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2016 3rd Cycle Championship Rostering
#41
(DA)

The game started normally. Being unmolested in Synisvaina let me develop my emmies, wizards, and agents. As it turned out I waited too long to start my first invasion. While my position had developed nicely I could not keep up with the WA.

When the AT dropped and the Steppes went uncontrolled I started to move in but found the WA was already there. The WA seemed to go out of his way to avoid any pop centers I already controlled so I pulled back and continued to develop.

On turn 20 I invaded the Sands and the AN in a full out assault. I was worried that the AN counsels would be a tough weapon to counter but I think my initial invasion was overwhelming and he could not recover. I had to hang around in the Sands for a few turns to ensure it was secure but I never found the AN hidden capital, and he eventually dropped.

My next target was the IL and Arcania. I did another full Blitzkrieg on turn 28. I was worried the WA would get the win but when I saw he lost control of Amberland I thought I might have a few more turns. The IL had a few surprises for me. On turn 28 when I moved two princes to the City at OP he moved an army group with 30 brigades and three P7s to the city. On turn 29 three more army groups showed up at pop centers I had just taken from him, but I did not take OP. I took every village in Arcania, except one, I took every town except the RD town and the IL hidden capital, and I took one of the two cities. I was worried I would lose the region if the IL army groups took the city at UM and two towns so on turn 30 I took OP. I was surprised that the IL did not use any of his massive armies to take back some of his pop centers on the final turn. UM, if you are not giving away any of your secrets would you quench my curiosity?

It was a fun game and I congratulate everyone who participated.
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#42
As I read through the papers of the Warlock’s Chancellor, I am struck by how insightfully he captured the essence of Alamaze and its denizens even before this contest began. I especially like his reference to “the rowboat kings of Atlantis.”

This is absolute crap, Your Majesty. A travesty not to be endured. The leaders across the land are calling for a single leader to unite all of Alamaze. All should know that Your Majesty is the only worthwhile candidate, a mage of unparalleled ability starting in the richest and most isolated of regions. Why bother with this silliness of having a contest requiring a showing of dominance over 4 regions? Seriously, Your Majesty, who can compete with You and Your Warlocks? The tree-hugging casters in Oakendell, the zombie hordes in Northern Mists or the pretend magicians in Torvale? Really? I think not. Maybe they think the flying and illiterate beasts of red or black color could lead. Hah. And let’s not forget the rowboat kings of Atlantis or the eyepatch wearing actors calling themselves Pirates or even the old, senile ancient beings, I mean are they even around still? Or perhaps they are thinking the deformed elves who label themselves Dark Elves, how clever a name they have. And let’s not even think about the stunted monsters in Runnimede. I have studied the map, the other races and the rules of this “contest” and I see no possible winner other than Your Majesty.

Let us plan to secure the Talking Mountains, praying that the illiterate, red flying beasts are based in the south of Alamaze. If so, we will leave their holdings here alone, as such a town or village is not relevant to our overall plan. We will then plan by the sixth or seventh month (while winter is hitting all in the North), to invade into Zombieland to our west or into the rowboat kingdom to our south. From there, we will expand into the mutated Elven lands or take Amberland from the clunky, black flying rats. How do they even stay aloft? Finally, we will survey the world and decide from there which land is most ripe for taking to secure this contest. I expect, Your Majesty, this contest will take 12 months at most. But, we do wish to make a good impression on all citizens of Alamaze, so perhaps we slow it down a bit and show our dominance over 28-32 months.

His notes are sporadic through the rest of the campaign, but do provide a nice flavor for the ensuing conquest of Alamaze.

Month 3. In the first 3 months of this campaign, my Lord Meister Firestorm has demonstrated true leadership and a clear right to rule. No enemies dared show themselves in the Talking Mountains and we quickly claimed the city and began asserting dominion over the human and leaderless towns and villages. A nice start to the campaign and should assert ownership over Talking Mountains in month 4. My Lord has decided not to contend for the High Council, but will devote that gold to mage research and agent development. Let the lesser lords of the land play with the toy council until we are ready to rule.

Month 6. More second raters are clamoring to join the High Council. Sadly, the rowboat kings of Atlantis decided to take control of our town in the Eastern Steppes. We understand they made every citizen take rowing lessons. We have claimed the Talking Mountains and noted that the flying red rats claimed Runnimede (it was nice to learn they were not near enough to us for us to have to crush them early). In fact, all regions became owned. We will change that. Our adventurers secured for our Lord a nice Ring of Protection, secured for our troops the Golden Spear of Lerix, and secured for our chief assassin a Demon Bane dagger (too bad the Demons long ago abandoned this land). The voting occurred at the end of the sixth month and we expected our Lord to be the clear leader, but there was voter fraud and the Warlocks were somehow listed 9th out of 12 kingdoms. Clearly the fault of the vote collector, Karack Okama. No matter, the lesser races shall soon see how the Warlocks rise to power. Now it begins.

Month 9. Nine months have passed and I really need a vacation. My King has been working me to death, working with our mages and agents on training, escalating our emissaries, and overseeing our scouts as they search out Northern Mists and Eastern Steppes for information. The one nice break was my chance to interview 72 beautiful virgins for the role of Noble Maiden. I chose two of them and they quickly progressed to High Priestess roles. Our scouts found a curious portal that ended up in Runnimede. Maybe useful later, but I advised our Lord to leave the red, flying muskrats alone for now. We also found a site requiring a key to enter and we believe this holds a beautiful Gem that will allow our armies to teleport. Our mages can do that already, but it might be a nice jewel for my Lord. Finally, and most importantly, our adventurers uncovered a Staff that allows our Lord to denigrate other Kings. That will be handy.

Month 12. Twelve months and not a single battle, not a single encounter with enemies, no assassinations, no kidnaps, not even an exchange of taunts (except for the inconsequential rowboat vermin taking our town), until… the walking dead of Northern Mists have declared my Lord an enemy. What brass. What insanity drove them to that? We Warlocks had done nothing to that poor, misguided kingdom. He will pay for this affront. We were fortunate in the tenth month to hire 3 new wizards and raise our world influence. We continued with increasing gold production and mage development and agent promotion. We are looking forward to our first victims. Just deciding between the dead guys and the tugboat guys. We located all of the towns and villages in both regions. In our scouting, we did notice that the tree-hugging clowns were invading the dead people. Hmm, maybe we will focus on the tugboat atlantians. But we did decide to help the tree-huggers by using our pretty new Staff to denigrate the dead king in his own region. We also learned that the Gem of Teleport is way down in the far corner of Runnimede. Will need to send a patrol there. Finally, we had the voting again and I just knew my Lord Meister Firestorm would be at the top. But that damned Karack Okama has once again committed voter fraud, allowing undocumented minotaurs to vote, causing my Lord to be ranked near the bottom once again. This is insufferable. Someone, no everyone, will pay.

The notes actually go on for quite a bit at this point, raving about voter fraud, building a wall, something about healthcare for Wyverns, more jobs for Specters, and then just crazy talk about alternative facts. I have cut those passages and will continue with his narrative once he gets back on topic.

Month 15. My Lord has finally given me permission to take care of business. First the Necro. He dared declare my Lord an enemy? So we issued our own enemy declaration and put the Staff to good use in a perpetual denigrate of that dead king in his own region. Found his capitol and watched his king have to raise reaction in his own region ha ha ha. Too funny. Nobody maligns my Lord. Strange to see the Necro raise food in Northern Mists. I didn’t know that zombies even eat growing food. Just learned the tree-hugger king is epilectic – love those tabloid articles. But with the Dead King occupied and on the defensive, I took my troops and princes into Eastern Steppes. I mean, seriously, sink a few rowboats, sing a few sea chants, and send the Atlantians back to Atlantis, right? Should be easy. But it was too easy. The same turn we moved in, the Atlantians disappeared. I mean seriously, like their island just sank again. Weird. So, now the world sees the region go uncontrolled and I see some black flying rats in the area, so now I really have to hurry before others of the lesser races think they can claim part of this region. My folks also pick up a Crystal of Seeing (truly a gift from the Gods) and the Gem (not that helpful to my awesome mages, but still kind of cool). The Gnome also has disappeared, but we are not surprised as the flying red pigs had owned Runnimede since time began. We also found another Ring of Protection, ho hum. Time to assess. We are rocking it. 5 princes, two level 12 agents, 20 influence, mages of 2 at 6, 2 at 5, 4 at 4, 2 at 3. 12 brigades and 6 ships and producing 88,000 food and 158,000 gold and mages advancing every turn. Look out world, here come the Warlocks.

Month 18. The stupid, moronic, satanic, dead king outbid my Lord for the open council seat. Oh well, we didn’t want it anyway, that lying cheater. Probably friends with Karack Okama. Some scary news from around the world, as the fake magicians in Torvale leave the land and the flying red mice take over Torvale. So what, they fly fast and look all scary, but they are still illiterate roadkill and will burn themselves out. My troops have taken Eastern Steppes and sent the flying, burnt rats back to Amberland. We are set to take the last of the population from those rats and have even scouted all of the centers in Amberland, even finding the Black Dragon capitol. Oh what a target, lots of emissaries just sitting there with no troops, but yikes, their defense is over 38,000. And they have somehow figured out how to get a mage to level 6 and a few others to level 3. Who taught rats to do magic? Finally, my troops get blooded in Eastern and my mages are still learning. Nice to have mages who can denigrate the rats, dome as needed, and still have time to cook my dinner with their little flames. And then the voting happened again and finally the world is starting to recognize my Lord’s potential (though still putting him behind the eyepatch king, the red flying bats, and the now-you-see-it-now-you-don’t pretentious illusion fakers).

Month 21. Ok, I will admit it. I am not good with finances. It was fine at the beginning, but with 2 full regions and parts of another, the food and gold are just too much. I need to hire some bean counters. Anyway, it is good for mage research. Also, someone is killing my emissaries (only 1 so far, but lots of attempts). So, I have had to hire some governors and start promoting them in preparation for a full attack on the flying vermin in Amberland. And they continue to fight in Eastern (though the capture of a Duke and the casting of domes has pretty much ended that). Full scouting of Amberland (I love our Crystal of Seeing). And I moved our main army to Evanon. My Lord is thrilled with my aggression. Of course our main army is only 9 brigades, but hey we are Warlocks. We can take that city. And take it we did. Also I instructed our mages to start summoning specters, those things are awesome AND THEY FLY. So cool to watch. My mages and Staff are denigrating the flying rats, and just this month we moved three invisible groups to the Black Dragon capitol, but alas its defense is now over 52,000 and there is a brigade of rats outside, oh my. Side note, our agents stink. Other kingdoms are killing and stealing and what are my agents doing? Losing levels and failing, that’s what. Morons. And those mutated dark elves have taken Southern Sands and eliminated the Alzheimer kingdom. I see that the red and black rats are fighting in Amberland, so I will make it a slow invasion, just focusing on the city and the rat capitol.

Month 24. Oh, it’s on. This war is rocking. Who cares about rats, we are going all in for Amberland. My groups at the rat capitol wiped the rat brigades and cut the defense of that town to 29,000. But oh my, what is this? The main rat army has arrived and it is, yes, scary, huge, 15 brigades. My commanders are laughing. While my poor armies are small, only 9 and 5 and 1 brigade, my mages will overcome (and of course we have Phantoms in our back pockets). By the end of year 2, we had turned Amberland neutral, eliminated the black rat troops almost entirely, and reduced the capitol to 15,000. We love our phantoms and death spells and even got to use our new Crack the Sky spell. I hear rumors that it was actually the Warlocks who invented that spell anyway. Who else could? The fake mages in the south or the west? Please. Somehow the red rats have taken Torvale and eliminated the Sorcerer, but that is not surprising. No real magic over there. But now assassins are taking aim at my wizards, but please, you can’t kill a lich that easily. Finally, the votes are in and my Lord is now 2nd (trailing those sneaky eye-patch deceivers who call themselves by the lofty title of Pirates). Warlocks are awesome, so awesome, sing it with me.

Once again, I have had to truncate portions of the narrative. He goes on for pages and pages about the history of the Warlocks, and apparently of his own nearly-regal lineage, and rants about the “lesser” races. It seems he is quite a bigoted fellow and truly despises Minotaurs above all others. Anyway, we pick up the conclusion of the narrative as it is clear by now that the Warlocks are destined to win over all of Alamaze and it is just a matter of when and who they have to crush to do that.

Month 27. The last three months have been brutal but rewarding. It is becoming clear that my Lord is unstoppable and brilliant and handsome and virile and magically-inclined and modest all at the same time. I love him. He finally decided to join the High Council just to let all know that he is supreme. My troops have wiped the capitol of those black rats a couple of times. He must be near extinction, but his troops continue to appear at villages across Alamaze, and I can’t seem to catch him. But his conquests are small and insignificant. Just another fly to swat when time allows. Amberland remains the target, but is inhabited by black rats and red rats and eye-patch guys and dead people. Oh well, blast them all and sort them out in heaven (or elsewhere). At the end of long fighting, we finally took Amberland, but we are just barely holding it. We continue to harass the dead king with denigrates in his own region and even managed an awesome scandal spell. Also, they love us in Northern Mists and are eagerly awaiting our invasion. But we are slow now, with only 2 princes, 1 baron and 2 governors, but we do have 4 mobile divisions with awesome mages. All mages are at least 6, and some are even 8, while many are stuck at 7 forever in lich form. At the end of this month, we have finally invaded Northern Mists with emissaries and 4 invisible groups. But we are concerned. We barely hold Amberland.

Side note. One of our assassins just killed a level 1 agent of the Necromancer kingdom. Our first success. The Assassin Guild is partying like mad. Seems a bit hyped up for a kill of a level 1 agent…. But hey, the bar is low when your agents are truly as dexterous as a one-armed ogre.

Month 28. Things are moving apace. I am losing hair and gaining weight. The stress is too much. I am pretty heavily medicated now, but my King still loves me and somehow I am still holding it all together. We are fighting eye-patchers and rats and dead people and I see them burning in my dreams. There is little or no resistance in Northern Mists. The people celebrate every place we appear and the dead king is nowhere in sight. It seems that he is occupied trying to get the tree-huggers to let go of their trees. That region over there keeps going from one to the other. This is perfect. However, the clawing and scratching of the lower races has caused the Amberlanders to abandon us temporarily. But I am not worried as we still own nearly half of that region, and 4 mobile groups will take it back easily when needed. My troops are in position to take Northern Mists and still have wizards free to teleport to Amberland.

Month 29. Oh, it’s over, all but the counting. Ok, maybe not, but maybe. The black rats are still gnawing but not enough to bother my citizens. The sneaky, sea-faring brats have released a skeleton on my perfect king. But no, there is nothing on him, so they find trash about our lovely queen that she is a pathological liar. None of us could comprehend how that is a skeleton. We love our lying bitch of a queen. But some citizens did not like it and we lost influence and got kicked off the Council and were particularly beaten up in Southern Sands. But who cares about the desert? Two other skeletons were released (busy tabloid month), but those were justified on lesser race kingdoms. My troops have taken Northern and have a pretty solid hold and expect to take even more next turn. The dead king has shown up with emissaries, but with our owning the region and the citizens loving us and being hostile to the corpse king, we are not TOO worried. Also, we are sitting invisibly all over Amberland at holdings of the black rats and the eyepatchers and the dead king and the red rats. Our troops and emissaries are tired. They will need bonuses and vacations after this.

Month 30. Our emissaries claimed more of Northern Mists and our troops delivered killing blows in Amberland to take that region back. Victory was declared, parties were held (assassins just extended their party), and I am off for vacation.

Again, sorry to interrupt, but the narration ends there. Apparently, he headed off to vacation immediately. I noticed that there are invisible groups at the Necromancer city and capitol, but I also see Black Dragon troops in Eastern Steppes. Who knows what the future would have held? I am so honored to have been able to read and publish the works of the Warlock Chancellor. He is a bit nuts and truly a bigot and somehow loves his King a little too much, but he does explain why everyone in Alamaze so loves the Warlocks. I could not help but also admire the Pirates (though I sort of agree they are just kids in eye patches) and the Dark Elves (though again a little unclear on how they got dark and how they mutated from elves) for their accomplishments.

Vball Michael, scribe and functionary
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#43
Vball is lucky he won the game when he did. As the Illusionist, I was just about to pour it on and dominate the game. See the attachment of my groups and you'll see why. Having 11 pwr-7's in four strong groups, no one would be able to stop me but I waited too long. It took a while to develop those L7 wizards and even longer to summon all of those magical troops to their maximum numbers. Just when I was about to make my move, the game ended. Those update changes to slow down the wizard kingdoms really worked!


Attached Files
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#44
(03-29-2017, 11:34 PM)unclemike Wrote: Vball is lucky he won the game when he did. As the Illusionist, I was just about to pour it on and dominate the game. See the attachment of my groups and you'll see why. Having 11 pwr-7's in four strong groups, no one would be able to stop me but I waited too long. It took a while to develop those L7 wizards and even longer to summon all of those magical troops to their maximum numbers. Just when I was about to make my move, the game ended. Those update changes to slow down the wizard kingdoms really worked!

Wow. 114 brigades accompanied by ridiculous wizard corps. But probably all smoke and mirrors anyway, Mr. Illusionist.
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#45
(03-29-2017, 11:34 PM)unclemike Wrote: Vball is lucky he won the game when he did. As the Illusionist, I was just about to pour it on and dominate the game. See the attachment of my groups and you'll see why. Having 11 pwr-7's in four strong groups, no one would be able to stop me but I waited too long. It took a while to develop those L7 wizards and even longer to summon all of those magical troops to their maximum numbers. Just when I was about to make my move, the game ended. Those update changes to slow down the wizard kingdoms really worked!

UM. If you had all this firepower sitting at my pop centers, why didn't you use it?  With all those brigades and only controlling a few pop centers your morale and attrition would take a toll quickly?
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#46
Wow that was a truely enjoyable read VBM.
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#47
(03-29-2017, 07:04 PM)IMPERIAL_TARK Wrote:
(03-29-2017, 02:43 PM)Netstrider Wrote: What a disaster of a game Smile

Congrats to VBM!  I concur this was a disaster of a game!  I lost leaders and wizards left and right in trying to complete Unusual Sightings early on; the dice had a vendetta against me!  Then I had a missed turn entirely because I didn't realize Ready Enabled games didn't send warnings about orders not being ready near the deadline.  Then I had the DU, PI, and WA periodically taking random pot shots (denigrates, kidnappings, sleeps, etc.) on my kingdom without ever really committing to war).  And then a bizarre invasion by the DU that fell flat. Then when I finally had the DU cornered, I issued all my attack and combat spells on the WRONG Druid group so instead of crushing him, I was surprised, all my spells failed, and he routed me.  Had I taken him there, I would have been able to return to counter the WA in the N. Mists but I was mangled and completely out of position trying to mop up the disaster in Oakendell when the WA finally came calling.

The PI did a great job of making me believe it was the DU that had been kidnapping my people/artifacts during the game so all my wrath went to him.  He was aggressive in the early game in the N. Mists so I figured his capital was in Sea of Terror which I why I felt in necessary to shut him down so hard (which then provoked his wrath against me); and he went away... or so I thought.  It was also because of this that I opted to go after the DU instead of the WA; so from the NE perspective, the PI really helped the WA win Smile
I think the rest of our player base can empathize and even slightly enjoy your revealed missteps, Tark and Netstrider.  Its like watching the Masters and see a flubbed shot: hey, I could do that!

I think almost all players at the beginning of a game think, I'm going to try to have a perfect game (as in no mistakes).  They factor in the cruel consequence of battle, and the unknown intentions of others, but just not to have self inflicted wounds.  Few ever do.  Just so we know, it's good to have a turn without mistakes, let alone a full game so blessed.

BTW, a recent change by Mike should see strong patrols suffering fewer losses in Unusual Sightings.
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#48
(09-27-2016, 08:36 PM)Lord Diamond Wrote:
(09-27-2016, 08:04 PM)Ry Vor Wrote:
(09-26-2016, 02:33 PM)Lord Diamond Wrote: FYI, Valhalla already has a program for inviting the Champions by zone if you want to go that route.

Yeah.  Let's do that.  As of October 15.

Wonderful. On October 15th, I will post the Valhalla Championship invites after the Noon turns have run.

Some notes of interest:

- The best performer in each zone will be invited to participate.
- EDIT: Each invitee will only be invited to play in one zone. If the player would have qualified for more than one zone, the system will randomly choose one.
- An invitee may only elect to take the zone offered or to decline the invitation. If he declines, alternate players will also be listed in order of performance and the original invitee will not participate.
- A player may be listed as an alternate in more than one zone.
- The invitee may choose either kingdom in the zone.
- Only Active Players as of 10/15 will be considered. If you recently left Alamaze and have just returned, please let me know so that I can put you on the Active Rolls. Otherwise, you won't go back to Active until you complete a game.

I'm notifying you that I was away and am now back...count me in!
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#49
(03-29-2017, 11:34 PM)unclemike Wrote: Vball is lucky he won the game when he did. As the Illusionist, I was just about to pour it on and dominate the game. See the attachment of my groups and you'll see why. Having 11 pwr-7's in four strong groups, no one would be able to stop me but I waited too long. It took a while to develop those L7 wizards and even longer to summon all of those magical troops to their maximum numbers. Just when I was about to make my move, the game ended. Those update changes to slow down the wizard kingdoms really worked!

Impressive. The IL is one of the kingdoms I'd like to try playing.
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#50
Apparently those update changes to slow down the wizards WASNT ENOUGH ! LOL
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