Thanks Q and RefSteel for the feedback!
Turn 138
Forgot to mention in the previous report that I managed to capture the barbarian city near Maurits Basin (and I dispelled the water mana, to allow the mage to return to next mana source):
More useful mana source will be built when the revolt ends and borders expand (although the lore snippet was nice, thanks Ref!). Speaking if useful mana, the dispel group swapped the westernmost source to entropy as well:
Medicine was researched, next is smelting to boost the numerous workshops and reveal iron (I already have iron weapons thanks to Mines of Galdur). I also started to build Arthendain at capital, which will take two turns. At the war front, Aurorarcher still stays in his capital and I send in summons to bolster defence of Edoras in addition to the small regular garrison. I wasn’t in reach to hit the large vampire stack this turn, so my main mage force moves slightly towards southeast, ready to finally rush in next turn:
I can double back to north if the Kuriotates decide to make a move too. I make several mage upgrades and the fourth and final archmage upgrade with the two entropy nodes available (he gets to entropy 3 for wither spell). I turn research slider to 0% to gather more money for upgrades or later deficit research. Not much pillage gold coming in this turn for a change. By this time the Balseraph lands are in full military builds, mostly producing chariots in cities with captured siege workshops and SoKs where I spread Kilmorph. I also finished new mage guilds here and there, to ramp up the amount of rust adepts and to have more mage candidates faster.
Turn 139
The turn opens up to a great blessing for good civilizations:
I of course spend the gold for the prophet. I have a great sage and engineer on standby, which I had planned to use for golden age or to rush Tower of Alteration or Necromancy. Now with the prophet, I can save the engineer and start a golden age with the sage. First however, I use a better part of an hour calculating the moves necessary to destroy the vampires that are now within reach of my mages:
The highlighted Calabim stack is on the grassland hill, marked with the “vampire” sign. There is a small garrison at the closest city of Nininsal, and also a bigger stack of skeletons/spectres on that plains hill 1N of the city. After a bit of planning, I estimated that I can make very deep strike if I can capture both of the Calabim cities and utilize the road network once the culture disappears. So the first step is to use slower golems, who move in range to send their blasting workshop fireballs:
After enough fireball kills, a fresh mobility chariot (hasted) charges in to capture:
If I didn’t remember to mention, back when priesthood was researched, I immediately built a couple of Priests of Kilmorph, to boost healing rate and to give shield of faith promotion to most units (+10% combat strength), seen here too with the fresh chariot. After the city capture, mud golem builds a missing road on the now neutral territory:
Then two maelstrom mages move in to damage all of the hostile stacks in range, also hitting a couple of friendly units with friendly fire:
And the two destroy undead mages go in:
Destroy spell absolutely decimates the skeletons, especially when maelstrom did the initial damage to bring their health down. Not many area effect spells can fully kill units, but destroy undead is one of them (IIRC snowfall can do this too). More golems march in to send their fireballs to clear out the remaining units:
All of the golems have done their job, time to use the proper fire mages:
I clear the garrison of Santa’ron with additional fireball, then summon an einherjar to capture it (spell extension on fireballs and the summon helps a lot here):
After all of the fireballs have been used to whittle down the main vampire stack, a rust mage and adept remove the metal weaponry and apply the rust debuff:
Some units resist the spell, but two casts applies rust quite effectively. And the final step is to roll down everything with chariots:
I use the best chariots first, mostly with +95% combat odds. Other units go in too, the final combat log looks like this:
All of the main force gathers on that hill tile, while high mobility chariots pillage some improvements. I also clear out the couple skeletons left around. Earth elemental is summoned to defend Santa’ron from counter attacks. Here’s a screenshot before backing the chariots to the safety of the main stack:
This turn was a very heavy blow to xist, I think he lost the vast majority of heavily promoted vampires and adepts, leaving only pocketful of units deeper in his core. At least floating eyes see only a handful of units remaining. I don’t think xist could have done anything to save his vampires, other than to keep them further back, but sitting around waiting for me to snipe the border cities would not have been a good strategy either. I just have too many and too well promoted mages now. And some scary good chariots too.
After all of the combat was concluded, I turned the attention back to home front:
I start third golden age of the game with the sage and prophet. Immediately hop into overcouncil (unlocked with medicine):
That maintenance reduction helps quite a bit combined with city-states. I turn the research back on to 1-turn smelting. Demos:
And I happened to take a screenshot of statistics, listing units and buildings by amount:
Turn 140
All quiet at the Kuriotate front:
I keep casting floating eye and summoning earth elementals for additional defence, in case Auriorarcher somehow manages to repair the road network and obtains engineering for additional movement. He does have two dwarven slaves (slow workers that he got during my failed assault against Minas Tirith earlier), which could make roads on hills faster than normal workers? I’m keeping the highlighted units here to secure Edoras and to be ready to use blinding light if Aurorarcher leaves the safety of Minas Tirith with his best units. For now, we are just staring at each other menacingly. This is fine for me, since at the other front I’m making progress. View of Calabim front before unit movements:
I count max 5-6 vampires remaining, plus a few morois. Then just a single adept and a bunch of bloodpets. And finally I locate the refugee city of Dave, tucked in south of Adonias and Nubia! Priority changes to capture it, to alleviate the growing war weariness at home. A SoK kills a blocking skeleton and a mobility hunter captures the undefended Nubia:
The all too familiar script of haste, maelstrom and charge of chariots plays out:
And Dave is officially knocked out of the game. Again, thanks for playing and you did a great job of making use of all tools available to slow me down when it became apparent that my invasion couldn’t be stopped.
I saved spell extension fireballs to hit a smaller Calabim gathering near the capital of Prespur:
Fireballs destroy the morois and vampires. Only afterwards I noticed that one of those units was carrying the crown of command, which I capture with my first commando chariot:
Crown of command is the reward for slaying Stephanos, and it gives a 30% chance of capturing defeated units (I believe certain restrictions apply to heroes and alignment/religion restricted units). From now on, I want to attack hostile living unit every turn with a crown chariot to try and convert special units if possible. Very good item to obtain for sure. After all of the combat, the invasion force stays here, covered by an earth elemental:
I also summon einherjars to defend some exposed units that run out of movement. Next turn I should be able to capture a lot of cities if floating eye doesn’t reveal new threats.