Posts: 1,244
Threads: 42
Joined: Aug 2019
Reputation:
5
Victory By Team (7 Regions) Is The Illusionist Kingdom!
Game End Status Points
Place Kingdom Player Results-23 Grand Total
1 IL Wookie Panz 26,028 32,820
2 SO Draugr 25,596 31,290
3 GN Senior Tactician 16,914 21,724
4 UN The Painted Man 25,225 33,467
5 AM Gibraltar Adams 11,600 17,932
6 DE Windstar 9,792 14,871
7 AN Brek 9,271 14,112
8 SA AlatarTBW 7,811 14,020
9 PI Strylian 8,097 13,731
10 BL DuPont 7,715 12,273
Teams
1) Black Dragon Demon Princes Pirates
2) Sacred Order Red Dragon Ranger
3) Gnome Illusionist Sorcerer
4) Amazons Ancient Ones Underworld
Posts: 1,244
Threads: 42
Joined: Aug 2019
Reputation:
5
I'm very interested to hear about how the early game went. From our perspective, the game was almost completely uneventful until the last 3 turns when we snuck in and back doored the UN, AM, AN, who seemed to be doing very well.
Posts: 2,252
Threads: 75
Joined: Sep 2013
Reputation:
17
Sadly, the beginning was not quiet, and my team's strategy definitely helped your team have serenity and eventual domination. You see, we had this plan to take fast militaries and win quickly. So, our team of SA, RD, RA moved quickly and made some nice progress, but our strategy was flawed. It might have worked if we had picked one team as enemy and gone nuts on them. But, due to where things were, we went for 3 regions that included 2 of the other teams. Attacking 6 opponents seemed like a good idea for about 4 turns. Then we met resistance and were pretty quickly overrun. This left the 4th team undisturbed and able to develop. Oops, our bad. And the plan looked so good on the drawing board. Our Sacred Order survived and continued to play well, but the poor RA and RD were eliminated. Congrats to the winners and condolences to the rest of us.
Posts: 2,776
Threads: 70
Joined: Feb 2013
Reputation:
3
I was pretty certain early on how this game would end. With three magic kingdoms left alone to build, it seemed pretty inevitable. The RD/RA/SA move of attacking two teams very much seemed an unlikely choice to me. I had hoped that after they were beaten back in Mythgar, the UN/AN/AM team would turn on team magic but they never did. My BL never really got off the ground being on the front lines for most of the time. Our plan was for the PI to move his capital to Stormgate and the BL to take his hidden capital in Triumvia which we did, though I waited a turn too long and got bumped there rather than moving on my own.
These games are tricky, but if a team is left alone, they have a massive advantage and that's just what happened here, but we sure had fun!
Posts: 1,120
Threads: 17
Joined: Apr 2019
Reputation:
12
The attack of the SA and RA out of the gate certainly set us back at first. We kept waiting to see the RD join the fight but he didn’t until much later and we realized he was fighting the AN and the UN.
The BL capital had started in an exposed spot so we planned to move it to the PI hidden capital and have the PI take Stormgate and skip taking Triumvia. It took a little bit longer to get the BL capital into the hidden capital since the SA and RA where playing ping pong with it. The fight also slowed down our taking of Zanthia and Triumvia.
Once we where able to stabilize our front we decided to concentrate on the RA first and the SA second. By the time we seen any of the RD troops we had the RA pretty well taken care of and we had taken the fight to the RD in Zamora only to find the AN was also fighting for Zamora. So we found ourselves directly in a fight with the AN, UN, and AM. Of course this whole time we knew it was only a matter of time until the IL, SO, and GN would start teleporting around and hitting is all from behind.
Not much could be done about it though since we where depleted from the constant fighting. On the last turn I was surprised to see my small army and brigade had been hit by an invisible IL army. I didn’t see that coming, but the IL had also moved his capital to a small village in Zamora packed with emms on the same turn that our invisible DE meteor patrol had landed on it. So in consolation we got to nuke his entire royal court on the last turn.
Live your life so that the fear of death can never enter your heart, be not like those whose hearts are filled with fear of death, so that when their time comes, they weep and pray for a little more time to live their lives over again in a different way.
Sing Your Death Song And Die Like A Warrior Going Home.
Tecumseh, Shawnee Chief
Posts: 2,610
Threads: 78
Joined: Aug 2016
Reputation:
57
I have to credit Draugr and Senior for the bulk of the planning in this one. It was actually a quiet and boring game for us until the last 3 turns but all of those turns of preparation paid off.
Thanks to everyone that took part.
As mentioned in other post our IL had a very interesting, I think you could even say a classic fight on the final turn. An invisible group of 4 ghouls and 2 p 5 recruited phantoms and went through 2 surprised Pirate groups and took a town to help with the win. Most of the ghouls finished elite and 50% stronger after the battles. I'm going to paste the battles and please forgive the length of the post but this is one of the more interesting fights I have ever had.
Military Encounters and Group Readiness:
Reports of our Military engagements:
Battle between the 4th Illusionist small army and the 5th Pirates full brigade in the
desert of area UB:
Illusionist Pirates
Commanders
Grand Marshal Zambra of Zenor Little Known Leader
Centurion Iris Spearshear
Wizards
Power-5 Kazanor None
Power-5 Servant of Styx
Brigades
3 Phantoms Regular 2 Stormgate Guard Veteran
1 Ghouls Veteran
3 Ghouls Regular
Combat Factors
Good Leaders Unknown Leaders
Tactical Selection
Determined Attack Surprised
The sight of so many Ghouls in the 4th Illusionist has caused fear among the ranks of
their enemy. Late in the afternoon, the 4th Illusionist small army advanced with grim
resolution toward the defensive position of the 5th Pirates full brigade led by the
group's little known leader. Being surprised by the sudden onset of battle, the defender's
leaders were unorganized in issuing orders and the troops were greatly demoralized that
diminished their defensive capabilities. As the attackers swept over the surrounding
dunes, the first missiles sang out.
- Long Range Missilers -
The long range Illusionist missile troops and the varied missilers of the Pirates force
initiated their attack. The Illusionist ranks dealt out light damage upon the Pirates
ranks as the Pirates claimed minor damage to their foes.
- Short Range Missilers -
The short range Illusionist wild maned javeliners and the varied missilers of the Pirates
force initiated their attack. The Illusionist lines inflicted noticable damage upon the
Pirates forces in response, the Pirates imposed minor casualties to their foes.
- Magic -
Illusionist wizards dismounted barely beyond the range of defending bowmen and began an
animated spell. Calling forth his arcane power Kazanor's presence power changed the course
of the engagement. Sonic blasts shot forth from his position. Servant of Styx also let his
presence be seen in like fashion. The Illusionist lines claimed significant losses upon
the Pirates forces and, in return, the Pirates inflicted no damage against the enemy.
- Charge -
Quickly, Grand Marshal Zambra of Zenor led the Illusionist light cavalry down upon the
elements sent charging forward of the Pirates. The Illusionist forces caused substantial
losses upon the Pirates ranks while the Pirates caused minor casualties to their enemy.
- Melee -
The footmen of each force now were prepared to settle the engagement, grim determination
on the face of each soldier, they met in heated, blood-stained battle. The Illusionist
melee advanced forward to meet the Pirates footmen in close quarters. The Illusionist
forces imposed heavy losses upon the Pirates forces in response, the Pirates dealt out
minor losses against the enemy.
- Conclusion -
Pirates casualties had now exceeded acceptable levels in the judgement of the group's
little known leader so the order for retreat was sounded. Being surprised by the battle,
the withdrawing force suffered greater losses during their withdrawal. The Pirates showed
good composure in their withdrawal, minimizing losses. Pirates casualties were put at
100%. The group was destroyed! Illusionist casualties were put at 9.22%. All Illusionist
leaders survived the battle. Zambra of Zenor distinguished himself and has been promoted
as a Lord Commander. All the Illusionist wizards survived the fray. Awarded distinction
was an Ghouls brigade. They are now a Veteran unit. Awarded promotion was an Ghouls
brigade. They are now a Veteran unit. Awarded distinction was an Ghouls brigade. They are
now a Veteran brigade. The troops are anxious for more victories: morale is up!
<> <> <>
<> <> <>
Battle between the 4th Illusionist small army and the 1st Pirates small army in the desert
of area UB:
Illusionist Pirates
Commanders
Lord Commander Zambra of Zenor Marshal Blackfin
Centurion Iris Spearshear Major General Uncle Salty
Captain Esterious
Wizards
Power-5 Kazanor Power-2 Landis Quickly
Power-5 Servant of Styx Power-2 Redeyed Caster
Brigades
3 Phantoms Regular 2 Pirates Veteran
4 Ghouls Veteran 1 Pirates Regular
1 Hill Giants Veteran
1 Wildlings Veteran
1 Zamorans Veteran
Combat Factors
Good Leaders High Attrition
Tactical Selection
Determined Attack Surprised
The sight of so many Ghouls in the 4th Illusionist has caused fear among the ranks of
their enemy. Early in the day, with a wave of arms from its horn helmeted commander, the
wounded and fatiqued lines of the 4th Illusionist small army advanced with grim resolution
toward the defensive position of the 1st Pirates small army led by Marshal Blackfin. Being
surprised by the sudden onset of battle, the defender's leaders were unorganized in
issuing orders and the troops were greatly demoralized that diminished their defensive
capabilities. The Pirates fielded its pride: its 1st group. As the attackers swept over
the lonely desert, the first missiles sang out.
- Long Range Missilers -
Long range missilers from both sides joined the fray and fired their arrows. The
Illusionist ranks imposed light losses upon the Pirates lines as the Pirates dealt out
minor losses to their enemy.
- Short Range Missilers -
Short range missilers from both sides joined the fray and fired their arrows. The
Illusionist lines inflicted noticable damage upon the Pirates lines while the Pirates
imposed light losses to their foes.
- Magic -
Illusionist mages dismounted just beyond the range of defending bowmen and began an
incomprehensible spell. Kazanor's presence was clear. Blinding light shot forth from him.
Servant of Styx also let his presence be known in similar manner. Pirates mages dismounted
just beyond the range of defending bowmen and began an animated spell. The Pirates Landis
Quickly (Power-2) was not a factor in the battle. The Pirates Redeyed Caster (Power-2) was
not a factor in the battle. The Illusionist forces caused significant losses upon the
Pirates forces in return, the Pirates claimed negligible damage to their enemy.
- Charge -
All had gone according to plan thus far for the Illusionist commanders. They now looked to
strike for a decisive victory. Now Lord Commander Zambra of Zenor led the Illusionist
forces that were equipped to charge down upon the elements sent charging forward of the
Pirates. The Illusionist forces inflicted significant casualties upon the Pirates lines
while the Pirates caused minor damage to their enemy.
- Melee -
Steel gleamed brightly, as the masses of foot soldiers sprang to the ready, and then
charged forth with a roar, engaging in battle which took many proud lives. The Illusionist
melee advanced forward to meet the Pirates ground forces in close quarters. The
Illusionist lines imposed significant casualties upon the Pirates forces in return, the
Pirates claimed minor damage against the enemy.
- Conclusion -
With higher than expected losses, Marshal Blackfin had no choice but to order the Pirates
force to withdraw. Being surprised by the battle, the withdrawing force suffered greater
losses during their withdrawal. The leaders of the Pirates force managed the retreat
fairly well, all considered. Pirates casualties were put at 100%. The group was destroyed!
Illusionist casualties were put at 16.70%. All Illusionist leaders survived the battle. In
the heroic tradition of the Illusionist kingdom, a sharp-thinking leader has emerged in
this battle. He is Centurion Glim of Arcania. All the Illusionist wizards survived the
fray. Due to experience, victory and valor, a Veteran Ghouls brigade has been recognized
as Elite! The troops are eager for further glory: morale is up!
<> <> <>
Assault by the 4th Illusionist small army on the Ancient Ones Town of Old God Pass,
located in Zamora:
Illusionist Town of Old God Pass (Area UB)
Commanders
Lord Commander Zambra of Zenor Magistrate Ramases
Centurion Glim of Arcania
Centurion Iris Spearshear
Wizards
Power-5 Kazanor None
Power-5 Servant of Styx
Brigades
3 Phantoms Regular 3,077 Militia
1 Ghouls Elite
3 Ghouls Veteran
Combat Factors
Good Leaders Good Morale
Minor Attrition
Tactical Selection
Determined Attack Guard The Gate
Paid informants revealed that Old God Pass offered a defensive array suitable to the
capital of a young kingdom. At the first light of dawn, Lord Commander Zambra of Zenor
commanded his weary and wounded from an earlier conflict 4th Illusionist small army to
engage the Town. The sight of so many Ghouls in the 4th Illusionist has caused fear among
the ranks of their enemy. As the attackers advanced through the last acres of sand, the
first missiles sang out.
- Long Range Missilers -
As the attackers approached, defending missilers were able to still forever some small
percent of their antagonists. The Illusionist forces caused light damage upon the Town's
protectors. The erratic whipping winds from a magical storm reduced missile damage on both
sides.
- Magic -
Illusionist mages dismounted barely beyond the range of defending bowmen and began an
animated spell. Calling forth his arcane power Kazanor's presence arcane altered the
course of the battle. Blinding light shot forth from the wizard. Power-5 wizard Kazanor
slowly spoke in an arcane language, gestures building to a crescendo. Looked upon the
heavens and gestured violently. Suddenly winds of gale force drove across the battlefield,
reducing the accuracy of enemy missiles by about half, but also reducing the accuracy of
our own missile troops. Servant of Styx also let his presence be seen in like fashion. The
Illusionist wizards imposed heavy damage upon the garrison.
- Short Range Missilers -
Early in the battle, defending missilers were able to disrupt the first ranks of the
invaders. The Illusionist lines imposed noticable casualties upon the Town's protectors.
The erratic whipping winds from a magical storm reduced missile damage on both sides.
- Storm -
It soon became clear that the defending troops were well organized and determined.
Irresistible in their approach, the attackers routed the outward defenders and broke
through and over the main gate with a variety of siege equipment. Panic began to spread
inside the Town. Lord Commander Zambra of Zenor led the Illusionist center which had
achieved the most success thus far.
- Conclusion -
Within a few hours, the Town defenses were obliterated and an unconditional surrender was
offered. The Illusionist banner now waves nobly in Old God Pass! Illusionist casualties
were put at 16.40%. Sadly, the Illusionist Centurion Iris Spearshear perished. Fighting
gloriously was Zambra of Zenor, who again has won further glory. He is now a Warlord. In
the proud tradition of the Illusionist kingdom, a sharp-thinking champion has emerged in
this battle. He is Centurion Iris Spearshear. All the Illusionist wizards survived the
fray. Due to experience, victory and valor, a Veteran Ghouls brigade has been recognized
as Elite! The troops are eager for further glory: morale is up!
<> <> <>
Assault by the 1st Illusionist army group on the Ancient Ones Major City of Python
Cove, located in Zamora:
Illusionist Major City of Python Cove (Area XE)
Commanders
Warlord Cora Draco Lord Ramases
Warlord Jamer the Bloody
Warlord The Mixikarin
Wizards
Power-6 Ekliar Tulistar None
Power-5 Kira Glamering
Power-4 Yakanirin III
Brigades
3 Illusionist Elite 19,472 Able Bodied Men
2 Illusionist Veteran
3 Illusionist Regular
2 Paladins Veteran
2 Paladins Green
4 Minotaurs Veteran
1 Minotaurs Regular
Combat Factors
Forged Armor Confident Morale
Forged Weaponry
Legendary Leaders
Very High Morale
Tactical Selection
Determined Attack Defend Your Homes
It was already known that Python Cove had become the wonder of Alamaze. It intimidated
merely by its presence. Surely this host of every conceivable invention of defense would
prove impregnable against any attacker. Late in the afternoon, Warlord Cora Draco
commanded his 1st Illusionist army group to advance upon the Major City. Because Python
Cove had a great castle, its defenders were both better protected and had been trained
improving their strength. The 1st Illusionist morale was boosted due to the valor of the
Minotaur brigades. Across the field, the wall defenders' forces saw the banner of the
Illusionist 1st group, it's pride. As the attackers crossed the flat grasslands, the
battle began.
- Long Range Missilers -
In the initial minutes of battle, defending missilers were ineffective against the
superior invaders. The Illusionist ranks inflicted light casualties upon the Major City's
defenders. The erratic whipping winds from a magical storm reduced missile damage on both
sides.
- Magic -
Illusionist conjurers dismounted barely past where the defensive missiles were falling and
began an elaborate spell. Calling forth his arcane power Ekliar Tulistar's presence wizard
force changed the course of the engagement. Ice blasts shot forth from his position.
Power-6 wizard Ekliar Tulistar while seemingly detached from all else, seemed to draw
within himself and began to incant. A low rumbling began, which quickly escalated into a
full scale earthquake, immediately below the main ranks of the hapless enemy! Many
perished. Kira Glamering likewise let his presence be known in like fashion. Power-5
wizard Kira Glamering incanted in a low forceful tone. A dark mist seemed to fall briefly
over enemy lines, and then they grew clearly more fearful of the battle. Yakanirin III
also let his presence be seen in similar fashion. Power-4 wizard Yakanirin III incanted in
a low forceful tone. Looked upon the heavens and gestured violently. Suddenly winds of
gale force drove across the battlefield, reducing the accuracy of enemy missiles by about
half, but also reducing the accuracy of our own missile troops. The Illusionist conjurers
dealt out noticable casualties upon the wall defenders.
- Artifact -
Illusionist Warlord Cora Draco displayed the Axe of Farin for all to see, his troops thus
encouraged multiplied their efforts and the enemy's leaders quaked as the magical axe slew
enemy forces. By raising the Great Axe of Hurblind, Illusionist Warlord Cora Draco
inspired his force greatly and sought out the garrison leaders as the magical axe slew
enemy forces. Waving in the wind, the Renowned Standard bolstered the Illusionist troops
with hope during the battle. Waving in the wind, the Renowned Standard bolstered the
Illusionist troops with hope during the battle. Illusionist Wizard Ekliar Tulistar held
forth the Rod of Fire that released intensely hot flames that damaged the foe.
- Short Range Missilers -
Early in the battle, defending missilers were courageous, but able to inflict only light
losses against the invaders. The Illusionist forces dealt out significant damage upon the
Major City's wall defenders. The erratic whipping winds from a magical storm reduced
missile damage on both sides.
- Storm -
It soon became clear that the defending troops realizing that all they had known and loved
would be destroyed if they were defeated, were fighting like maddened beasts. It was
startling how rapidly the outer defenses of proud Python Cove were swept aside, and the
inner wall near collapsed as well, within three hours. The Illusionist initial waves
attacked relentlessly with thus far only light casualties.
- Conclusion -
Within a few hours, the Major City defenses were obliterated and an unconditional
surrender was offered. The Illusionist banner now waves nobly in Python Cove! Illusionist
casualties were put at 10.21%. All Illusionist leaders survived the battle. All the
Illusionist wizards survived the fray. Earning promotion was an Illusionist brigade. They
are now a Veteran brigade. An Illusionist unit was awarded promotion to Veteran status. An
Illusionist brigade of Regular experience battled valorously and have been elevated to
Veteran level. Due to experience, victory and valor, a Veteran Paladins brigade has been
recognized as Elite! An Paladins brigade of Green experience fought bravely and have been
elevated to Regular status. Earning distinction was an Paladins brigade. They are now a
Regular brigade. Due to experience, victory and valor, a Veteran Minotaurs brigade has
been recognized as Elite! Due to experience, victory and valor, a Veteran Minotaurs
brigade has been recognized as Elite! An Minotaurs brigade of Regular experience fought
valorously and have been promoted to Veteran level. The troops are anxious for further
glory: morale is up!
Posts: 1,244
Threads: 42
Joined: Aug 2019
Reputation:
5
Yeah, I really enjoyed that battle there. It was Draugr who suggested it could be done. I had never used phantoms before, did not know they would stay battle after battle. My suggestion was to ignore the pirates and attack the town, giving only a 50% chance of winning the day, if we had the luck to attack first.
Posts: 2,197
Threads: 111
Joined: Mar 2013
Reputation:
23
(06-17-2020, 11:53 AM)Senior Tactician Wrote: Yeah, I really enjoyed that battle there. It was Draugr who suggested it could be done. I had never used phantoms before, did not know they would stay battle after battle. My suggestion was to ignore the pirates and attack the town, giving only a 50% chance of winning the day, if we had the luck to attack first.
The phantoms weren't that much of a factor, it was surprise. Surprise carries a hefty penalty which is why I like kingdoms with the acuity trait (never surprised by opposing groups). If they issued a defensive order then the battles above wouldn't have gone so smoothly so be careful in future games. Phantoms are good for absorbing damage so your normal troops don't take a beating but they really weren't the deciding factor above, surprise was...
Posts: 1,244
Threads: 42
Joined: Aug 2019
Reputation:
5
06-17-2020, 12:13 PM
(This post was last modified: 06-17-2020, 12:14 PM by Senior Tactician.)
(06-17-2020, 12:07 PM)unclemike Wrote: (06-17-2020, 11:53 AM)Senior Tactician Wrote: Yeah, I really enjoyed that battle there. It was Draugr who suggested it could be done. I had never used phantoms before, did not know they would stay battle after battle. My suggestion was to ignore the pirates and attack the town, giving only a 50% chance of winning the day, if we had the luck to attack first.
The phantoms weren't that much of a factor, it was surprise. Surprise carries a hefty penalty which is why I like kingdoms with the acuity trait (never surprised by opposing groups). If they issued a defensive order then the battles above wouldn't have gone so smoothly so be careful in future games. Phantoms are good for absorbing damage so your normal troops don't take a beating but they really weren't the deciding factor above, surprise was...
Yeah, I know. Phil used to say surprise was about a -25% modifier to the group moral. Fear helped to, another 10%, but still no way it would have happened without the phantoms remaining for all battles, especially considering the -15% penalty cumulative, for each attack after the first. It was a sweet-spot really, the group kept getting stronger battle after battle by promoting brigades to compensate for that penalty. That's what makes is so satisfying.
|