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Age of Wonders 3 SG 2: I Can't Believe It's Not 1UPT!

As for turnset lengths, just play anywhere from 5-10 going forward.
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Nice set.

The rogue event causes an uber-stack to spawn near the center of the map. Because we are not near the center this won't change anything for us.
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Haha, whew, I almost had a heart attack after I saw you decided to attack Voraditius instead of taking advantage of the city defense bonuses, but it seems to have worked out well enough! Who eliminated him, a rampaging army of independents? They appear to be much more threatening this game than usual.
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(July 6th, 2016, 22:39)Bobchillingworth Wrote: Haha, whew, I almost had a heart attack after I saw you decided to attack Voraditius instead of taking advantage of the city defense bonuses, but it seems to have worked out well enough! Who eliminated him, a rampaging army of independents? They appear to be much more threatening this game than usual.
The real reason why I had to do it is because they could reach the southern city so I would have to spilt my stack to defend there. City defenses aren't worth 4:1 (2 for splitting his stack and 2 for not splitting my stack). Of course, if he attacked the turn he may have been able to crush me. In which case the best option would be to just drop the southern city.

I think, city defenses aren't that good unless you are at a chokepoint or in late game so you have a crap ton of units because units can move so fast.

AIs like leaving a bunch of units in their throne so the only thing that could take that out is other AI.
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Not a turn by turn report this time, I'll rather describe the most important things that happend during my turnset.

The situation I inherited was that blue has just died, and Bolmor is set up to win the game. So my ininitial goal was to reorganize our troops and hurl everything at Bolomor. I split all hero-teams to create more stacks lead by a hero, to maximize leadership boni.
One such stack moved south, to clear the last structures there.
We get another race goverment level up, which could either boost our tigran supports or temples. Since we don't have very many mystics, I go for the economic level up once again. It gives medals to all units from that city, so I queue temples everywhere.
The large city of former blue is taken without problems, but the dugeon in the vicinity game me trouble - I overestimated our troops a bit. But nothing of importance lost.

[Image: CF4B5C1D0A04F689D602BC75DFD372DE01196DF6]

The middle turns are spent with reorganizeing our armies to strike against Bolomor, and take the remains of blueland. Speaking of which:

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Another battle where I underestimated the enemy. The hero had firebreath. That made two firebreathing and one firebombing unit behind stome walls. Awkward. Losses were unavoidable, but again nothing too important. And the city was worth it anyway.

On the last turn befor my declaration, Bolo offered me 1500 Mana for open borders. It felt dirty expoitve, but I took it.

Turn 60, I declared war on Bolo. I couldn't attack, so I crossed fingers and waited for the AI turn. It was rather unimpressive - just a couple of critters sailing downstreams.

[Image: 63447FA48A0892AEA15BBECED54F3122EE967EBB]

On my turn, I defeated the small stack on the seal and took the nearby city as well as the one on the ics island in the north.

The next few turns I advanced our main combat stacks towards Bolos core, and took care of the small flotilla of critters.
On my last turn, two climatic pitched battles raged at the locations of the seals:

First battle:

[Image: 7AA4160CF149E03B092ADA075B11E14BDBCEEE2A]

And result:

[Image: 9B413CDD511BC922FF83A370E6D5D121A91DF3A2]

More losses than I expected. Bolo cast beast horde, which created 3 critters each turn, which threw me off. I tried to disjuct, but failled. Anyway, we won, and reinforcements are piling in.

Northern battle:

[Image: 7FB7B9DB9497039D28C7632F79A3CCECD2078EDC]

I attacked the stacks in the open first. Result:

[Image: ABC18686329439A9CEB4FB474BE609E1D75F32FB]

For next player, the main combat stacks are mostly refilled with reinforcements. Many more are en route. I suggest keeping up our momentum, if we are lucky, Bolo will be low on units for the next few turns.

There is a flyer in the south. He is looking for a spider, which should be somewhere on that island.

Researchwise, we got Shield of Dissipassion wich was quite helpful, and Chtonic Guardian, which is already being cast.


Attached Files
.zip   RBSG2turn56.zip (Size: 1.71 MB / Downloads: 3)
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Nice! Druids are a pretty mediocre class, and I don't think Bolo can produce many counters to the Chtonic Guardians.
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Also, I'm not sure why I thought Shadow Stalkers were summons, but the wiki says we can build them like normal units- probably worth getting them online pretty soon to finish this up. Tbh we can just swamp the world in waves of them, Succubi & Cthonics. Don't really need much strategy at that point.
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Oh, on more thing for the next player:

Be careful with our alignment. I migrated one city, and of course declared war, so we are leaning slightly to the dark side. Still neutral, but consider it.
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Alright, got the save, probably going to play it tonight. If not it's going to wait till Sunday after SGDQ finishes.
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