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Starting in Pellinor
#1
What Kingdom would be your choice to start in Pellinor?  What actions would be a good start? Where would you choose to expand, all things being equal?

Starting Advantages:
[9]  Pellinor
1) +1 Influence
2) Brigade of Paladins in 1st group as Veteran (Knights of Styx for Evil kingdoms, Wyvern for BL,RD)
3) General in 1st group
4) Popcenters recruit: Nyvarians, Paladins/Knights of Styx, Zamorans
5) Gains 3 fleets in Waves of Azure

Popcenter Recruits
Each are listed, then their abbreviation, followed by their ability ratings: in this order

The ranking, from best to worst,  is Superior +[SS], Superior[S], Excellent[E], Very Good[VG], Good[G], Above Average[AA], Average[A], Below Average[BA], Poor[P], Very Poor[VP], Not a Factor[N]

Long Range Missile, Short Range Missile, Charge, 1st Round Melee, 2nd Round melee, Combined, Storm[PC], Defense [standard food/gold payment per turn]

Nyvarians [NY][4000/6000] A-A-G-A-A-AA-A-AA [2000/2000]
Zamorans [ZA] [4000/6000] AA-G-A-AA-AA-A-A-A [1600/1600]
Paladins [PA][8000/10000, 1 VETERAN Brigade] A-BA-SS-AA-AA-G-G-E [2700/2700]
Knights of Styx [KS] [8,000/10,000, 1 VETERAN Brigade] A-BA-SS-AA-AA-G-G-E [2700/2700]
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#2
Pellinor can be a challenging region for a number of reasons:

Size - As the region is rather wide it is possible you may have a scenario where your capital is out of range of some PCs on the other side of the region, including the city.
Terrain - Forest is slow going for most kingdoms, the Elf being the main exception. Thus exploration via troops may require more turns/orders than other kingdoms
The Sea - The region has a substantial number of sea squares and flows directly into the Tempest sea. Fleet strategy should be considered when starting in this region.
Stormgate - Pellinor includes the land bridge into Stormgate. This area may be the center of a lot of attention. It is good to assume everyone will learn of any pop centers in the PO - OQ area.

However, the region has some advantages.

Gaining +1 influence when choosing it is very nice as influence is one of the game's primary bottlenecks. Pairing the region with a high influence kingdom such as the Darkelf allows for more orders and thus options early on. The proximity and access to Stormgate is obvious. This makes the region a good choice for the Free Traders, who begin tolerant in Stormgate. The region has contains five of the six terrains and has easy access to the sixth (mountains), allowing any kingdom to make use of the terrain for early recruiting.

Kingdoms well-suited to the region (my opinion):

Nomad - Oddly, this may be the best region for the Nomad. Desert terrain is easily available, instead of on the map's edge, and the Nomad's movement allows quick navigation across the region. In addition, the central location plus the Nomad's movement affords them the ability to quickly strike out in a number of different directions.
Ranger - Forest doesn't bother the Ranger and what I said above about the Nomad's movement is true for the Ranger as well.
Elf - The Elf cruises through the forests with no issues. The Elf can also put the extra influence to work with his strong emissary core.
Darkelf - For many of the same reasons as the Elf, though to a lesser degree. The Darkelf also will like the many terrains for recruiting.
Free Traders - Stormgate. If you are the Free Traders in Pellinor you go for Stormgate. Also the fleets and access to two seas.
Ancient Ones - Also Stormgate. The terrain will also help keep the capital hidden.
Underworld - Underworld? Yes, the central location allows the Underworld to strike out with agents in all directions, the terrain is good for recruiting and the terrain (again) helps keep the capital hidden.
Pirates - I like the Pirates here for the fleets, access to two seas and terrain for recruiting. Triumvia is likely better for the Pirates, but this region is also good.

I didn't mention the other regional bonuses - the Paladin brigade and the extra general. I didn't mention them as they are not substantial enough to sway things.
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