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Alamaze #104 - Initial Second Cycle of Magic Game
#51
So, if that person takes a position then there is still one slot left. Someone must be dropping from 100 or 101 which are processing turn 12 tomorrow night. Think ahead guys, sign up for a spot now.

#52
I am not very hapy with the Troll. One spell can destroy your military, and then in a head to head match, it seems numbers alone will win. Trolls are monsters themselves, equal to two or more human soldiers.

I will pass on playing them again anytime soon.

#53
Curious, I find the Troll one of the stronger kingdoms, definitely in the top five.

They key is to think long term and play to your strengths. The Troll's biggest advantage is reinforcements. Other strengths include low troop costs, the regeneration ability and recruiting monsters (or whatever they are called now).

My advice for anyone who plays the Troll is to avoid conflict with other kingdoms in the first six turns, pick up villages with your troops to build up your leaders and recruit monsters whenever possible. A group of three Troll, two monsters and a general are enough to take villages with virtually no losses once regeneration is taken into account.

You don't really need much gold, so it is easy to stick to villages and stay under the radar. You can offer services other kingdoms may need, such as using your duke and baron to status quo. You likely will not be using them for much.

Once the turn five reinforcements are picked up towns become viable targets. Once turn 10 reinforcements roll around, with a bit of luck, the Troll will have several groups with marshals or possibly warlords. At this point they likely have the best groups on the board.

You say one spell can destroy your military, I assume you mean wall of flame? Sure it can stop you, or the threat of it can, but you can still attack pop centers. Wall of flame doesn't stop you from stomping capitals. And eventually you will have so many troops even a wall of flame will not stop you. One of the most aggressive Alamaze players I can recall, Lee Sparaco, once went through two wall of flames with his Troll. Sure he lost something like a dozen brigades. Probably ten were monster brigades. His power 2 cast chaos and destroyed the Ancient Ones military. I'd take that trade any day.

Perhaps look at the Troll again. He doesn't work well when played the traditional way, i.e. enamor and divine towns, but can work well if you get creative.

(05-19-2013, 12:08 AM)Hile Troy Wrote: I am not very hapy with the Troll. One spell can destroy your military, and then in a head to head match, it seems numbers alone will win. Trolls are monsters themselves, equal to two or more human soldiers.

I will pass on playing them again anytime soon.

#54
(05-19-2013, 02:14 AM)davekuyk Wrote: Curious, I find the Troll one of the stronger kingdoms, definitely in the top five.

They key is to think long term and play to your strengths. The Troll's biggest advantage is reinforcements. Other strengths include low troop costs, the regeneration ability and recruiting monsters (or whatever they are called now).

My advice for anyone who plays the Troll is to avoid conflict with other kingdoms in the first six turns, pick up villages with your troops to build up your leaders and recruit monsters whenever possible. A group of three Troll, two monsters and a general are enough to take villages with virtually no losses once regeneration is taken into account.

You don't really need much gold, so it is easy to stick to villages and stay under the radar. You can offer services other kingdoms may need, such as using your duke and baron to status quo. You likely will not be using them for much.

Once the turn five reinforcements are picked up towns become viable targets. Once turn 10 reinforcements roll around, with a bit of luck, the Troll will have several groups with marshals or possibly warlords. At this point they likely have the best groups on the board.

You say one spell can destroy your military, I assume you mean wall of flame? Sure it can stop you, or the threat of it can, but you can still attack pop centers. Wall of flame doesn't stop you from stomping capitals. And eventually you will have so many troops even a wall of flame will not stop you. One of the most aggressive Alamaze players I can recall, Lee Sparaco, once went through two wall of flames with his Troll. Sure he lost something like a dozen brigades. Probably ten were monster brigades. His power 2 cast chaos and destroyed the Ancient Ones military. I'd take that trade any day.

Perhaps look at the Troll again. He doesn't work well when played the traditional way, i.e. enamor and divine towns, but can work well if you get creative.

(05-19-2013, 12:08 AM)Hile Troy Wrote: I am not very hapy with the Troll. One spell can destroy your military, and then in a head to head match, it seems numbers alone will win. Trolls are monsters themselves, equal to two or more human soldiers.

I will pass on playing them again anytime soon.

I think the TR can do very well if they can ally with another nation early on and fly under the radar for a while.


#55
(05-19-2013, 03:41 AM)Cargus10 Wrote:
(05-19-2013, 02:14 AM)davekuyk Wrote: Curious, I find the Troll one of the stronger kingdoms, definitely in the top five.

They key is to think long term and play to your strengths. The Troll's biggest advantage is reinforcements. Other strengths include low troop costs, the regeneration ability and recruiting monsters (or whatever they are called now).

My advice for anyone who plays the Troll is to avoid conflict with other kingdoms in the first six turns, pick up villages with your troops to build up your leaders and recruit monsters whenever possible. A group of three Troll, two monsters and a general are enough to take villages with virtually no losses once regeneration is taken into account.

You don't really need much gold, so it is easy to stick to villages and stay under the radar. You can offer services other kingdoms may need, such as using your duke and baron to status quo. You likely will not be using them for much.

Once the turn five reinforcements are picked up towns become viable targets. Once turn 10 reinforcements roll around, with a bit of luck, the Troll will have several groups with marshals or possibly warlords. At this point they likely have the best groups on the board.

You say one spell can destroy your military, I assume you mean wall of flame? Sure it can stop you, or the threat of it can, but you can still attack pop centers. Wall of flame doesn't stop you from stomping capitals. And eventually you will have so many troops even a wall of flame will not stop you. One of the most aggressive Alamaze players I can recall, Lee Sparaco, once went through two wall of flames with his Troll. Sure he lost something like a dozen brigades. Probably ten were monster brigades. His power 2 cast chaos and destroyed the Ancient Ones military. I'd take that trade any day.

Perhaps look at the Troll again. He doesn't work well when played the traditional way, i.e. enamor and divine towns, but can work well if you get creative.

(05-19-2013, 12:08 AM)Hile Troy Wrote: I am not very hapy with the Troll. One spell can destroy your military, and then in a head to head match, it seems numbers alone will win. Trolls are monsters themselves, equal to two or more human soldiers.

I will pass on playing them again anytime soon.

I think the TR can do very well if they can ally with another nation early on and fly under the radar for a while.

Dave...I remember Lee (Jersey, right?) and your recollection is flawless. I was in that game and saw the report. The AN lost both of his p3s in that encounter.

#56
Sign me up for the TR in 104 please. Thanks.

#57
If the DW is the last slot open, I'll give it a shot...

#58
(05-14-2013, 07:37 PM)Ry Vor Wrote:
(04-30-2013, 02:28 PM)Ry Vor Wrote: Congratulations to the first kings in the initial Second Cycle of Magic game featuring the possibility of Alliance Victory:

EL - Wulfgar Skullsplitter
WA -The Gray Mouser
GI - Yellowbeard
WI - pedinski
DE - Loric
DA - Hawk
SO - Gaius Julius Caesar
GN - Daenerys Targaryen
UN - Lord Thanatos
AN - Harry O
BL - Hile Troy
RD - Lucky Tiger
RA - Kalrex
TR - Nikodemus
DW- Thalion II

The Alliances Are:
The Secret Society - GN / RD / SO
The Guardians of Truth - AN / RA / DW
The Cult of Chaos - DA / DE / TR
The Order of Justice - EL / GI / WA
The Lords of Doom - BL / UN / WI
[/quote]
[/quote]

As this game is now filled, this thread is closed and there is now a thread for Game 104 in the Active Games forum. Good luck to all!



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