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Alamaze & Fall of Rome Forum › Alamaze Historical › The Choosing - 3rd Cycle › 3rd Cycle - The Choosing v
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The Choosing - 3rd Beta Comments

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The Choosing - 3rd Beta Comments
mafmiller Offline
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#121
03-10-2016, 10:29 PM
(03-10-2016, 10:18 PM)Netstrider Wrote: To AM and SA

I'm really itching to try a battle. My 1st group currently has 11 brigades, but will probably lose some attacking the SA town I'm at this turn.

But you guys have to fight me in the woods Smile How about the winner of AM vs SA meet me at GG in 2 turns. If you have wizards bring them. If you can get 10 brigades there, lovely.

Fine with me!
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Netstrider Offline
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#122
03-11-2016, 01:31 PM
Thought everyone might be interested in this battle:

Attack by the 1st Druid army group on the Sacred Order town of Vonna Glen,

located in area AF of Oakendell:


It was already known that Vonna Glen positioning took maximum advantage of the
surrounding terrain. Many bulwarks built into the land outlying the fortified main
battlements, and well positioned light catapults aided the defenders. Early in the day,
Major General Sirian Bluewood commanded his 1st Druid army group to begin the attack upon
the town. The 1st Druid morale was boosted due to the valor of the Minotaur brigades. The
1st Druid force was enforced by the brute strength of the Apes among them in the forest.
As the most important group of their people, the forces are visibly heartened by the
presence of the first Druid's banner! As the attackers advanced through the dark forest,
the battle began. In the initial minutes of battle, defending missilers were courageous,
but able to inflict only light losses against the invaders. The Druid ranks caused severe
losses upon the town's defenders. Druid wizards dismounted just beyond the range of
defending bowmen and began an elaborate spell. Power-4 wizard The Talisman made a series
of intricate gestures, with awe-inspiring precision he launched many minor phantasms and
magical bolts into the heart of the enemy force. Power-1 wizard Cassandra incanted in a
low forceful tone which caused his image to disappear from the battlefield! The Druid
conjurers inflicted minor damage upon the wall defenders. Early in the battle, defending
missilers were skilled, and stalled the attack in the early going. The Druid lines imposed
tremendous damage upon the town's garrison. It readily became clear that the defending
troops were of typical quality for the region. Within a few hours, the town defenses were
obliterated and an unconditional surrender was offered. The Druid banner now waves nobly
in Vonna Glen! Druid casualties were put at 12.92%. Despite receiving a fatal wound, Major
General Sirian Bluewood survived due to our kingdom's special healing abilities! All Druid
leaders survived the battle. Sirian Bluewood again distinguished himself and has earned a
promotion to Commander. All the Druid wizards survived the fray. The troops are anxious
for further glory: morale is up!

Special ability kicking in to save my General! Yay!

This was the first battle I've fought, so all troops were regular before the battle. Here's the status after:

Brigade Type Experience Number Morale Attrition Defense

Druid Veteran 3 109% 5.7% Average
Druid Regular 1 117% 5.7% Average
Minotaurs Veteran 2 119% 10.8% Good
Minotaurs Regular 2 120% 10.8% Good
Wood Elves Veteran 1 110% 16.0% Average
Apes Veteran 1 102% 16.0% Average
Centaurs Veteran 1 113% 10.2% Good

Quite a few brigades got promoted. Based on other comments I was not expected as much. Healing is working good for my kingdom brigades, but my other brigades are pretty banged up. Any idea how Reorganization is going to deal with such a rag-tag bunch of woodland critters? BTW, can you please add a vorpal bunny as an Unusual Encounter? Smile
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mafmiller Offline
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#123
03-11-2016, 01:57 PM
I tried to cast a spell with my wizard after he transferred to another group, but the new order entry system wouldn't change his group to the new one (with the old system, I would just use his new group in the order, of course), so it didn't happen. Would someone please tell me what I did wrong?
Thanks!
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Jumpingfist Offline
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#124
03-11-2016, 02:04 PM
(03-11-2016, 01:57 PM)mafmiller Wrote: I tried to cast a spell with my wizard after he transferred to another group, but the new order entry system wouldn't change his group to the new one (with the old system, I would just use his new group in the order, of course), so it didn't happen. Would someone please tell me what I did wrong?
Thanks!

You need to enter extra order in magic section then you can basically assign the wizard a new group.
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Jumpingfist Offline
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#125
03-11-2016, 02:06 PM
If we are going with Monty Python. I want a holy hand grenade
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mafmiller Offline
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#126
03-11-2016, 02:09 PM
(03-11-2016, 02:04 PM)Jumpingfist Wrote:
(03-11-2016, 01:57 PM)mafmiller Wrote: I tried to cast a spell with my wizard after he transferred to another group, but the new order entry system wouldn't change his group to the new one (with the old system, I would just use his new group in the order, of course), so it didn't happen. Would someone please tell me what I did wrong?
Thanks!

You need to enter extra order in magic section then you can basically assign the wizard a new group.

OK. I'll try that next time. Thanks!
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unclemike Offline
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#127
03-11-2016, 05:11 PM
(03-11-2016, 02:09 PM)mafmiller Wrote:
(03-11-2016, 02:04 PM)Jumpingfist Wrote:
(03-11-2016, 01:57 PM)mafmiller Wrote: I tried to cast a spell with my wizard after he transferred to another group, but the new order entry system wouldn't change his group to the new one (with the old system, I would just use his new group in the order, of course), so it didn't happen. Would someone please tell me what I did wrong?
Thanks!

You need to enter extra order in magic section then you can basically assign the wizard a new group.

OK. I'll try that next time. Thanks!


If you don't know how to use the new website then read the instructions. Just about everything that you need is explained there. The instructions are the first link on the Help Guides page that you may access from the login.
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IMPERIAL_TARK Offline
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#128
03-11-2016, 07:02 PM
(03-11-2016, 05:11 PM)unclemike Wrote: If you don't know how to use the new website then read the instructions. Just about everything that you need is explained there. The instructions are the first link on the Help Guides page that you may access from the login.

GAK! Read the instructions?! That's like suggesting that a man needs to look at a map before taking a trip into regions unknown... perish the thought! Tarzan know, where Tarzan go!!!! Smile
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Atuan Offline
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#129
03-11-2016, 09:33 PM
T6- Well as the WA I am doing my best to help with the encounter battle testing. So far I have picked up 2 artifacts for the TY per an agreement. One artifact for myself, the princess, found the portal in region 3 and back at a p2 as well as an additional encounter. Next turn moving to 2 more and the turn after picking up the final 2 encounters. I have scouted all but 1 square in region 3 due to a failed lvl 1 recon(sigh). Region 3 had 7 Encounters(well maybe 8 if the last square is one). Wizards have progressed nicely due to various diplomatic trades and a overall low cost for them. I feel the kingdom is well suited to protect the region from invasion should it occur. Naturally the hidden capital helps to keep the kingdom safe as well.

Due to this being a short test game I didn't really see the value I normally would in raising agents and have pushed to raise wizards to allow for an epic battle or two before the end of the game. If there are any spells UM or Ry Vor would like tested before the end of the game please let me know. Below are two encounters from this turn as I think the changes to weapon artifacts this beta from the last are significant. It informing you of the value the weapon artifact adds to the group attack is new, I do believe its always been there but the additional information shared with these new changes are fantastic!!


As natural adventurers, our kingdom has access to every unusual sighting that we may
encounter in the realm. Wizard Raveneye (Power-5) decided to stay behind in camp and will
not be a factor in assisting the patrol. Wizard Rykala (Power-2) offered only a portion of
his magic to the patrol's efforts as he decided to cast a guarded attack spell and protect
himself from the unknown. Taking a smoky bottle from his robe and incanting softly, Wizard
Rykala (Power-2) created the Bridge of Mist without difficulty. This is an intrinsic
ability for him (does not count as his spell cast). Wizard Havix Moondust (Power-1)
decided to stay behind in camp and will not be a factor in assisting the patrol. A patrol
consisting of Centurion Sirus the Fox, Power-2 Wizard Rykala and a dozen hand-picked
troops rode ahead to investigate the sighting. It had been decided that there would be no
plan to retreat. The patrol was willing to take great risks to uncover what might be
secreted ahead. This region embodies numerous caves, all of which must be investigated. A
monastery is seen, however there is no sign of human life. After the grounds are entered,
abruptly appearing are 4 giant boars charging directly at the patrol, their heavy tusks
exhibit signs of previous battles and their tiny eyes squinting with hate for all who
intrude upon their domain. In the first moments of battle, 5 warriors were slain by this
fiendish enemy. With a bold shout, the patrol's heroes attacked with rage. The conflict
was furious. The giant boars proved to be a very formidable opponent. The battle raged on,
furiously contested for what seemed like hours. The battle raged on, furiously contested
for what seemed like hours. The next few minutes saw 2 soldiers lose their lives, but the
enemy had been weakened. When the battle took a turn for the worst, Wizard Rykala stepped
up and employed his magic to distract the foe long enough for the patrol to regain their
ground. Centurion Sirus the Fox demonstrated uncommon valor through out the fray. Large
tusks slashing more blood was let from the side of the patrol. The next few minutes saw 2
soldiers lose their lives, but the enemy had been weakened. Finally the giant boars had
been destroyed. The valiant patrol was victorious. With the boars eliminated, the patrol
continued their survey of the area and find secreted treasures worth 7,000 gold. Sirus the
Fox once again led courageously and has earned a promotion to Captain. Upon completion of
the battle, the patrol finds a gleaming axe of incredible hardness and lightness. Magical
runes on the shaft reveal that it is the treasured Axe of the Dwarves. The Axe of Farin
adds 10% to the group's combat value and increases the chance of killing enemy leaders and
wizards. The risk of death for the possessor is reduced and that leader has a greater
chance of being promoted while using this artifact. The Axe of Farin also aids the group
while investigating unusual encounters (by 10 points). Since this relic is a magical
weapon-classed artifact, if in the hands of an agent, it will enable the agent to inflict
lethal damage against an undead leader (nazgul) or wizard (wraith/lich) when performing an
assassination attempt.

As natural adventurers, our kingdom has access to every unusual sighting that we may
encounter in the realm. Wizard Mennemik (Power-3) offered only a portion of his magic to
the patrol's efforts as he decided to cast a guarded attack spell and protect himself from
the unknown. Taking a smoky bottle from his robe and incanting softly, Wizard Mennemik
(Power-3) created the Bridge of Mist without difficulty. This is an intrinsic ability for
him (does not count as his spell cast). A patrol consisting of General Wolfbane, Centurion
Drakmer, Power-3 Wizard Mennemik and a dozen hand-picked troops rode ahead to investigate
the sighting. It had been decided that the patrol would persevere even if difficulty was
encountered, but would withdraw if the situation grew very perilous. As the ship's crew
was enjoying a clear day upon the open seas, the ship suddenly came to an abrupt halt
making the crew believe that they had struck a reef. As the crew peered over the side to
investigate, a gigantic tentacle came out of nowhere and crushed the life out of a crew
member. Then more tentacles wrapped around the ship and a huge octopus like creature arose
from the water. The patrol leaped into action to protect the ship and her crew. In the
first moments of battle, 6 warriors were slain by this fiendish enemy. The patrol attacked
with intensity knowing their situation was dire. A flurry of tentacles appeared as the
creature slammed bodies against the hull, tore the sail, and smashed the wooden planks
upon the ship. The crew became desperate causing the heroes to attack with even greater
furiosity. Waving in the wind, the Standard of Valor bolstered the Warlock patrol with
hope. The contest raged on, it's outcome in doubt. The next few minutes saw 5 warriors
perish. Hope ran high, though, as the foe was weakened. General Wolfbane demonstrated
uncommon valor through out the fray. The battle raged for hours having more warriors
perish. Together, the remnants of the patrol lunged at the massive creature, slicing off
tentacles and other body parts until the giant octopus fell limp upon the ship's deck. The
patrol had prevailed. The massive octopus was defeated. As the creature's body was split
open and preserved for an exotic delicacy, an amethest necklace is found worth 8,000 gold.
Wolfbane demonstrated tactical awareness and has been recognized as a Major General.
Drakmer showed great courage and has been promoted as a Captain. Upon completion of the
battle, the patrol finds a gleaming sword of incredible hardness and lightness. Magical
runes along the blade reveal that it is a fine artifact named Sword of Alvinitar. The
Sword of Alvinitar adds 15% to the group's combat value and increases the chance of
killing enemy leaders and wizards. The risk of death for the possessor is reduced and that
leader has a greater chance of being promoted while using this artifact. The Sword also
aids the group while investigating unusual encounters (by 10 points). Since this relic is
a magical weapon-classed artifact, if in the hands of an agent, it will enable the agent
to inflict lethal damage against an undead leader (nazgul) or wizard (wraith/lich) when
performing an assassination attempt.
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Ry Vor Offline
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#130
03-11-2016, 09:52 PM
I'm a little unsettled on releasing The Choosing.  Several things I think are important are not yet in place, but may take some time yet to do - as in possibly months. 

So I need to noodle a bit on the alternatives. 
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