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2nd Forum Only Diplomacy
SA- am I hallucinating or was there a few more messages here a moment ago?
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nope, messages are being deleted and my warning level is going up
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(11-10-2016, 04:06 PM)RELLGAR Wrote: SA- am I hallucinating or was there a few more messages here a moment ago?

There were but Ry Vor deleted them to avoid a confrontation. ESO may award 3 wizards and I found two in the wild. Not a big deal and certainly nothing to warrant an insulting comment from Atuan but it happened...
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(11-10-2016, 02:01 PM)unclemike Wrote:
(11-10-2016, 09:06 AM)Netstrider Wrote: From the somewhat shaky Tower of the Red Mage
We'll see how it goes, but I won't be terribly surprised if after this turn I have zero wizards left and no army.
Red

LI to WA

Come on, don't give up. The Lizards are finally having some fun. Stay in the game. I could take it easy on you this turn but I'll have to see. Just don't give up. That's what happened to me in another game when I won by taking over two dropped positions and I don't want it to happen in this game as well.

Besides, your WA position is certainly not hopeless. You forgot to present what you have at OV this turn which if you do things correctly, could kick my butt:

2WA, 23 brigades, Major General Sirus the Fox, Raveneye (Power-7 Lich), Red Son of Dre (Power-5), Rykala (Power-4)        

4WA, 2 brigades, Commander Bol the Scimitar, Havix Moondust (Power-6), Mennemik (Power-4), Zor Mindshifter (Power-4)

As your adversary, I'll give you some advice. Even though you're concentrating on the wizard matchups, troop composition is very important for a battle like this too. Some spells like shield rely on the composite defense rating on how effective the spell is. Also, there are all kinds of special brigade abilities that may affect the battle outcome like fear (or stalwart from zealots) and a bunch of other factors like Night Attack or such.

Disregarding the wizard matchup on the dozens of possible outcomes on casting offensive/defensive/supportive spell combinations between our 6 groups, troop composition has me a bit worried and adds a level of complexity that maybe most people don't consider when heading into a battle.

The 2WA outnumbers mine in number of brigades but are they all junk troops like skeletons or highly valued and powerful wights or mammoths. And the same about my group, just lizards or something else. That's what you should be considering in what to do in the battle. The recon at the end of the kingdom report only shows the number of brigades (but not chameleons or wood elves in forest unless you have true seeing spell active) so we only know of the number of brigades. Not their multitude of special abilities and effects.

I may have to change my strategies too. For example, even though fear may be one of my favorite spells, I have to consider if your group has a bunch of undead troops (immune to fear) which would nullify my wizards casting their spells for the turn. Or casting destroy undead could end up being devastating to your forces before the battle even begins.

There's all kinds of strategic moves that you could do for this upcoming battle so have some fun and experiment if you like. Heck, even the instant summon phantom spell whose troops only last for the single turn could end up turning the battle in your favor.

Good luck but don't stress out and quit. This game is just starting to be fun!!


What made you think I'm quitting?

The tactical problem is that you have 7 dispel magics you can cast with wizards that I can't touch. So that's what they'll do. That is enough dispels to completely neutralize my 6 wizards from doing anything other than Summon Death (can't be dispelled to my knowledge) or dispel magic of their own. With your 3 wizards in the group I'm attacking you can summon death, wall of flame, earthquake, kill wizard or other things I probably haven't thought of. I can't really do anything about any of those because you'll dispel whatever I cast other than the options above. So you have many more options than I do. That means that I can pick something that might work, but there's a really good chance that whatever I do will be countered effectively and result in my force's destruction. That's just the way it works when outnumbered this badly. Your point about other spells to consider is irrelevant, any of them would be dispelled.

Yes, I do agree that it's probably going to come down to how my group does against yours. But all of your possibilities aren't really worth worrying about because I have absolutely no idea what your force looks like and you have no idea about mine. So I can only attack/defend and see what happens.

You took advantage of my hasty and poorly executed invasion to wipe out one whole group of wizards. But that was my fault and nothing you can take credit for - except for keeping multiple groups together in one place. Hint to the newbs. And it's ironic because I was doing the exact same thing while biding my time. Anyone landing on my capital before I moved to Synisvania would have been in for a horrible shock Smile
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So far 3  wandering wizards in a game, wow, I thought there was one that could have 2 names.  How many wandering wizards are there and how do you find them, agents only or can they be divined.  I know the PI starts with one location which the NO grabbed early on so I thought that was it, I was wrong.
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OK, let's move on.  I didn't see anything constructive coming out of the last few posts.  Let's always be respectful.
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1 p3(Nemrond), at least 1 p2 (elkar is the name I have found as the PI), Vacco/Occav(adept twins) I am unsure of the exact number or if there is an exact number on p3s or p2s. You can divine the p3s, I assume the p2s and adept twins as well.
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I'm learning a great amount, keep it coming
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Regarding the combat options, I will comment here that Night Attack is completely broken. All you have to do is attack at a 2 to counter and then I revert to standard battle plan. Standard battle plan is probably not what I want to do, so selecting an easily countered Night Attack forces me into a default battle plan that is not what I want.

IMO it should only be possible to counter a night attack with some kind of "hasty attack". Night attacks were almost always used to attack the night *before* the expected battle. I can't think of any reason why what you were preparing to do the next day would affect whether my night attack the night before you plan to fight actually happens.
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If you can divine for these wandering wizards, what category are they and can they be stolen?
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