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Team Game 5435 - Sign up or else!
#1
             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  
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#2
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.
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#3
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.
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#4
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!
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#5
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 when your time comes to die, 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
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#6
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!
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#7
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.
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#8
(06-17-2020, 07:53 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...
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#9
(06-17-2020, 08:07 AM)unclemike Wrote:
(06-17-2020, 07:53 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.
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