) My Gnome Settlers are prepared to disembark next turn and move to become a city.
4) If you look at the minimap in the bottom right hand corner, you will see that the entire Northern portion of the board is connected. That is Hugue Dry Branch as my farthest West unit. He's going to do in those Werewolves next turn. Nothing can go wrong...
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The reason we are building Gnome Settlers is because a Greater Fire Elemental stepped out of the Fog of War due South of the Werewolves Hugue was going to kill and made my Gnomes into ash. The good news is, the hex the Elemental came out of is a Holy Ground, hence, the new unit of Gnomes. The bad news is, I gotta figure out how to kill the GFE.
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Yikes!
So what *does* one use to take out a Greater Elemental?
In this case, I believe it will be a warrior Hero, a Minotaur some Spells and maybe an Archer.
Quote from: MetalDog on February 13, 2013, 06:58:33 AM
In this case, I believe it will be a warrior Hero, a Minotaur some Spells and maybe an Archer.
Good luck with that!
Quote from: Martok on February 13, 2013, 04:50:23 AM
Yikes!
So what *does* one use to take out a Greater Elemental?
Quote from: TheCommandTent on February 13, 2013, 08:19:03 AM
Quote from: MetalDog on February 13, 2013, 06:58:33 AM
In this case, I believe it will be a warrior Hero, a Minotaur some Spells and maybe an Archer.
Good luck with that!
Turns out it was two applications of Terror of Night for 30HP and the metal ministrations of our warrior Hero, Hugue Dry Branch for the remaining 10HP.
Raise the Land is the next spell. Not because I have a planned use for it, but because I hope to use the (non existent) "Land" connection to be able to research Fertile Lands.
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A most fortuitous happenstance! An Artifacts Dealer has come to sell me a Kortana Blade. It just so happens that Hugue could use a good blade. More importantly, I have the Gold to buy it. I immediately make the purchase and equip the blade. Not a moment too soon it seems...
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A fortuitous happenstance! An Artifact Dealer has arrived with a Kortana Blade for sale. It just so happens that Hugue could use a good blade. The most important thing is that I have the Gold to pay for it.
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And not a monet too soon! RBIII thinks my previous capitulations to his demands is reason to expect all of them to be acceptable. Not so. While I have not completed preparaions for my war, I feel that I have sufficient force to test my self against him. So I choose War!
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This is the state of the map as hostilities commence. In the South, a unit of Imps will be snuffed out by my Archer and Warrior.
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In the East, I spent the last couple of turns moving my other Hero, Cecinia the Saint, and a Warrior unit to join my Halberdiers in Hogwoods. Rrat Bastiges Shamans will be taken out and the information revealed, that he has no units in the Castles of Rainrat or Cheesetown, will come in handy. Especially since Rainrat is not yet a level 5 city. Which means their Castle is only 50HP's compared to Cheesetown's 150HP.
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The North is where the majority (I hope) of both our units reside. The main goals will be to:
1) Take out his two Heroes, the Mage and the Healer.
2) Hold on to Greynight.
3) And Found a new city right where we are fighting.
The first move I make is to destroy his Settler. Then he cannot build a city right in the middle of this conflict (that's my idea after all). My Imps reveal a fly in the ointment, three Archer units that I did not know were there.
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I take out the Settler and use my Minotaurs and a Terror of Night Spell to bring the Healer down to 1HP.
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This is the lay of the land at the end of my turn.
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This is his response to my previous moves. First off, HOLY SH*T!! Were did he get all those GUYS!!! Second, I will lose Calatirn this turn. A previously unknown Troll Hero unit has arrived outside and mostly knocked down the door in one turn.
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Ouch. That'll smart a little.
Now for some good news. Saint Cecinia has gained her first level. I add offense to her arsenal.
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Hogwoods is cut off from the rest of the Empire, so she needs to be able to defend herself. And those units are cheap.
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For as small as it is, Calatirn is a productive city. I will miss it.
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Hugue joins the fray and gains another level as well as a new Action, Butt Kick (as befits a warrior of his stature ;-).
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My dilemma has been, do I spend the large amount of mana for an area of effect 15 Elemental Damage, or do I stay with Terror of Night for 30 Mana and 15 Spirit Damage on one target? With a few exceptions, Rrat Bastige III is fielding a lowlevel, weak army, so I choose Firestorm and pray for the best.
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This is the end of turn 58, the second of the war.
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A number of, to me, inexplicable moves constitutes Rrat's turn. He takes Calatirn, but reorients most of his forces inside the boundary of Bearling and towards Rainrat. I retake Calatirn. Unfortunately, the city is now a 2 instead of the 4, almost 5, it was when I lost it. And the disposition of my troops at the end of my turn.
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Rrat Bastige retakes Calartirn and reduces Hugue to half HP.
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Have to pull everyone back to rest and heal.
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None of the current research paths offer anything immediately useful, so I pick one at random.
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The situation at the end of Turn 61. I cast Firestorm again. I feel that a good target base will present itself next turn.
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Voila! Turn 62 puts a gaggle of Archers at risk. Just shuffle my Hero out of there and blast away!
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There's enough Mana left to cast fireball this turn and drop it on Rainrat. So I do.
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The Imps in Rainrat are gone and i hope to take it next turn. His Troll Hero is still out there though. I killed the Mage and Healer several turns ago. He only has the one Hero and a Troll unit in play. The rest are weak Archers and Imps.
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Gnome Settlers will found a city with a Holy Ground in its borders! There are eleven Turns left to build the Temple to Fervus. I think I will lose out on that. It takes five turns to build the Temple and I won't be able to start until the city grows to a level 2. Here's keeping my fingers crossed.
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I have yet to ascertain if accelerated Food Production hastens the levelling of your city or it just increases the amount of food you produce there. I'm not taking any chances. I cast Harvest Blessing from my meager store of Mana and hope for the best.
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Excellent AAR, Bro!
Quote from: bob48 on February 17, 2013, 07:18:28 AM
Excellent AAR, Bro!
Thanks, bob. You want in on the next one? A Warlock MP AAR extravaganza?!!?!?!??!!!!!
Rainrat is now mine and looks for a new building. I choose the Alchemy Laboratory for the Shaman's Guild. The Guild is the unlit building on the hex RBIII's Troll Hero is occupying currently. Once the Lab is built, I will automatically have access to Shamans.
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The situation at the end of Turn 63.
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Summon Ghost Wolves is revealed and immediately started Research on.
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The end of Turn 64 leaves me in doubt on what I will find in store for me next Turn. In the north, my Settler is menaced by Shamans. In the center, Calartirn or Rainrat appear to be in danger of switching hands AGAIN.
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In one of those inexplicable moves the AI makes occasionally, the Shamans move South and ignore my Settlers completey. In the center, his forces realign for a run at Calartirn.
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Gnomore, my hope for a Temple to Fervus, is being menaced by a unit of Skeleton Warriors that the Monsters have sent after me. Hugue is Johnny on the spot and goes after him. He needs a little help to get there in shape to fight though, so a Heal is cast.
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The end of Turn 65 sees a threat around Calartirn and the (still) possible destruction of my Settler in the North. I destroyed his last Hero, the Troll (it's actually an Ogre but by the time I realized I had made a mistake, it was too much work to go back and change all the other references, so, go with it) and his remaining troops are wounded and/or low level.
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Summon Rats is next up on the Spell Research carousel
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And in one of those fortuitous happenstances that occur in this game, as I am about to found a city, I am given the task to...you guessed it, found a city! And they're going to pay me handsomely, too!!
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A Lord presents himself for my service. Alas, I do not have 700GP to spend for his allegiance. Maybe later.
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St. Cecinia gains another level, and some more firepower, in the fight outside Calartirn.
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With the Gold I gained for founding a city, I upgrade my Skeleton Warriors to Veterans. The added attack will help take Cheesetown faster in the following turns.
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The end of Turn 66. I have six units to his three (visible) units.
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A throw away choice, just to mill the Research faster. And a first look at the newly founded Sepulcretium.
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Alhough it takes two turns, I cast Summon Ghost Wolves to head off his Settler up North. By the time the Wolves get here, they wil still be able to catch, and eat, the Settler. Hope they like Gnome.
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Just as I upgrade them to Veterans, my Skeletons gain a level attacking Cheesetown. Alongside of them is a Spider unit the Monsters have so altruistically supplied to help me attack the city. And no, I had no control over that decision. The AI did it all by itself.
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The lay of the land at the end of Turn 68. I will start bringing all my (remaining) force to bear next Turn. A quick aside here for lack of a better place. I have not built any new unts since the start of this war. The only units I have summoned are the Wolves last turn. If I want to take his capital and end this game, I will most likely have to build at least a few more. I should have done so earlier, but the money situation was precarious and I could ony build units or purchase bumps for my existing, more experienced units. I chose to bump the units rather than buy new ones. Seems to be paying off. We shall see.
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After nobly defending Gnomore, Hugue is making tracks for a sneak attack on Rrat from the wilderness. And just in time, his next bump as he levels up takes away the penalty for moving in rough terrain. Just when I need it most.
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The end of Turn 69 shows him with two units outside Bearling left on the board.
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Terror of Night reduces his units back down to two and Hugue arrives in time to reveal another city of Rrat Bastige's and participate in the attack on Cheesetown next Turn.
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Life Weapon Enchant will go on Hugue once researched.
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Rrat Bastige III sees the writing on the wall and demands prley. His handsome offer is rejected.
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That is quite the back and forth battle going on. Crush the Rat!
Another fortuitous levelling, City Fighter for my Minotaurs, ("Did someone say BULL?!").
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Quote from: TheCommandTent on February 17, 2013, 11:17:32 AM
That is quite the back and forth battle going on. Crush the Rat!
Glad you're following along. Most gratifying to know someone else is enjoying this.
Bastige!!! The Rrat has hired ANOTHER Hero and placed him in the castle. Damn!! That's alright, I know how to exterminate him.
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His Rat Hero has been reduced to a manageable level by the end of the Turn.
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The end of Turn 72 leaves him one very injured unit and a Settler that no longer matters.
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Cecinia gains anoher Level and the ability to help adjacent units gain +5HP per Turn.
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Geludurum provides a Vampire Mansion in a few short Turns.
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Turn 73 ends with me attacking Bearling. Slowly but surely, I will wear him down. As long as my units hold out.
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The lack of one Turn is what kept me from building this Temple. The reputation hit is negligible, but the free unit of Beastmasters would have tipped the balance in my favor more decisively and quickly.
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Bearling is almost down to half and I am down to four units, Hugue, St. Cecinia, my beefed up Minotaurs and a Skeleton Archer unit. No, it's not Pete. He (re?)died under a Firestorm Rrat Bastige cast several turns ago.
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ARGH! Half a dozen Skeleton Warrior units have popped up and need killing (again?). The good news is, there's gold to be had from the Graveyards.
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Cecinia got one and I am moving towards the rest at the end of Turn 75.
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Excellent! As soon as I round up enough Gold from the Graveyards, I will put in an order for Vampires to go along with the Halberdiers I put into production last Turn.
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Even better!! One of the Graveyards has turned up a Stone of Force. I give it to Cecinia, as she is more Offensive minded than Defensive and Hugue already has an Artifact in that spot that I want him to have more than the Stone.
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The immediate threat from the Skeleton Warriors is over and I can get back to Bearling.
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It most likely won't come to this, but I continue to expand West. This city encompasses a Dwarven Settlement.
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Summon Bears is next in line for Research.
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RBIII is making a run for it to the West. Not him personally, but, trying to expand the empire. Won't do him in any good. Bearling is in the yellow and barring a miracle, it won't be but a turn or two before I have captured his capital.
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A useful Spell...many Turns ago!
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Free money!!
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And so it is :)
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The state of the board at the end of Turn 79.
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God Bless America!!!!!! Now it's Ogres! WTF?!?!?!?!
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Rrat Bastige makes a last ditch effort to stave off elimination. I decline.
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Ignoring the Ogres, I ask Hugue to administer the coup de grace. He is happy to oblige.
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Rrat is defeated!! Long live Rjakh!!!
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Ardania will now enter a period of unrivalled happiness and joy under the enlightened rule of Emperor Rjakh the Smiling!
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The purpose of this exercise, for me, was to see if I would do it. I am a great procrastinator and an enthusiastic starter but a piss poor finisher. So I am pleased this has come to a successful conclusion on all fronts.
Playing this small of a game has proved to me that rapid expansion and bumping your experienced units up is a good strategy to win. I also made good use of the resources available to me to get superior units and research. Entering the Underworld was a waste of time, energy and resources against the AI. Had my opponent been a human, I expect things would have been different. Lastly, at the time of the wars start, Turn 57, I thought I had enough units to do the job. I was right, but it was a judicious use of bumps, levelling up and keeping those units healthy that ultimately provided the win.
I hope you who read this have enjoyed my little story in pictures. I have enjoyed chronicling Rjakh and his minions rise to supreme power.
Congrats on your win and sticking with the AAR MetalDog! It was a fun game to follow along.
agreed - a well-done AAR that looked like a fun game to play
Thank you both. I want to do another one, just not sure which direction I want to go. It will either be a Warlock SP and Capture all the Holy Sites to become Archon of the Conclave or Civ IV BTS and actually finish an attempt to learn Monarch. What I would REALLY like to do is MP an AAR. Any takers?
Yeah, that was a fun AAR to read. Thanks for doing it MetalDog!
Sorry to hear about poor Pete, btw. I miss him. :(
Martok, thanks for reading :) Pete just fell apart on hearing the news, too. ;)
Yeah, no doubt it was a bone-crushing loss for him!
Bet he too a bit of ribbing about it.
You two knock that crap off! I won't have this thread degenerate into one of those awful pun fests bob is so fond of. Make no bones about it!!!
Spoilsport. When did your sense of humor suddenly become so rickety?
Martok, I think we just got our knuckles smacked.
Quote from: MetalDog on February 18, 2013, 08:06:37 PM
You two knock that crap off! I won't have this thread degenerate into one of those awful pun fests bob is so fond of. Make no bones about it!!!
Great AAR, MD. You've inspired me to get back in to this...you know, if I can pry myself away from my renewed Borderlands 2 obsession.
Quote from: Arctic Blast on February 19, 2013, 03:58:10 PM
Quote from: MetalDog on February 18, 2013, 08:06:37 PM
You two knock that crap off! I won't have this thread degenerate into one of those awful pun fests bob is so fond of. Make no bones about it!!!
Great AAR, MD. You've inspired me to get back in to this...you know, if I can pry myself away from my renewed Borderlands 2 obsession.
Glad to be of service, AB. And if you find yourself in the mood for a little MP action, hit me up when you see me.
Wow, just saw this when looking at another AAR.. and I find out that you can upgrade units!!!.. LOL I did not know that, glad I saw this.. I thought it was the perks only.. was always wondering how it affected your units when you built those special buildings. guess I just thought/assumed it was automatic... Must make more money now!!!
Nice AAR, thanks..
Glad I could help and glad you liked it :)