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The Orc Clan: Following the Princess Rule

Ichabod Wrote:That comment on the tech thread was awesome. Mackoti is a funny guy.

But I need to emphasize this again: be very careful in the attack against Mackoti. He's a crazy good BTS player (to the point of being in the best 10 on this site, most likely) and it'll surely reflect on FfH. And one of his main strenghts is warfare.

That being said, I don't think the alliance can afford not to attack him right now. He'll have a massive number of drafted and feasted vampires in a short time and that'll be very hard to counter.

Hopefully Krill and the horsemen will spawn near Mackoti when you summon them. By the way, you don't get guaranteed contact with Krill just because you summoned him. That's some bad news in the diplomatic front.

Yeah he is. Almost makes me feel ashamed for willingly launching a smear campaign against him, but we all play to our strengths in these games.

I've read up about him and I describe him as an Emperor and Empire Player for just that reason. He seems very good at micro, knows about the power of land and can organise and throw his whole nation into a war with efficiency. He has EARNED the very the title of "biggest threat" which I was trying to smear him with.

I had hoped he would make more mistakes with FFH mechanics. But while I seem to have done damage with Blight he is doing very well in getting the Undercouncil Shrine and getting a well rounded military.

Indeed this end game will come down to luck. I'm planing to pop out the Infernals and a Horseman once we are in his land and then a second horseman a turn after that. That's three possible spawns that could be near him. Based on the unused land I reckon I have... say... a 25% chance of one of them spawning near the Vampires? But It could be amusing if one spawns near the Amurites or Bannor seeing as they are running minimal military at the moment :neenernee

I do mean amusing. Not helpful.

Yeah Krill being far away is bad. But him being close is worse. It won't take much to cotten on to who is raising the AC and hopefully that will make him want to ally with me and not target me.
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Armegeddon Notes:
- You cannot summon 2 horsemen on the same turn
- Hyborem the hero unit gives +5 to the AC (combined with the city starting with the Ashen Veil it should be a minimum of +6 for summoning the Infernals, I should check if their palace adds any)
- I might not need to take the blame for the first horseman due to Mackoti founding a new city and Mr Yellow being tasked to Raze it
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Activity in the Lurker thread eh tongue
guess it's time for people to start making bets, we are pretty much in end game.
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Quote:Yeah Krill being far away is bad. But him being close is worse. It won't take much to cotten on to who is raising the AC and hopefully that will make him want to ally with me and not target me.
Won't you be able to tell him?

If he messes with you, just throw all your marked warriors at him and watch the AC drop significantly.
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Ellimist Wrote:Won't you be able to tell him?

If he messes with you, just throw all your marked warriors at him and watch the AC drop significantly.

I mean if Krill starts so close he feels he has no other choice but to fight me to get to the people behind me. But hopefully I would be able to talk to him.

I'm pretty busy at the moment, xmas preperation, but Krill sent me a message asking for an update on time. Tried not to give any spoilers and told him I can summon him whenever just need to wait for an agreement to end. (ambiguous enough I think.)

I now have Infernal Pact at 1 turn away from completion. But to honour my agreement with the Hippus I should wait for Mr Yellow to raze the weakly defended vampire down and push the AC up himself. With Rosier spawning the AC counter is up to 53 one point away from 40% and the first horseman.

I now have the power to summon Krill, and both horsemen whenever I feel like it. The power is quite intoxicating considering none of them are guaranteed to be able to cause damage.
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damn damn damn damn

I can't decide if I have the worst or best luck in the world.

I am litterally playing the turn this very second and a event just gave me two options, lower the AC by 5 points or raise it by 10. If my aim is to eventually blow up the world I have to take the raise right? I mean that is an awesome amount. It boosts the AC to 47%!! from 39%!!

And I still have 4 or so ritualists ready to make temples and the scientist in position and the infernals all set to summon. I could probably get 3 horsemen into the game one turn after the other. (I never did check if they could be summoned together but i'm going to assume NO.)

I mean. This is going to kick things off early but I don't have a choice... right? Man i'm shooting myself in the foot I can feel it. I'll hold the save for a half hour, i'm already too late sending it on too Amelia due to Sareln holding it up. Maybe someone will show up in this thread and try to talk me out of this. (What am I saying? On this board people will probably just egg me on...)
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It's too tempting...

+10 AC

Is there even any reason to resist? Okay sure Mr Yellow will be annoyed. Very annoyed. But will he check to see if I could have chosen a different option? Probably not. He might pull out of the alliance anyway and if he does then Sareln probably will do as well. I would still be able to get Krill and 3 horsemen out before anyone can contemplate organising a dogpile on me.

ughhh being cautious raises the chance of the alliance being preserved but I still don't believe it has a chance to WIN against Mackoti...

Why is there no-one in my own timezone to help me with this. I could tell the tech thread I am holding the save. But then that would diminish my chances to pretend there was no choice in this.
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Ravus Sol Wrote:damn damn damn damn

I can't decide if I have the worst or best luck in the world.

I am litterally playing the turn this very second and a event just gave me two options, lower the AC by 5 points or raise it by 10. If my aim is to eventually blow up the world I have to take the raise right? I mean that is an awesome amount. It boosts the AC to 47%!! from 39%!!

And I still have 4 or so ritualists ready to make temples and the scientist in position and the infernals all set to summon. I could probably get 3 horsemen into the game one turn after the other. (I never did check if they could be summoned together but i'm going to assume NO.)

I mean. This is going to kick things off early but I don't have a choice... right? Man i'm shooting myself in the foot I can feel it. I'll hold the save for a half hour, i'm already too late sending it on too Amelia due to Sareln holding it up. Maybe someone will show up in this thread and try to talk me out of this. (What am I saying? On this board people will probably just egg me on...)

Stop whining and just get it done... wink
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Ravus Sol Wrote:It's too tempting...

+10 AC

jive
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diablo

Go for it! It's going to be epic!

Just tell everyone that you don't know what happened. They probably can't trace the raise back to you.

Epic!!!!
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