October 28th, 2011, 16:39
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I don't have elementalism  . I'm going 100% gold anyway, I need to get more mages
And I don't even have a second candidate with 10xp god I'm so fucked.
November 4th, 2011, 06:42
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Did I just break a NAP 3 turns early, and kill Gibbon because he was standing on a tile that flipped to me at the beginning of turn? Yes I did!
Does it matter one iota? Not at all!
November 6th, 2011, 22:26
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Welp, not only have I abandoned Austin, but I only just realised that Krill can hit with most of his spectre stack, move forward puppets, summon more spectres, and kill my remaining units.
I'm so screwed lol.
November 7th, 2011, 04:00
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Nicolae Carpathia Wrote:I'm so screwed lol.
Hey, you killed Gibbon, your work is done here.
November 7th, 2011, 05:37
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The funny thing is that Gibbon is the chosen of Esus, the god of deception. If murdering him with a NAP stab isn't ironic I don't know what else is.
November 16th, 2011, 22:41
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I keep intending to do a nice update with pictures every time I play the save, but I'm always tired and don't feel like it.
Suffice to say, I've been taking advantage of the fact that Puppet Spectres are not resistant to death damage. That means I ignore 3 of their strength. So skeletons are base 3 v 3, and spectres are base 7 v 3 (I finally surrounded the pyre with skeletons and popped it, for Warfare of all things). Turns out that you can dispel the pyre once it's been popped, no need for elementalism.
Right now, Krill's been moving his spectre stack onto a Marsh/Jungle/Smoke/Road tile, meaning I can hit the stack with skeletons. With the Orthus Axe granting Blitz, Mobility Skeletons get 2 attacks, meaning I keep whittling down that spectre stack before it can hit a critical mass.
I think what Krill should have done was promote his Mages to Spell Extension, and made one of his many mana nodes a Body node. That way, both his puppet mages and puppet spectres will get mobility, giving him alot more flexibility. Plus, he should be getting some kind of critical mass down, building up a mass of puppets and puppet spectres, before moving onto the critical attack tile and summoning a big stack of real spectres that will resist my death damage.
November 17th, 2011, 01:38
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Haste works on undead puppet summons?
November 17th, 2011, 02:04
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No, but at least the Spell Extension mages still have 2-moves. Then the puppets have 2-moves as well, and the spectres have 3(!) moves.
As opposed to now, where mages have 2-moves, puppets have 2, and spectres have 2. Then again, he could always sacrifice 10% strength from his summons and have both mobility and spell extension on his mages.
Yeah, I've been sorta playing around with Keelyn in an SP game, and that was the feeling I managed to get. Then again, the real reason I won that game was because of Loki, holy crap is he nasty at choking.
November 19th, 2011, 00:09
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Holy crap, Maelstrom has a range of 2? I did not know that. I thought I was safe from collateral, and that DaveV would need to get through my death-immune pyre zombies. That, plus the fact the backline stack turned out to be exposed to puppet move --> summon spectres, cost me a moderate sized stack of adepts and PZs. And my defenders in New Orleans took a large amount of damage, leaving New Orleans vulnerable.
The good thing is that DaveV left a stack of 11 mages in range. I have 9 PZs, and this time I absolutely don't want them winning their battles, so the Orthus Axe gets left at home. Most exploded, some didn't, but I'll leave them behind as land mines.
I then sent in a couple of spectres. I think DaveV lost 4 mages, less than a quarter of his mage stack  . The war isn't going well, I've barely slowed the clowns down.
Of course, if I hadn't murdered Gibbon in cold blood, I wouldn't even be sitting here. Water elementals are terrifying. They act in a nice flavour way as well, it acts almost like a wave of water, resisting them and defeating them in combat doesn't stop the flow trying to batter you down, but bending with the reed and losing your units exhausts water elementals. I spend too much time thinking of metaphors okay
November 23rd, 2011, 06:20
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I'm dreading opening this save. I lost New Orleans last turn, alongside 4 mages, and a few mage candidates. I've gotten another 2 adepts to 10xp, so they'll be replacements next turn, but losing a city hurts.
But before this turn, I've been noticing a Clown trireme going along my coast. So what? They're anti-galley units. I have neither galleys nor seafood to pillage.
Turns out FFH galleys can carry troops  . Oops.
After opening save...
FEMA Death Camp is not dead! Instead, Babylon, my production centre, is dead. Dunno how that happened, I had alot of dudes in that city. Then again, it's kinda hard to tell how many spectres and puppets are on each tile, because there are so damn many. OH well, FEMA Death Camp is dead anyway, I need to consolidate at cities I can actually hold.
This is the end. I've lost copper. Hell, I'm better off abandoning my capital and forting up in Mt Brokeback.
Oh hey, the Orthus Axe spectre is unguarded. I've recaptured it. This should make a nice going-away present for Gaspar, he of the tiger spam (how they do it without opposable thumbs eludes me).
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