06-19-2020, 09:14 PM
Victory By Rex Is The Necromancer Kingdom!
Game End Status Points
Place Kingdom Player Results-33 Grand Total
1 NE Pine Needle 40,184 56,304
2 AN uncledarkseid 30,892 47,635
3 UN Eregnon the Black 24,291 42,843
4 DW Brek 24,867 42,435
5 IL Windstar 18,500 32,100
6 SO AlatarTBW 15,368 29,569
7 RD Strylian 13,200 25,250
8 WA ColdSpell 7,400 17,666
5454 Lord Zanvar the Overseer Lord of the (un)Undead
At pick 12, there were only 4 regions left, Mythgar, Crown, Krynn and Diamond Coast. I’d played Mythgar before as the WA, so that was an option, but got crushed there as the GN by RD. RD would go last, likely in Krynn, so I chose Diamond Coast to stay away from the Red.
I planned on the standard Wizard development, and didn’t expect an early attack from Nyvaria with a brand new player there as the DA.
Started exploring and found the Elven town in my region and arranged a trade for my village with him and a bounty spell before turn 10.
So right away the Painted Man EL starts picking a fight with the Red on the message board. It was entertaining, but did he mean it??
Magic 8 ball says yes! The Elves really did want to pick a fight with the Red Dragons despite not having a border.
So that meant both my borders seemed peaceful, and I could raise wizards and undead and whatnot. I really like the Orc special ability so starting recruiting them on turn 4, and took region on turn 5. Here was a mistake, or miscalculation. I only had level 3’s at this point, was spending food on armies, and winter was coming. And I owed the Elf a bounty.
Winter was tough, and my wizard education suffered. My troops were orcs and wargs eating normal levels of food. I might go with cheaper undead next time. (Duh, Necromancer. That’s why you choose that kingdom). As someone said, the troops are crappy, but you could have a lot of them, and 4 undead armies can take a lot of towns while dodging a more powerful group of quality brigades. I had two skeleton brigades and 6 zombies the whole game, so really neglected this.
I moved my capital to a sea minor city which also made my undead babies feel safe. The 18k gold from my navy really was key to this game especially before turn 20, and one thing which totally annoyed me was getting reinforcements which I’d have to sale to land losing a turn of merchant fleet. My wizard tower was there, so I usually had a group there leveling wizards. I didn’t want brigades in that patrol for defense purposes.
Finally got a power 5 on turn 9 and sent him to Darkover to pay off the bounty. I also found the Altar of Holy Ancients so starting looking for artifacts. Had a very nice collection by the end of the game- Crown of Anzu, Green Dragons, rods of fire and lightening, Anglakel and two smaller weapons etc. No Plow though.
I sent this nice note to the Elves celebrating completion of my obligation:
Very gracious and pointed. As a small acknowledgment, my minister of aesthetics has recommended incorporating green into our flag when we conquer your kingdom and turn your children into undead slaves. The Red, too, as there should be something to remember him other than a lingering odor. Something like the flag of the mythical nation of Libya, but with a skull in the middle, of course.
--NE
I started my own bounty program, and on turn 12 Nyvaria went uncontrolled, so someone was going after the DA. I began to investigate to see if I could help out. On turn 14, the WA moved a Duke, Count and Baron into Bronze Canyon and took control of Nyvaria. Don’t worry DA! Help is on the way.
I slept and kidnapped all three on turn 15 and moved my 65k army to Bronze Canyon on turn 16. Took it on turn 17 with 3.4% losses, and my level 6. That was really the biggest setback I had all game.
Whipped the 2WA the next turn, and was going to do the same with the 1WA but he cast a fire wall and I had not determined attack. I believe that was my only group to group battle all game.
The EL traded the Plow to AN right around now, so it looked like the war with the Red wasn’t going well. I’d took a Red village in Darkover earlier which he retook, so we didn’t have the best history. My sea capital was heartening though.
I think in here the DW made a move on Pellinor and Stormgate. I think this was key for my victory as UN, SA and who knows else got into it with the Dwarves for the rest of the game. He also took Untamed Lands from the WA. The EL dropped so things got very quiet on the message board.
I had two regions and started a plan for 4. I divined Untamed Lands and readied to aid the beleaguered Warlock. I reconned Stormgate and saw the 2DW with 22 brigades, forged everything and 3 warlords. Plus the DW is immune to fear and NE does not have valor spell. Whoa! Crappy troops will bounce of that like linebackers off Tecmo Bo Jackson. WA took back Untamed Lands or DW would have won on turn 25.
The Underworld also seemed to go after the DW here, so he had his hands full.
Another setback was my harebrained idea to steal two artifacts from this group- lost a level 14 and 4 levels from my other high agent. I only discovery later he had a level 13 on counterespionage.
I moved on Untamed Lands but didn’t want to take control, while I divined Pellinor. I took Blackfyre from the DW and forged up my two army groups. Discovered that my innate fear did work on the PC despite DW ownership, and also took the WA capital but didn’t capture his king.
Started moving hidden emmis into Pellinor 2 or 3 per turn.
WA had a couple of big armies but didn’t move to take Blackfyre back with its legendary castle. This would have been a pain as I needed my armies for Pellinor. I think WA was recruiting trolls in the mountains and all the warfare might have diminished his groups’ morale by then. Anyway, he didn’t really attack except for a division moving into Nyvaria and taking a village a turn. That was fine, I sent a couple governors to follow behind the group.
WA also had lots of Zamorans in his armies. I thought that was weird. Foreshadowing!
On turn 30 the status points came out and I was in fourth by a small margin. AN and UN looked strong, and UN looked like he might be getting ready for a victory attempt. DW still had lots of points but looked beaten down region wise. The AN was torching SO villages every turn but I wasn’t sure he was going for regions.
I did the math and planned to Rex on 32. Missed it by a hair because DW had a castle at SQ and my dogshit army would have bounced. I had 2 huge groups which would have taken it easy, but darn. SQ was where the DW had his counterespionage level 13. I don’t know the percentage of pop I had but it was very close.
So the cat was out of the bag, and I readied for one more attempt on turn 33. I’d received a notice that a DW emi was going to take back the minor city in Pellinor, but I was going to take a town with the same pop and a village. I hoped it would be enough. I was sure the Red would show up in Diamond on 34 and the whole thing would come tumbling down. I had a huge economy by now and was just hoping to build a bunch of legendary castles and great temples and win on points.
Then I reentered my turn and built 2 fortresses, 3 bazaars and cast 3 census spells in Pellinor. I thought this was more than 30k in pop gain. Did the math again and thought I had at least a 25k pop margin, so even though it killed me to use a level 6 on raise census.
Well, folks, that was the difference, as I took Pellinor militarily, lost it politically as the DW rebelled the city and a town with an emi I hadn’t detected… BUT! That town had been depleted by the WA recruiting Zamorans so it only had 20k census.
I looked at the post Mike wrote about this and was worried because he said regions can change three times, military, political and “at the end” of the turn, and I was afraid my victory check would be before the “end” of the turn, but it’s not.
So I took Pellinor and won because of the level 6 casting raise census. The end.
Lots of fun. Got lucky really only battling one player. I need to work on group construction as I ended up with a couple of “dog’s breakfast” groups filled with 10 types of brigades blocking promotion. Partially this is due to Zombies starting out green unlike other summoned types, but I need to plan better, and could have used the NE summons better.
Can't wait to hear others tales!
Game End Status Points
Place Kingdom Player Results-33 Grand Total
1 NE Pine Needle 40,184 56,304
2 AN uncledarkseid 30,892 47,635
3 UN Eregnon the Black 24,291 42,843
4 DW Brek 24,867 42,435
5 IL Windstar 18,500 32,100
6 SO AlatarTBW 15,368 29,569
7 RD Strylian 13,200 25,250
8 WA ColdSpell 7,400 17,666
5454 Lord Zanvar the Overseer Lord of the (un)Undead
At pick 12, there were only 4 regions left, Mythgar, Crown, Krynn and Diamond Coast. I’d played Mythgar before as the WA, so that was an option, but got crushed there as the GN by RD. RD would go last, likely in Krynn, so I chose Diamond Coast to stay away from the Red.
I planned on the standard Wizard development, and didn’t expect an early attack from Nyvaria with a brand new player there as the DA.
Started exploring and found the Elven town in my region and arranged a trade for my village with him and a bounty spell before turn 10.
So right away the Painted Man EL starts picking a fight with the Red on the message board. It was entertaining, but did he mean it??
Magic 8 ball says yes! The Elves really did want to pick a fight with the Red Dragons despite not having a border.
So that meant both my borders seemed peaceful, and I could raise wizards and undead and whatnot. I really like the Orc special ability so starting recruiting them on turn 4, and took region on turn 5. Here was a mistake, or miscalculation. I only had level 3’s at this point, was spending food on armies, and winter was coming. And I owed the Elf a bounty.
Winter was tough, and my wizard education suffered. My troops were orcs and wargs eating normal levels of food. I might go with cheaper undead next time. (Duh, Necromancer. That’s why you choose that kingdom). As someone said, the troops are crappy, but you could have a lot of them, and 4 undead armies can take a lot of towns while dodging a more powerful group of quality brigades. I had two skeleton brigades and 6 zombies the whole game, so really neglected this.
I moved my capital to a sea minor city which also made my undead babies feel safe. The 18k gold from my navy really was key to this game especially before turn 20, and one thing which totally annoyed me was getting reinforcements which I’d have to sale to land losing a turn of merchant fleet. My wizard tower was there, so I usually had a group there leveling wizards. I didn’t want brigades in that patrol for defense purposes.
Finally got a power 5 on turn 9 and sent him to Darkover to pay off the bounty. I also found the Altar of Holy Ancients so starting looking for artifacts. Had a very nice collection by the end of the game- Crown of Anzu, Green Dragons, rods of fire and lightening, Anglakel and two smaller weapons etc. No Plow though.
I sent this nice note to the Elves celebrating completion of my obligation:
Very gracious and pointed. As a small acknowledgment, my minister of aesthetics has recommended incorporating green into our flag when we conquer your kingdom and turn your children into undead slaves. The Red, too, as there should be something to remember him other than a lingering odor. Something like the flag of the mythical nation of Libya, but with a skull in the middle, of course.
--NE
I started my own bounty program, and on turn 12 Nyvaria went uncontrolled, so someone was going after the DA. I began to investigate to see if I could help out. On turn 14, the WA moved a Duke, Count and Baron into Bronze Canyon and took control of Nyvaria. Don’t worry DA! Help is on the way.
I slept and kidnapped all three on turn 15 and moved my 65k army to Bronze Canyon on turn 16. Took it on turn 17 with 3.4% losses, and my level 6. That was really the biggest setback I had all game.
Whipped the 2WA the next turn, and was going to do the same with the 1WA but he cast a fire wall and I had not determined attack. I believe that was my only group to group battle all game.
The EL traded the Plow to AN right around now, so it looked like the war with the Red wasn’t going well. I’d took a Red village in Darkover earlier which he retook, so we didn’t have the best history. My sea capital was heartening though.
I think in here the DW made a move on Pellinor and Stormgate. I think this was key for my victory as UN, SA and who knows else got into it with the Dwarves for the rest of the game. He also took Untamed Lands from the WA. The EL dropped so things got very quiet on the message board.
I had two regions and started a plan for 4. I divined Untamed Lands and readied to aid the beleaguered Warlock. I reconned Stormgate and saw the 2DW with 22 brigades, forged everything and 3 warlords. Plus the DW is immune to fear and NE does not have valor spell. Whoa! Crappy troops will bounce of that like linebackers off Tecmo Bo Jackson. WA took back Untamed Lands or DW would have won on turn 25.
The Underworld also seemed to go after the DW here, so he had his hands full.
Another setback was my harebrained idea to steal two artifacts from this group- lost a level 14 and 4 levels from my other high agent. I only discovery later he had a level 13 on counterespionage.
I moved on Untamed Lands but didn’t want to take control, while I divined Pellinor. I took Blackfyre from the DW and forged up my two army groups. Discovered that my innate fear did work on the PC despite DW ownership, and also took the WA capital but didn’t capture his king.
Started moving hidden emmis into Pellinor 2 or 3 per turn.
WA had a couple of big armies but didn’t move to take Blackfyre back with its legendary castle. This would have been a pain as I needed my armies for Pellinor. I think WA was recruiting trolls in the mountains and all the warfare might have diminished his groups’ morale by then. Anyway, he didn’t really attack except for a division moving into Nyvaria and taking a village a turn. That was fine, I sent a couple governors to follow behind the group.
WA also had lots of Zamorans in his armies. I thought that was weird. Foreshadowing!
On turn 30 the status points came out and I was in fourth by a small margin. AN and UN looked strong, and UN looked like he might be getting ready for a victory attempt. DW still had lots of points but looked beaten down region wise. The AN was torching SO villages every turn but I wasn’t sure he was going for regions.
I did the math and planned to Rex on 32. Missed it by a hair because DW had a castle at SQ and my dogshit army would have bounced. I had 2 huge groups which would have taken it easy, but darn. SQ was where the DW had his counterespionage level 13. I don’t know the percentage of pop I had but it was very close.
So the cat was out of the bag, and I readied for one more attempt on turn 33. I’d received a notice that a DW emi was going to take back the minor city in Pellinor, but I was going to take a town with the same pop and a village. I hoped it would be enough. I was sure the Red would show up in Diamond on 34 and the whole thing would come tumbling down. I had a huge economy by now and was just hoping to build a bunch of legendary castles and great temples and win on points.
Then I reentered my turn and built 2 fortresses, 3 bazaars and cast 3 census spells in Pellinor. I thought this was more than 30k in pop gain. Did the math again and thought I had at least a 25k pop margin, so even though it killed me to use a level 6 on raise census.
Well, folks, that was the difference, as I took Pellinor militarily, lost it politically as the DW rebelled the city and a town with an emi I hadn’t detected… BUT! That town had been depleted by the WA recruiting Zamorans so it only had 20k census.
I looked at the post Mike wrote about this and was worried because he said regions can change three times, military, political and “at the end” of the turn, and I was afraid my victory check would be before the “end” of the turn, but it’s not.
So I took Pellinor and won because of the level 6 casting raise census. The end.
Lots of fun. Got lucky really only battling one player. I need to work on group construction as I ended up with a couple of “dog’s breakfast” groups filled with 10 types of brigades blocking promotion. Partially this is due to Zombies starting out green unlike other summoned types, but I need to plan better, and could have used the NE summons better.
Can't wait to hear others tales!