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Summer Steal 5839 48HR full Diplomacy
#31
(09-07-2024, 10:41 AM)uncledarkseid Wrote: You can recruit up to 7 companion brigades per turn now.  So when I came into your region on t8, and you were in the mountains you could have recruited up to 14 companions to meet me this turn. Five of which could have been warmachines, and 10 wildlings.

Oh really? The rulebook still says 3...
Reply

#32
It is indeed 7. There is a forum post here that has updated ruled which are, unfortunately, not reflected in the rulebook.

https://alamaze.net/forum/thread-9769-page-9.html

I also made this thread: https://alamaze.net/forum/thread-17279.html
Reply

#33
(09-07-2024, 10:41 AM)uncledarkseid Wrote:
(09-06-2024, 10:21 PM)Thudargh Wrote:
(09-05-2024, 08:59 PM)uncledarkseid Wrote: Wolf Face Chaney to squatty Dwarf Lord
Greetings oh height challenged one!  Are you new to the game, or a returning player?  Asking because I have some advice to offer, I don't want to discourage you from playing.  If you are experienced then game on, if you are newer then maybe we can work something out

Squatty Dwarf Lord to Wolf Face Chaney

Greetings he of the bulging muscles and claws and perhaps a hint of doggy breath!  I am a returning player, who sure feels like a newbie at the moment.  I'd love to hear your advice - it won't salvage my situation, but will no doubt prove useful in future games.
Grooooowl.  Ok, so the things from back then may be radically different, depending on when you played.
1. Know your kingdom, read the setup sheet over and over.
2. At least in the early game, Imlike to play to my kingdo's strengths
 3. Read the rulebook, and use the turn order pages to know all things possible that are options.
Those are the basics that probably still hold true.  So in this instance, that power four wizard is nice, but instead you could have used the dwarven ability to raise a pops defenses each turn, so that by the time turn 8 rolled around when imReconned your cap, I would have seen at least a 61k defense, which I never would have been able to overcome.  (even higher had you built a castle) I am not sure if you can also issue the standard “improve pop center” defense order, which would have allowed another 3k per turn to add to the defenses, maybe someone who has played the dwarf can advise us on that.
This turn, not sure if you are aware of the 741-744 orders, but you could have moved all of your troops to the 2dw to utilize that warlord and artifact, along with that wizard. The 1dw gets a 5%bonus because it's the kingdoms “pride and joy” but there are so many leaders in it you couldn't have rearranged them this turn.  I think that being in the mountains with all of your military I may have lost this turn in a battle.
If you simply forgot to move them after issuing orders, then the old adage still remains, check and double check your orders.  

You have a temple, but no priestesses.  Knowledge is still key.  Had the nomad attacked you, it would be nice to know all of his pop centers, (or mine).  I divined your military groups last turn, so I was at least expecting to see you at your new cap, but wanted to try fighting against a group with these werewolves (this is the first time I have played them).  Had I wanted preservation, I don't think I would be in this situation right now(it was probably a mistake, but with the influx of new players, I think it’s fun to just try new things)

You can recruit up to 7 companion brigades per turn now.  So when I came into your region on t8, and you were in the mountains you could have recruited up to 14 companions to meet me this turn. Five of which could have been warmachines, and 10 wildlings. 

Use the troop strengths during the battle phases, they are very important.  My wolves are more of a hand to hand combat group, so had you launched 5 war machines against me in the long range and short range missile phases, you would have killed a lot of my troops before I even reached you.  War machines are brutal, esp at elite strength. 

Hope some of this helps!! I will leave your cap alone this turn and retreat if you let me keep the city.

This does help.  Thanks!  You are most welcome to the city.  And good to know about recruiting 7 companion brigades per turn - I didn't know that.
Reply

#34
(09-07-2024, 04:32 PM)Thudargh Wrote:
(09-07-2024, 10:41 AM)uncledarkseid Wrote:
(09-06-2024, 10:21 PM)Thudargh Wrote:
(09-05-2024, 08:59 PM)uncledarkseid Wrote: Wolf Face Chaney to squatty Dwarf Lord
Greetings oh height challenged one!  Are you new to the game, or a returning player?  Asking because I have some advice to offer, I don't want to discourage you from playing.  If you are experienced then game on, if you are newer then maybe we can work something out

Squatty Dwarf Lord to Wolf Face Chaney

Greetings he of the bulging muscles and claws and perhaps a hint of doggy breath!  I am a returning player, who sure feels like a newbie at the moment.  I'd love to hear your advice - it won't salvage my situation, but will no doubt prove useful in future games.
Grooooowl.  Ok, so the things from back then may be radically different, depending on when you played.
1. Know your kingdom, read the setup sheet over and over.
2. At least in the early game, Imlike to play to my kingdo's strengths
 3. Read the rulebook, and use the turn order pages to know all things possible that are options.
Those are the basics that probably still hold true.  So in this instance, that power four wizard is nice, but instead you could have used the dwarven ability to raise a pops defenses each turn, so that by the time turn 8 rolled around when imReconned your cap, I would have seen at least a 61k defense, which I never would have been able to overcome.  (even higher had you built a castle) I am not sure if you can also issue the standard “improve pop center” defense order, which would have allowed another 3k per turn to add to the defenses, maybe someone who has played the dwarf can advise us on that.
This turn, not sure if you are aware of the 741-744 orders, but you could have moved all of your troops to the 2dw to utilize that warlord and artifact, along with that wizard. The 1dw gets a 5%bonus because it's the kingdoms “pride and joy” but there are so many leaders in it you couldn't have rearranged them this turn.  I think that being in the mountains with all of your military I may have lost this turn in a battle.
If you simply forgot to move them after issuing orders, then the old adage still remains, check and double check your orders.  

You have a temple, but no priestesses.  Knowledge is still key.  Had the nomad attacked you, it would be nice to know all of his pop centers, (or mine).  I divined your military groups last turn, so I was at least expecting to see you at your new cap, but wanted to try fighting against a group with these werewolves (this is the first time I have played them).  Had I wanted preservation, I don't think I would be in this situation right now(it was probably a mistake, but with the influx of new players, I think it’s fun to just try new things)

You can recruit up to 7 companion brigades per turn now.  So when I came into your region on t8, and you were in the mountains you could have recruited up to 14 companions to meet me this turn. Five of which could have been warmachines, and 10 wildlings. 

Use the troop strengths during the battle phases, they are very important.  My wolves are more of a hand to hand combat group, so had you launched 5 war machines against me in the long range and short range missile phases, you would have killed a lot of my troops before I even reached you.  War machines are brutal, esp at elite strength. 

Hope some of this helps!! I will leave your cap alone this turn and retreat if you let me keep the city.

This does help.  Thanks!  You are most welcome to the city.  And good to know about recruiting 7 companion brigades per turn - I didn't know that.
Brek is doing his best to keep up, and uncle mike just did a maiive overhaul awhile ago, but there are a few th8ngs probably not listed in the rulebook for sure. Please ask anyth8ng else, or I am sure there are some guys on here with better advice than me, although I was the runner up to Lord Garths second straight scond place finish in the Alamaze champ game this year.
Reply

#35
Well said, Runner up to the Runner up!

If any new players need any info about the game, general wisdom on life, advice about their girlfriends, or any other insights, don't hesitate to ask. As 1st Runner up Alamaze champion 2022-2024 it is both my duty and privilege to assist you. Feel free to post, DM, or hell maybe I'll even start a "Ask Lord Garth" page. Whatever it takes.


Lord Garth
2022-2024 1st Runner up Alamaze Champion
Reply

#36
(09-07-2024, 05:00 PM)uncledarkseid Wrote:
(09-07-2024, 04:32 PM)Thudargh Wrote:
(09-07-2024, 10:41 AM)uncledarkseid Wrote:
(09-06-2024, 10:21 PM)Thudargh Wrote:
(09-05-2024, 08:59 PM)uncledarkseid Wrote: Wolf Face Chaney to squatty Dwarf Lord
Greetings oh height challenged one!  Are you new to the game, or a returning player?  Asking because I have some advice to offer, I don't want to discourage you from playing.  If you are experienced then game on, if you are newer then maybe we can work something out

Squatty Dwarf Lord to Wolf Face Chaney

Greetings he of the bulging muscles and claws and perhaps a hint of doggy breath!  I am a returning player, who sure feels like a newbie at the moment.  I'd love to hear your advice - it won't salvage my situation, but will no doubt prove useful in future games.
Grooooowl.  Ok, so the things from back then may be radically different, depending on when you played.
1. Know your kingdom, read the setup sheet over and over.
2. At least in the early game, Imlike to play to my kingdo's strengths
 3. Read the rulebook, and use the turn order pages to know all things possible that are options.
Those are the basics that probably still hold true.  So in this instance, that power four wizard is nice, but instead you could have used the dwarven ability to raise a pops defenses each turn, so that by the time turn 8 rolled around when imReconned your cap, I would have seen at least a 61k defense, which I never would have been able to overcome.  (even higher had you built a castle) I am not sure if you can also issue the standard “improve pop center” defense order, which would have allowed another 3k per turn to add to the defenses, maybe someone who has played the dwarf can advise us on that.
This turn, not sure if you are aware of the 741-744 orders, but you could have moved all of your troops to the 2dw to utilize that warlord and artifact, along with that wizard. The 1dw gets a 5%bonus because it's the kingdoms “pride and joy” but there are so many leaders in it you couldn't have rearranged them this turn.  I think that being in the mountains with all of your military I may have lost this turn in a battle.
If you simply forgot to move them after issuing orders, then the old adage still remains, check and double check your orders.  

You have a temple, but no priestesses.  Knowledge is still key.  Had the nomad attacked you, it would be nice to know all of his pop centers, (or mine).  I divined your military groups last turn, so I was at least expecting to see you at your new cap, but wanted to try fighting against a group with these werewolves (this is the first time I have played them).  Had I wanted preservation, I don't think I would be in this situation right now(it was probably a mistake, but with the influx of new players, I think it’s fun to just try new things)

You can recruit up to 7 companion brigades per turn now.  So when I came into your region on t8, and you were in the mountains you could have recruited up to 14 companions to meet me this turn. Five of which could have been warmachines, and 10 wildlings. 

Use the troop strengths during the battle phases, they are very important.  My wolves are more of a hand to hand combat group, so had you launched 5 war machines against me in the long range and short range missile phases, you would have killed a lot of my troops before I even reached you.  War machines are brutal, esp at elite strength. 

Hope some of this helps!! I will leave your cap alone this turn and retreat if you let me keep the city.

This does help.  Thanks!  You are most welcome to the city.  And good to know about recruiting 7 companion brigades per turn - I didn't know that.
Brek is doing his best to keep up, and uncle mike just did a maiive overhaul awhile ago, but there are a few th8ngs probably not listed in the rulebook for sure. Please ask anyth8ng else, or I am sure there are some guys on here with better advice than me, although I was the runner up to Lord Garths second straight scond place finish in the Alamaze champ game this year.
Nomad here

It has been interesting to watch the happenings in Zanthia.  As noted, I actually did divine the Dwarven (and Lycan) pcs as a precaution.

Similar to Uncle, first time I’ve played the Nomad so have been pretty happy experimenting this game.  As to the Lycans in my recent game with that kingdom, I think that I caused lycanthropy in about 5-6 princes from other kingdoms and some nice level agents when they failed in actions against me - was a fun experiment (my first time trying the Lycans)..
Reply

#37
(09-04-2024, 09:07 PM)JohnnyUtah Wrote:
(09-04-2024, 08:59 PM)Croaker Wrote:
(09-03-2024, 11:01 PM)JohnnyUtah Wrote: Sounds like magic plays a bigger role than I realized in Alamaze. Coming from Hyborian War, magic is icing on the cake, but not a main ingredient.

Is Hyborian War still around?  Used to play a long time ago.

Yuup! HW is still running new games all the time. I'm in 10 games at the moment Smile

http://www.reality.com/hwconten.htm

The HW player forum is here: https://www.warbarron.com/rok/index.php

I head about Alamaze on the HW forum.

Silly question - are the games on RSI still play by mail or have they shifted to be online like Alamaze?

In addition to Hyborian War, I also played a lot of Duelmasters.
Reply

#38
(09-08-2024, 10:16 PM)Croaker Wrote:
(09-04-2024, 09:07 PM)JohnnyUtah Wrote:
(09-04-2024, 08:59 PM)Croaker Wrote:
(09-03-2024, 11:01 PM)JohnnyUtah Wrote: Sounds like magic plays a bigger role than I realized in Alamaze. Coming from Hyborian War, magic is icing on the cake, but not a main ingredient.

Is Hyborian War still around?  Used to play a long time ago.

Yuup! HW is still running new games all the time. I'm in 10 games at the moment Smile

http://www.reality.com/hwconten.htm

The HW player forum is here: https://www.warbarron.com/rok/index.php

I head about Alamaze on the HW forum.

Silly question - are the games on RSI still play by mail or have they shifted to be online like Alamaze?

In addition to Hyborian War, I also played a lot of Duelmasters.


Yes, all the turns are still snail mailed by RSI. The good thing is you can email all your turn orders back to RSI. Turn costs haven't changed $5/$7/$9.

Duelmasters is still running as well.
Reply

#39
(09-07-2024, 05:00 PM)uncledarkseid Wrote:
(09-07-2024, 04:32 PM)Thudargh Wrote:
(09-07-2024, 10:41 AM)uncledarkseid Wrote:
(09-06-2024, 10:21 PM)Thudargh Wrote:
(09-05-2024, 08:59 PM)uncledarkseid Wrote: Wolf Face Chaney to squatty Dwarf Lord
Greetings oh height challenged one!  Are you new to the game, or a returning player?  Asking because I have some advice to offer, I don't want to discourage you from playing.  If you are experienced then game on, if you are newer then maybe we can work something out

Squatty Dwarf Lord to Wolf Face Chaney

Greetings he of the bulging muscles and claws and perhaps a hint of doggy breath!  I am a returning player, who sure feels like a newbie at the moment.  I'd love to hear your advice - it won't salvage my situation, but will no doubt prove useful in future games.
Grooooowl.  Ok, so the things from back then may be radically different, depending on when you played.
1. Know your kingdom, read the setup sheet over and over.
2. At least in the early game, Imlike to play to my kingdo's strengths
 3. Read the rulebook, and use the turn order pages to know all things possible that are options.
Those are the basics that probably still hold true.  So in this instance, that power four wizard is nice, but instead you could have used the dwarven ability to raise a pops defenses each turn, so that by the time turn 8 rolled around when imReconned your cap, I would have seen at least a 61k defense, which I never would have been able to overcome.  (even higher had you built a castle) I am not sure if you can also issue the standard “improve pop center” defense order, which would have allowed another 3k per turn to add to the defenses, maybe someone who has played the dwarf can advise us on that.
This turn, not sure if you are aware of the 741-744 orders, but you could have moved all of your troops to the 2dw to utilize that warlord and artifact, along with that wizard. The 1dw gets a 5%bonus because it's the kingdoms “pride and joy” but there are so many leaders in it you couldn't have rearranged them this turn.  I think that being in the mountains with all of your military I may have lost this turn in a battle.
If you simply forgot to move them after issuing orders, then the old adage still remains, check and double check your orders.  

You have a temple, but no priestesses.  Knowledge is still key.  Had the nomad attacked you, it would be nice to know all of his pop centers, (or mine).  I divined your military groups last turn, so I was at least expecting to see you at your new cap, but wanted to try fighting against a group with these werewolves (this is the first time I have played them).  Had I wanted preservation, I don't think I would be in this situation right now(it was probably a mistake, but with the influx of new players, I think it’s fun to just try new things)

You can recruit up to 7 companion brigades per turn now.  So when I came into your region on t8, and you were in the mountains you could have recruited up to 14 companions to meet me this turn. Five of which could have been warmachines, and 10 wildlings. 

Use the troop strengths during the battle phases, they are very important.  My wolves are more of a hand to hand combat group, so had you launched 5 war machines against me in the long range and short range missile phases, you would have killed a lot of my troops before I even reached you.  War machines are brutal, esp at elite strength. 

Hope some of this helps!! I will leave your cap alone this turn and retreat if you let me keep the city.

This does help.  Thanks!  You are most welcome to the city.  And good to know about recruiting 7 companion brigades per turn - I didn't know that.
Brek is doing his best to keep up, and uncle mike just did a maiive overhaul awhile ago, but there are a few th8ngs probably not listed in the rulebook for sure. Please ask anyth8ng else, or I am sure there are some guys on here with better advice than me, although I was the runner up to Lord Garths second straight scond place finish in the Alamaze champ game this year.
Wolfy to Dwarf dude, are we expecting the trade?
Reply

#40
(09-13-2024, 02:34 PM)uncledarkseid Wrote:
(09-07-2024, 05:00 PM)uncledarkseid Wrote:
(09-07-2024, 04:32 PM)Thudargh Wrote:
(09-07-2024, 10:41 AM)uncledarkseid Wrote:
(09-06-2024, 10:21 PM)Thudargh Wrote: Squatty Dwarf Lord to Wolf Face Chaney

Greetings he of the bulging muscles and claws and perhaps a hint of doggy breath!  I am a returning player, who sure feels like a newbie at the moment.  I'd love to hear your advice - it won't salvage my situation, but will no doubt prove useful in future games.
Grooooowl.  Ok, so the things from back then may be radically different, depending on when you played.
1. Know your kingdom, read the setup sheet over and over.
2. At least in the early game, Imlike to play to my kingdo's strengths
 3. Read the rulebook, and use the turn order pages to know all things possible that are options.
Those are the basics that probably still hold true.  So in this instance, that power four wizard is nice, but instead you could have used the dwarven ability to raise a pops defenses each turn, so that by the time turn 8 rolled around when imReconned your cap, I would have seen at least a 61k defense, which I never would have been able to overcome.  (even higher had you built a castle) I am not sure if you can also issue the standard “improve pop center” defense order, which would have allowed another 3k per turn to add to the defenses, maybe someone who has played the dwarf can advise us on that.
This turn, not sure if you are aware of the 741-744 orders, but you could have moved all of your troops to the 2dw to utilize that warlord and artifact, along with that wizard. The 1dw gets a 5%bonus because it's the kingdoms “pride and joy” but there are so many leaders in it you couldn't have rearranged them this turn.  I think that being in the mountains with all of your military I may have lost this turn in a battle.
If you simply forgot to move them after issuing orders, then the old adage still remains, check and double check your orders.  

You have a temple, but no priestesses.  Knowledge is still key.  Had the nomad attacked you, it would be nice to know all of his pop centers, (or mine).  I divined your military groups last turn, so I was at least expecting to see you at your new cap, but wanted to try fighting against a group with these werewolves (this is the first time I have played them).  Had I wanted preservation, I don't think I would be in this situation right now(it was probably a mistake, but with the influx of new players, I think it’s fun to just try new things)

You can recruit up to 7 companion brigades per turn now.  So when I came into your region on t8, and you were in the mountains you could have recruited up to 14 companions to meet me this turn. Five of which could have been warmachines, and 10 wildlings. 

Use the troop strengths during the battle phases, they are very important.  My wolves are more of a hand to hand combat group, so had you launched 5 war machines against me in the long range and short range missile phases, you would have killed a lot of my troops before I even reached you.  War machines are brutal, esp at elite strength. 

Hope some of this helps!! I will leave your cap alone this turn and retreat if you let me keep the city.

This does help.  Thanks!  You are most welcome to the city.  And good to know about recruiting 7 companion brigades per turn - I didn't know that.
Brek is doing his best to keep up, and uncle mike just did a maiive overhaul awhile ago, but there are a few th8ngs probably not listed in the rulebook for sure. Please ask anyth8ng else, or I am sure there are some guys on here with better advice than me, although I was the runner up to Lord Garths second straight scond place finish in the Alamaze champ game this year.
Wolfy to Dwarf dude, are we expecting the trade?
Yes, we are expecting the trade.  Many thanks!
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