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[SPOILERS] Hoarse Lord DaveV speaks softly...

Turn 125. It was a long and tense wait to see what Ellimist did (spoiler: fortified in place).




Esus spread to GreyWolf, Ellimist cast his worldspell.

Apparently Ellimist understands the game mechanics better than I do duh. Evidently he spent some disciples to pop his borders out over Odio's prison, and now he gets the defensive bonus. Here's how things looked at the start of my turn:




I built roads and sacrificed several units to get my stack onto his road network, but found it thoroughly blocked to the east. He left a gap in the south, though, and that let me raze a coastal city and its shaman garrison (bottom center, the desert tile above the fort icon), and find his holy city and capital. I didn't get a shot of the holy city garrison, but he has a pretty big stack in there. The holy city is on flat land, the capital is on a hill.

I have pretty much nothing left at home.




Here are the gory details:

[Image: 36-125_log2.jpg]
[Image: 36-125_log3.jpg]

I deleted his two workers, which were located where my horseman is sitting, between the capital and the holy city.

Analysis: things look pretty grim for me long term. It looks like I'm facing pretty much his whole army (thanks, Bob and GreyWolf bang) and I need a very favorable casualty ratio to end up ahead. The longer this goes on, the more of my units lose their Warcry promotions, while if he ever techs to Sorcery he'll be able to Fireball me into oblivion. Bob's already given up, and GreyWolf shows no indication of any aggressive action with his massive power.

Things in my favor: mobility, mobility, mobility. He's already burned most of his promotions, and spent a bunch of them on the offensively worthless Guerilla. The question is: does he try to crush my stack at unfavorable odds, or scatter his units to protect his cities?
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Turn 126. As global lurkers no doubt have already discovered from Ellimist's update, he decided on the Climactic Battle option. It did not go well for me.

[Image: 36-126_log.jpg]
[Image: 36-126_log2.jpg]
[Image: 36-126_log3.jpg]

For those keeping score at home, I think that goes down as a TPK.

He's advancing his few healthy guys for a counterattack:




At end of turn, Esus spread again:

[Image: 36-126_log4.jpg]

This is probably game over. Ellimist is ripe for attack from one of the other players, but no one is in position to hurt him. He'll probably be able to capture or raze several (all?) of my cities, and rapidly heal/rebuild his army. Alas for my assumption that I knew how Odio's Prison worked, rather than actually testing it.

Well played, sir. hatsoff
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Well played, and well taken, DaveV! I'm always impressed with your spirit in these games, and particularly your reliable reporting, and well done taking the plunge and trying to instigate a dogpile, even if it doesn't seem like it worked. smile

DaveV Wrote:Apparently Ellimist [spoken] understands the game mechanics better than I do duh

I get the feeling this is the first, and last time you'll ever speak these words wink
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Turn 127. As a wise man said, "What's the best time to kick a man? When he's down!"

[Image: 36-127_log.jpg]

Although the turn actually opened with this offer from Bob:

[Image: 36-127_offer.jpg]

I accepted, because why not? The city in question turned out to be on Kredom's border, and in imminent danger of recapture:




Meanwhile, in the ruins of my former southern empire:




Ellimist is pressing his advantage, as any sensible general would. Thanks to a lucky roll at 75% odds and blitz, I was able to retake Secretariat:




... only to face even more turns of revolt than Ellimist had huh. Maybe my people are upset with my leadership?

The power graph now shows Ellimist's wipe of my stack. It's not pretty.

[Image: 36-127_power.jpg]

I offered my map to Bob and GreyWolf in the (almost certainly vain) hope that they might be stirred to action.
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Turn 128. The carnage continues.

[Image: 36-128_log.jpg]

I think this qualifies as overwhelming force:




Once he takes Assault (which is stuck at two turns till it generates a great person), it will open up most of my roads. It's an admirable blitz. I've emptied out my backline cities in a futile attempt to make some sort of last stand and cost him a few units.
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Ouch. alright
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Turn 129. Ellimist surges on, seemingly unstoppable. Picture the orange wave washing over the next ring of cities, and you'll have the right idea.

Stasis is over after I ended my turn, but the damage is certainly done. I revolted to Conquest and Undercouncil, so I'll be able to rush a few straws in the wind token defensive units.
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Turn 130. Still alive, but I expect to be swept off the mainland next turn. I'm researching Masonry so I can throw up some walls in I'll Have Another.




Spending down my treasury to throw a few more speed bumps in his way. I turned on auto-promote in hopes that the newly built warriors would grab some vaguely sensible promotions, but apparently that doesn't work till the start of my next turn.
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Turn 131. As predicted, I'm an island nation now.




I'm hoping to build a road on the copper and grab some bronze weapon promotions before the navy arrives (which should be any time now; I saw a galley making its way west along my north coast).
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Turn 133. Dry rushbuying is expensive:




But what else do I have to spend my money on? I figure I'll only survive 5-6 more turns. That estimate increased by a couple turns after I managed to block the path of his galley:




My only remaining goal is to make Ellimist's life miserable with war weariness. And motherland anger. And brothers of the faith anger. Esus keeps spreading, so I have vision into a bunch of my former cities, most of which are empty. Ellimist would fold like a cheap tent if someone attacked him, but that doesn't seem likely.
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