Posts: 5,607
Threads: 47
Joined: Mar 2007
Ranamar Wrote:I meant to take a look earlier today, but I finally grabbed it now; I'm feeling ... confident enough, although, yeah, I could probably play 5 turns in the time I'm spending on one here.
This is quite common with SGs. I pay a lot more attention to detail when playing turns for the team than I ever do when it is just myself. This is a big reason why teams can often play and win at higher difficulty than most of the individual team members usually could.
Posts: 824
Threads: 7
Joined: May 2011
T7:
In the east, I send our wounded knight to heal in a village. Some judicious charging with the knight that was in the village (now on the bridge) and the paladin from the water clears the defenders from that side and even nets one of our elven sorcerers a nice chunk of xp.
I decide to try to fight on the west with the one L2 orc. It's not worth it. A small amount of damage is done via ranged attacks. (to be healed next turn since it's in a village...) Unfortunately, the elven fighter dies when the orc gets all three hits in his counterattack. I probably should have run away last turn but I didn't. I'm going to run away this turn and screen with the merman hoplite. Then, we'll at least have a couple loyal thieves for the future.
T8:
After an elf softens it up for him, Haldiel, our loyal knight, (who, last turn, performed with distinction charging orcs in water) charges an orcish crossbowman to level up and become a paladin. I think that makes two of them now? Also, he's strong, which means he gets a slightly higher potential damage buff from the 9-5 paladin than the 12-4 grand knight, too.
After cleaning up the close undead with things that have arcane magic, I decided to gamble a bit and rush the orc leader... and then proceed to chicken out before attacking, but it did get everyone's attention.
T9:
As you will be able to see in the following picture, I got shockingly lucky. One more hit from, well, anyone ... or it not being daylight, I think ... would have meant that that fighter would have died.
Well, time to make good his non-sacrifice. It's a shame our red mage is on the other side and thus is unavailable to fireball the orc to death. I suppose arcane magic works as well and he's on flat ground, so he's a good target for arrows. (Actually, skeletons are as weak to fire as they are to impact... magic the undead and kill the orc the old-fashioned way is the best plan.) Also, oops... looks like I forgot the merman netcaster (whose destination I was waffling over) in the shuffle of worrying about what to do in Elensefar.
It's 3 turns, right?
It's midnight, so I should go to sleep now, probably... I'll pick up another turn tomorrow morning.
Posts: 5,607
Threads: 47
Joined: Mar 2007
Looks pretty good, Ranamar!
Yes, use the arcane attacks (and any blunt we have, such as the merman netcaster) against the undead. The orcs can be killed with the horsemen and elf fighters/archers/whatever.
Lots of undead arriving already. They are keeping the blue king out of his keep, but they are also keeping us out. Plus they get great defense there, although if we use arcane attacks that does not matter.
We have been playing three turns per set, so if it is the beginning of T10 then it is time to pass the save to the next player. If Fire&Ice does not want to take it, I guess I am up next. Or ASM could jump in, if he happens to have time. I think we should alternate veteran SG team members and new team members, at least for a cycle or two, so everyone has a chance to get comfortable with the ongoing process.
Posts: 824
Threads: 7
Joined: May 2011
T9: continued
My original plan was to kill the orc and then get the wounded fighter out. I eventually came to the conclusion that it would be easier to get the blocking unit from the other side out, instead.
Incidentally, paladins during daylight against undead are ridiculous. It doesn't matter that they only have a 40% chance of hitting someone in a castle when they do as much damage per hit as a white mage and have 5 shots instead of 3. On average, you'll get about the same amount of damage.
I chickened out killing the last skeleton because it ended up that I'd be using the red mage for it, and he'd be exposed to attack from four tiles. As it happened, a bunch more undead moved in and then almost universally declined to attack because the damage exchange wasn't favorable. It'll be better for them now than it was, but we should still be fine for blowing through.
Oh, and if Conrad kills the orcish warlord, he'll level up, because it's worth 24xp. At that point, he'll be able to lead L2 units as well, which will give us some damage output boost.
Now, umm... I need to figure out where to post the save, because the attachment manager doesn't like .gz files.
I suppose I should go sign up for Dropbox or see whether I can still access the webspace a friend of mine used to have for me. (other suggestions?)
Posts: 12,510
Threads: 61
Joined: Oct 2010
Ranamar Wrote:I suppose I should go sign up for Dropbox or see whether I can still access the webspace a friend of mine used to have for me. (other suggestions?)
If you zip the .gz, the attachment manager is fine. I'm pretty sure that won't gain any compression, of course, but it works.
Or you could rename it to .zip, just make sure you make it clear if you do that so someone doesn't try to unzip it
EitB 25 - Perpentach
Occasional mapmaker
Posts: 824
Threads: 7
Joined: May 2011
Mardoc Wrote:If you zip the .gz, the attachment manager is fine. I'm pretty sure that won't gain any compression, of course, but it works.
Or you could rename it to .zip, just make sure you make it clear if you do that so someone doesn't try to unzip it
Actually, I think the cross-platform zip utilities will likely detect that it's gzipped and not winzipped
but yeah... renaming it .zip would work nicely, too.
Posts: 824
Threads: 7
Joined: May 2011
Okay, here it is, masquerading as a zip. You'll probably be fine not even renaming it, but you might as well...
Posts: 5,607
Threads: 47
Joined: Mar 2007
Worked fine once renamed. Count this as my "Got It!".
Goals for the next three turns:
- Kill the blue king
- Smash undead on island and get control of the northern bridges
- Claim villages, and maybe have Konrad recruit/recall a bit more (a couple more mages, maybe?)
- Get through the night without losing any promoted units
Posts: 12,510
Threads: 61
Joined: Oct 2010
haphazard1 Wrote:Worked fine once renamed. Count this as my "Got It!".
Goals for the next three turns:
- Kill the blue king
- Smash undead on island and get control of the northern bridges
- Claim villages, and maybe have Konrad recruit/recall a bit more (a couple more mages, maybe?)
- Get through the night without losing any promoted units
Sounds like a solid plan to me. If anything, too aggressive - night is really going to slow us down, almost all our undead-effective troops are Lawful. I would definitely say Mages, they'll do the best against undead, and promoted will be nice to have in future levels.
EitB 25 - Perpentach
Occasional mapmaker
Posts: 5,607
Threads: 47
Joined: Mar 2007
OK, played three turns to get us to dawn. Our promoted arcane attackers are obliterating the undead hordes.
Turn 10
- Sunset and neutral for chaotic and lawful units. I intend to make the most of this turn so we can get through the night without too much trouble.
- Swarming the blue king reduces him to 4 HP -- Konrad needed to land two blows and not just one, grrrr.
- Kill 3 skellies, claim a village or two. I have sent one of the thieves north across the water to start claiming villages there.
- IBT our loyal paladin Haldiel takes severe damage, being on the exposed end of the line. Otherwise not much.
Turn 11
- Our mermen are all now in the fighting, blocking bridges to keep the skellie reinforcements off the island.
- Konrad finishes off the blue king and promotes to level 3 Lord. Apparently he can not promote further? I was hoping he would get one more level, but I guess not.
- We sweep all remaining skellies off the island. There are a couple on bridges, fighting our mermen, but Elensefar is now ours.
- IBT minor skirmishing.
Turn 12
- Smash remaining skellies and begin advancing north. There is a line of undead reinforcements coming south, of course.
- Claiming villages to boost our income and start reducing green's. There is a thief on the north landmass -- send him northwest to claim the villages up there. The elf scout in the northeast can also claim a couple more.
- I did not recruit any more units -- I don't think we actually need any, unless there is an event to give green more gold/units. (Hmmm...I seem to recall just such an event?) Green currently only has 4 units plus the king, so I think we can smash him with what we have. Keep our gold for the next level, instead.
- Lots of units need healing. Use the villages and the healers.
- We have an elf fighter 1 XP from promoting, try to get him an attack somewhere. Or throw him in the front lines, knowing that he will level up if attacked. Our elf sorceress is also about 1 kill from promoting, as I managed to get her a couple kills.
- IBT minor skirmishing.
The current situation:
Day is coming, so I think we can advance north aggressively. Just be prepared for green to rally, because as it is now it would be too easy.
|