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The First Warlords of Alamaze, Game #10
#31
(05-17-2013, 07:53 AM)Kalrex Wrote: Ouch- Dwarves are finishedSad How did I not take that town Thanatos...

Your little hearts where overwhelmed by fear....

Smile
Lord Thanatos

#32
Probably going to be dropping this game at turn 12. The few good things that happened this turn got wiped out by the re-do, so really no point. I'd drop this turn but I guess that would hurt my citizenship status, so I'll hang on for the next 2 turns. If anyone wants me to take any parting shots at anybody, I'm open to it.

#33
Take your parting shots at the Natural Enemy dragonsSmile
My re-do changed my fortunes as well, good for one and bad for the other- Such is life.
I'm in bad shape as well... fighting it out though.

#34
Wait a minute!! You avoided my Regional spell this time around... lucky guy.

#35
(06-07-2013, 07:08 AM)Kalrex Wrote: Wait a minute!! You avoided my Regional spell this time around... lucky guy.

What's the update on the First Warlords game? Can you tell us scores by alliance and what kingdom or alliance looks to be winning?

#36
Well, it's not me. Not having played this type of game before, I did not realize how badly the WI would get mauled by the EL/GI/WA alliance. I'm sort of enjoying fighting a guerrilla war with that position. A new kind of challenge. The UN and BL are doing okay, though the UN had a rocky start as well. I wish I could get better co-ordination with some of the other players, but I've given up on hoping for that. I thought about dropping when a re-run of a turn wiped out a bunch of gains, but decided to see it through to the end even though there is no way I can win simply because I don't quit.
Normally, I would give the EL/GI/WA position the nod for most likely to win, but I think at some point, they are going to be taken down because the AN/RA/DW position isn't in much of a position to help them. Either way, it's an interesting game.

#37
(06-30-2013, 04:59 PM)DuPont Wrote: Well, it's not me. Not having played this type of game before, I did not realize how badly the WI would get mauled by the EL/GI/WA alliance. I'm sort of enjoying fighting a guerrilla war with that position. A new kind of challenge. The UN and BL are doing okay, though the UN had a rocky start as well. I wish I could get better co-ordination with some of the other players, but I've given up on hoping for that. I thought about dropping when a re-run of a turn wiped out a bunch of gains, but decided to see it through to the end even though there is no way I can win simply because I don't quit.
Normally, I would give the EL/GI/WA position the nod for most likely to win, but I think at some point, they are going to be taken down because the AN/RA/DW position isn't in much of a position to help them. Either way, it's an interesting game.

I don't have my results in front of me, so this is off the top of my head.

AN/DW/RA:
DW is nearly eliminated, barely grubbing in the dark like a duergar at this point. RD responsible for much of this! RA was badly pressed by RD and SO in Synisvania. RA is still hanging on, but not the dominant power in region 9 or anywhere. AN I am not certain about.

EL/GI/WA:
Probably the most powerful alliance so far. This team controls regions 1,2, and 5. The EL made a foray into Runnimede, which the GN has thus far had no trouble with. But... the GI and WA executed a surprise invasion into region 3 (while RD was in region 9) resulting in the loss of regional control for the RD. No major battles to report yet.

GN/RD/SO:
Probably the second most powerful alliance. A turn ago they controlled regions 3 and 7, while being on the verge of controlling 9. Now facing the remnants of the RA along with the full might of EL/GI/WA alliance.

BL/UN/WI:
Pressed badly from the beginning. BL still controls the Southern Sands and the UN remains a power. The WI is pressed badly (I don't know what his actual state is). Regions 1 and 5 are now wide open to a counter-strike. We shall see what happens?

DA/DE/TR:
Controls two regions, but hasn't ventured out much. I am uncertain what is going on with this alliance. The DA and DE can also move into regions 1 and 5. Will they?

The tenor of this game was struck early when the "neutral" team made an aggressive bid for regional control in both 3 and 9 (the GN has control in 7). A bid which would have been successful if not for the timely intervention of EL/GI/WA team. Both "good" teams were managed by experienced players and have apparently had much better coordination among them than have the "evil" teams.

I must comment that this is my least favorite Alamaze format because of the fifth team. While it was probably envisioned as a five player game, it truly is a good team versus evil team concept. The problem is that the "neutral" kingdom has too large an impact on how the game progresses for the other players. But, such is life. I think many more players would enjoy a true "good" versus "evil" match. I suggest adding the GN to the evil team and the SO to the good team. [This leaves the RD out of the game entirely.] That would be a much more balanced contest - IMHO.
Lord Thanatos

#38
I'm not a fan eitherWink

I think i've done some damage to Dupont and continue to do so. I've fought Wulfgar and Thanatos.

I totalled my DW army against the RD cap early on and it was the demise of the DW.

My other 2 positions are healthy. Unless I have my games wrong Region 10 most certainly isn't in the BL hands...

#39
No, I lost 10 last turn. Probably won't be getting it back very soon, either.

#40
(06-30-2013, 07:52 PM)Lord Thanatos Wrote:
(06-30-2013, 04:59 PM)DuPont Wrote: Well, it's not me. Not having played this type of game before, I did not realize how badly the WI would get mauled by the EL/GI/WA alliance. I'm sort of enjoying fighting a guerrilla war with that position. A new kind of challenge. The UN and BL are doing okay, though the UN had a rocky start as well. I wish I could get better co-ordination with some of the other players, but I've given up on hoping for that. I thought about dropping when a re-run of a turn wiped out a bunch of gains, but decided to see it through to the end even though there is no way I can win simply because I don't quit.
Normally, I would give the EL/GI/WA position the nod for most likely to win, but I think at some point, they are going to be taken down because the AN/RA/DW position isn't in much of a position to help them. Either way, it's an interesting game.

I don't have my results in front of me, so this is off the top of my head.

AN/DW/RA:
DW is nearly eliminated, barely grubbing in the dark like a duergar at this point. RD responsible for much of this! RA was badly pressed by RD and SO in Synisvania. RA is still hanging on, but not the dominant power in region 9 or anywhere. AN I am not certain about.

EL/GI/WA:
Probably the most powerful alliance so far. This team controls regions 1,2, and 5. The EL made a foray into Runnimede, which the GN has thus far had no trouble with. But... the GI and WA executed a surprise invasion into region 3 (while RD was in region 9) resulting in the loss of regional control for the RD. No major battles to report yet.

GN/RD/SO:
Probably the second most powerful alliance. A turn ago they controlled regions 3 and 7, while being on the verge of controlling 9. Now facing the remnants of the RA along with the full might of EL/GI/WA alliance.

BL/UN/WI:
Pressed badly from the beginning. BL still controls the Southern Sands and the UN remains a power. The WI is pressed badly (I don't know what his actual state is). Regions 1 and 5 are now wide open to a counter-strike. We shall see what happens?

DA/DE/TR:
Controls two regions, but hasn't ventured out much. I am uncertain what is going on with this alliance. The DA and DE can also move into regions 1 and 5. Will they?

The tenor of this game was struck early when the "neutral" team made an aggressive bid for regional control in both 3 and 9 (the GN has control in 7). A bid which would have been successful if not for the timely intervention of EL/GI/WA team. Both "good" teams were managed by experienced players and have apparently had much better coordination among them than have the "evil" teams.

I must comment that this is my least favorite Alamaze format because of the fifth team. While it was probably envisioned as a five player game, it truly is a good team versus evil team concept. The problem is that the "neutral" kingdom has too large an impact on how the game progresses for the other players. But, such is life. I think many more players would enjoy a true "good" versus "evil" match. I suggest adding the GN to the evil team and the SO to the good team. [This leaves the RD out of the game entirely.] That would be a much more balanced contest - IMHO.

Well, the classic epic/Titan game is:
El/DW/GI/RA/AN/WA. Versus DE/DA/BL/TR/GN/WI

That's pure good v evil!



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