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FFH II PBEM VIII Lurker's Lurking Thread (For Lurkers) [SPOILERS]

That and it seems Mack isn't capable of breaking straight through Lonely Mountain. It may take a while to raze down the AC smile

Maybe if Mack keeps launching weak spectres at corpses, but they'll just heal at the beginning of every turn. What should Mack do? Force pressure on other fronts?
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Two good options-



If he really wants to take that particular city, he should convert to Veil, bring Ritualists & a pair of workers to build a road in Ravus land to exploit Commando, and then fry the city before hitting it with Specs and Vamps.


If he wants to cause damage anywhere, he ought to take advantage the the Vampire's ability to move 3 tiles a turn w/ haste and mobility (six on roads), plus specters having 2 moves (four on roads), and pillage the hell out of Ravus while cutting roads to prevent reinforcements. Lake cultists like the one he has now can also help to lock down garrisons.



Additionally, for either strategy a team of 6-8 cultists could wander down the Clan's coast, razing any cities they come across and using Tsunami to obliterate improvements. Forcing Ravus to build boats also means that he won't be taking advantage of Warrens in coastal towns.
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between Hyborem and Ljosalphar, the Hippus wouldn't stand much of a chance.

If the Ljos do not invade however, I think Yellow has the capability of killing Krill.

I wonder, have any vampires died on the Ravus/Mackoti front?

If many vampires die (or even Ravus Ritualists) then Krill should have a steady supply of manes.

IF this happens before Yellow kills him, Krill may yet be able to become a large contender.

Especially if the Ljosalphar invade yellow for a mana node.


-> In short, Ljosalphar attacking Yellow would give the largest advantage to Hyborem I think ... while Ljos attacking Ravus would likely give Mackoti the game.

If the Ljos stay out of war altogether, they may have peace the whole game, unless Ravus destroys Mackoti's local forces and gets fed up with Sareln, but I think by then Ljos should be able to defend rather well, ending in a relative stalemate.

If Ljos need an extra mana node though ... they should probably bite the bullet and attack Yellow rather than Ravus ... to keep their 'ally' locked in a war.

Interesting note about Mackoti breaking NaPs due to indescrepancies etc ... guess that means Sareln will have to support him with at least Recon intellience.
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Bobchillingworth Wrote:Additionally, for either strategy a team of 6-8 cultists could wander down the Clan's coast, razing any cities they come across and using Tsunami to obliterate improvements. Forcing Ravus to build boats also means that he won't be taking advantage of Warrens in coastal towns.

Is anything tying him to AV? Often the best counter for OO is OO. Particularly as a spiritual leader who can double build units, and double speed the temples that let him build the units. Tech OO in a turn, spread and prebuild some temples over the next few, then a quick 5 turn stint in the religion to spit out a few cultists for sea defence, then back to AV. One of the big advantages of spiritual is having that kind of flexibility.
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FFH angels aren't the fluffy love-in type, and Basium and crew add to the AC rather than subtract from it as ravus thinks. Is telling him that going beyond the remit of a global lurker though? Of course, it's probably irrelevent anyway assuming the bannor haven't lost their gate producing city to the infernals or something.
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Hmm, so Mist is gonna switch to Mercurians to help Yellow kill-off Krill?

That would be awesome XD

plus, angels 50% defense will help against Mackoti's Spectre spam.

Do you think we could see a Yellow + Mist + Ravus alliance vs Mackoti?

if Sareln gives them maps and open borders ... Mackoti may break the NaP in a fit of rage, leading to a dog-pile against Mackoti.

Still, the most likely scenario is a dog-pile against Ravus ending with either Sareln's peaceful victory or Mackoti killing everyone other than Sareln/Amelia.
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Quote:FFH angels aren't the fluffy love-in type, and Basium and crew add to the AC rather than subtract from it as ravus thinks. Is telling him that going beyond the remit of a global lurker though? Of course, it's probably irrelevent anyway assuming the bannor haven't lost their gate producing city to the infernals or something.

I believe what he said wasn't that the Mercurians subtracted from the AC, but that summoning them would force him to give up his AC raising plans. Which it would, because he would lose peace with the Barbs. Without barb peace, there is precious little reason to push up the AC as anybody non-Sheaim.
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Does Basium for you to declare on the Barbs, or is it because of the score boost from the permanent alliance that causes them to declare you're too civilized?
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Originally was going to post this in Ravus's thread, but agreed with Xenin that it might be overstepping what spoiled lurkers should say:

Check this to make sure, but I'm pretty sure both the gate and Basium RAISE the AC. The logic was that bringing another single minded zealous waring faction into the world would only do more to destabilize it, even if they were fighting agaisnt the forces of hell. Order is definitely not the "good guys" religion in this game, its just serving the other side of the war between the gods.
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Nicolae Carpathia Wrote:Does Basium for you to declare on the Barbs, or is it because of the score boost from the permanent alliance that causes them to declare you're too civilized?

I think it's automatic. You don't get peace with the barbs in a team game where one of the team mates plays a barbarian leader.

Maybe I'm wrong though.
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