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Re: Jotunheim:Utgard AAR
<center><font size=1>Turn #35, Late Winter of Year 3
A breath of fresh air.</font></center> <center><font color=darkblue size=1>Part 2 of 2</font></center> I recruit Seithkonas in Jotunheim, Pythium, and Ashikaga. Another "red" Wizard is recruited in the Black Alps, while another Garnet Priestess is recruited at the Well. I also recruit a Priest in the Rim Mountains, and Scouts in Eribon, Ancyrna, and the Promised Land. New temples are to be built in Bel and the Iron Range. These preparations drain the treasury of 1020 coins. The Wizard Lekiro begins the ritual Awaken Ivy King, consuming 20 nature gems. The Norna Lit begins the ritual to Revive Bane Lord, which expends all 10 death gems in the treasury. The Skratti Tunne forges another Clam of Pearls, at a cost of 10 water gems. The Enchantress Pladina uses alchemy to convert 4 astral pearls into 2 earth gems, then begins forging a Dwarven Hammer, using all 20 earth gems now in the treasury. Rod the Firbolg, leading my army's vanguard of 21 healthy Jotun spearmen and a bodyguard of 5 vine ogres, along with 4 priests carrying Sceptres of Authority and with one vine ogre apiece as bodyguards, move from Barra to join my avatar at Man. My wyrm Jorgun, alone, maintains the seige of the capital of Man for a third month, secure in the knowledge of his supremacy, and that he will soon have the company of a legion of veteran Jotuns. The ominous, and unexpected, massing of Ulmish forces on my northern border causes a change of plans for my main army and its logistical support. Bove, commanding the rest of my Jotun army, along with Grymis and two priests alter course and move from The Promised Land to Melma. From Melma, they will be positioned to either retake Herghendorf, should Ulm attack, or to head westwards to Man via Van-held mountains and wastelands. Stark, with a half-dozen green Jotuns, moves from Hoburgdorf to rendezvous in Melma with the main army. Tahmar heads back to Pythium. My five other priests congregating in Barra remain there preaching. Turn #35 plotted movement (1280x1024) [ March 03, 2004, 12:35: Message edited by: Arryn ] |
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The start of Turn #36 ...
overview (1280x1024) I have reduced the GUI opacity from the default 85% to 50% so that more of the map can be seen without having to shrink things even smaller. |
Re: Jotunheim:Utgard AAR
I would also like to comment on how much your AAR has helped me learn the game. While reading this AAR and CharonJR's about Ryleh it has given me enough knowledge to play my first full game and I am actually winning, albeit vs. Easy AI.
I have started a new game Last night on Aran with 7 other Normal AIs and am taking down enough notes to write an AAR later if I get the time. I just picked up the game 2 weeks ago and this will be my 2nd full game, so an AAR may shed some light on common mistakes new players can make. I would also like to add that the walkthru, guides, and references that people here have made have been a huge help. Thanks to all that have put in all of the hard work to make the game more enjoyable for us all. I am just glad that I stumbled upon this great game. |
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Kelan,
Thanks! Charon's AAR is on my other favorite race. But he's sensible enough to play on a small map. http://forum.shrapnelgames.com/images/icons/icon12.gif I picked a large map so that the game wouldn't be over before I got to use the most powerful spells. The Last time I played Jotuns on Aran the game was pretty much over (except for mopping up) by turn 40-50. (I define "over" as being stronger than all the AIs combined.) A large map allows them to grow a bit before a human begins to kick their butts. http://forum.shrapnelgames.com/images/icons/tongue.gif On behalf of the rest of the people here in the forum, if I may be so bold, we're glad you found the game too, and that you plan to become an active forum participant. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Kelan,
thank you and welcome to the game http://forum.shrapnelgames.com/images/icons/icon7.gif Like Arryn said, still a tad below turn 50 but I think that I am already more or less in the mop up phase of the game, but since I don't use the score graphs I can't be sure. But due to the AI's reluctant declarations of war I am fairly certain that my forces outnumber each of the remaining races' forces. Currently I am even contemplating attacking the remaining races on purpose to get them to band together in order to kill me (which they should have done some turns ago IMO). CharonJr |
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That move by Ulm has now exposed Hoburgdorf and Ultima Typhia, in addition to the previously Herghendorf. This is going to make it that much harder to secure your border in the event that fighting breaks out. Had you managed to take Arnbeg before him, your exposure would have been limited to only that one province. If he continues his advance and takes the province west of Well of All Waters whose name is illegible, your exposure profile will get even more inconveniently large. I recommend securing the province for yourself to avoid this. |
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I have no intentions to do anything about the Ulmish army, other than to build 10 more PD in Ultima Typhia as a disincentive to them.
If they make another move, which I doubt they will unless this month's report underestimates their strength, it'll be to attack the 50 barbs in Imictan. If they were going to attack me, they would have already done so. You worry too much. Must be a sign of creeping age ... http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif |
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2. Taking the province would *increase* the number of my border provinces with Ulm. Only by having taken Arnbeg before Ulm could I have minimized my long-term exposure to Ulm. And taking Arnbeg would have required that I know in advance that Ulm was going to. It had sat there for 2+ years untouched. My attention is on Man and Vanheim. Sure, if I'd known 3-6 turns ago what the situation would be now, my armies would be deployed differently, but I have to make do with what I can predict 1 turn in advance. And even that isn't very certain. 3. Why are you so hung up on Ulm? I'm already at war with Vanheim, Atlantis is impinging it's dom on me, as is Pangaea. And Pangaea is the #2 world power behind Van. So I (the #3 power) already have borders with the two largest AIs. Ulm simply isn't a concern. They are a problem for R'lyeh to deal with, not me. |
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Call it an old man's intuition. I've seen the pattern before. |
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<center><font size=1>Turn #35, Late Winter of Year 3
A breath of fresh air.</font></center> <center><font color=darkblue size=1>Part 1 of 2</font></center> This month, no travellers bring word from afar of events in distant lands. The Gift of Health cures my wyrm and four of my afflicted Jotuns this month. <font color=darkblue>(Three Jotuns, plus Bove, remain wounded.)</font> Rimdriva's Acashic Record ritual upon Ultima Typhia reveals a magical site: a Canyon of Wild Winds (2 air gems). At Last I have a source, modest as it is, of air gems. I am, however, quite surprised to find an air site in plains, especially a canyon! It does not surprise me that I have apparently made an enemy of Vanheim, the most powerful nation in the world thus far. After the previous two months in which their forces were repulsed, bloodily, by my avatar at Man, they signal their displeasure by summoning a score of Black Hawks to raid Robber Home. The score of Jotun militia assigned to the provincial defense make short work of the oversized birds, killing nine before the rest fly off, only to be hunted down and spitted in my neighboring provinces. There is much roasted fowl to be had after the battle. A commander, a monk, one knight, a cu sidhe, seven fanatics, two archers, and twelve slingers sally forth from the fortress of Man to engage my wyrm and try to break the seige. All of the troops are starving and most have one to as many as four afflictions. The knight becomes a tasty appetizer. Hungry for more, the slingers become the next course of Jorgun's meal. Alas, the wyrm is only able to gulp down just three more slingers (and render unconscious 5 more) before the enemy goes into a general rout and retreats back into the relative safety of their unsupplied fortress. Jorgun is able to chase down one Last, diseased and crippled slinger before the battle ends. My avatar accrued 10 kills and 11 trophies this month. An independent force attacks Pangaea in Grypha. 2 knights (leaders), 7 knights, and 13 fanatics engage 1 centaur commander, 3 harpies, 6 satyrs, and 9 light infantry. The knights make very quick work of the harpies after which they charge the rest of the Pan forces. Next to be impaled by the knights are all the satyrs. The knights move on to engage the light infantry and finish them off just as the fanatics finally reach them. The centaur commander, left without troops, barely manages to escape ahead of the pursuing knights, and Pangaea loses control of the province. The "red" wizard that was recruited at the Academy of High Magics in the Black Alps possesses skill in water (2W) and blood magics (1B). My researchers achieve mastery of the sixth level of Evocation, and expect to achieve mastery of the sixth level of Enchantment by the end of the month. My realm has: </font>
Gem income is: </font>
Magical knowledge <font size=1>(stars denote schools being researched)</font>: </font>
<center><font size=1>To be continued in Part 2 ...</font></center> [ March 02, 2004, 12:54: Message edited by: Arryn ] |
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Ulm is dwarves? They're really big humans, I thought. They're still obviously up to something, though. Can't you tell?
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But mutant dwarves? Unless you mean "mutant" in the sense of "has a chaingun for a hand", no mutants allowed! |
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<center><font size=1>Turn #36, Early Spring of Year 4
In the nick of time.</font></center> <center><font color=darkblue size=1>Part 1 of 2</font></center> This month, no travellers bring word from afar of events in distant lands. Vanheim summons a score of Black Hawks to raid Zenthra this month. The result is precisely the same as Last month. Two earth gems are discovered in a ravine in Barra. An independent force attacks Pangaea in Gaieta. 2 knights (leaders), 7 knights, and 13 fanatics engage 1 pan. The pan is easily defeated and Pangaea loses another province to a mysterious attack. I suspect a hidden pretender is playing with Pangaea's realm. Vanheim attacks Mictlan in the province of Ragdan (due west of the Oak of Ages). The Vans muster 1 vanjarl, 4 einhere, 9 hirdmen, 4 huskarls, 10 barbarians, 3 heavy infantry, 4 light infantry, 5 fanatics, 8 woodsmen, 5 woodsmen blowpipe, and 7 archers. The Mictlani have a mere 1 tribal king, 2 warriors, and 2 slaves. Mictlan routs after just a single slave is killed by arrow fire. A sidhe lord, a bard, two sidhe champions, two daoine sidhe, four horned serpents, and forty-nine fanatics sally forth from the fortress of Man to engage my force of Jorgun, Bove, Rod the Firbolg, four priests, twenty-one Jotun spearmen, and nine vine ogres. My priests kill several of the fanatics with Flame Bolts, but their sheer numbers manage to inflict enough harm to slay three of Rod's Jotuns. But by the time Man's army routs, they have lost all but their four commanders, a daoine sidhe, and 3 fanatics. A crushing and expensive defeat for Man, and dealt with just the vanguard of my army, not my full might. Nor did my wyrm contribute to the slaughter, as Jorgun was unable to maneuver around the wall of Jotuns in time after his preparatory spellcasting was completed. With my Jotuns now present, I expect that the fortress gates will quickly be breached. Vanheim also attacks my province of the Rim Mountains, with a non-summoned force of 1 commander, 2 trolls, 4 heavy infantry, 5 vaetti, and 8 archers. My provincial defenders slaughters the entire Van force except for two insignificant, puny vaetti. Observing from the Rim Mountains, I see the Atlantian force in Nifel conquer the independents of Fucan. My main army in Melma numbers twice what the province can support. Consequently, half of the Jotuns are starving, as I had expected. The Gift of Health limits the impact to an increase by three of Jotuns diseased and/or afflicted in that army. The "red" wizard that was recruited at the Academy of High Magics in the Black Alps possesses skill in fire (2F) and blood magics (1B). My researchers achieve mastery of the sixth level of Enchantment. My realm has: </font>
Gem income is: </font>
Magical knowledge <font size=1>(stars denote schools being researched)</font>: </font>
<center><font size=1>To be continued in Part 2 ...</font></center> [ March 03, 2004, 11:55: Message edited by: Arryn ] |
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I love this AAR. You obviously put a lot of time into it; please keep up the good work for myself and the countless other lurkers who are reading it.
Thanks! |
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Thanks, Stare! Yes, I do put a ridiculous amount of time and effort into it. It takes by far longer to write up a turn than to play one. And then there's the image captures and uploads to my web site. I am certainly pleased that folks in the forum appreciate it. Positive feedback is what motivates me to keep going.
As someone noted a while back, I even pause the battle replays to count each and every unit on the field, and often I examine most of the enemy units, individually, for things like starvation and afflictions. Writing up a single battle takes longer than wrting up the entire rest of the turn, including special events and my move plots. So you can imagin how long it takes, as it's doing now, when I have 3-5 battles each turn in my message report. |
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<center><font size=1>Turn #37, Spring of Year 4
Treasures under the world.</font></center> <center><font color=darkblue size=1>Part 1 of 2</font></center> This month, no travellers bring word from afar of events in distant lands. Rimdriva's Acashic Record ritual upon Ancyrna reveals a magical site, an entrance into The Underworld (3 earth gems). This valuable site permits me to recruit the excellent, tough, large (size 5) trampling Troglodytes, at 50g (and only 1r) apiece. <font color=darkblue>(Unlike most tramplers in Dom, these have good morale, a 14!)</font> The site will also permit me, once I erect a lab, to recruit Gnomes, which are nice earth/nature mages (2E + 2N) with glamour, stealth, and forestry. Gnomes will make great hit-n-run attackers, especially if accompanied by the proper summoned creatures. <font color=darkblue>(In the interest of speeding up the process of writing these turns, and to save myself some wear and tear, I'm not going to go into detail on battles fought by other nations against indies or each other. From this turn onwards, I'll just give a brief summary of what happened.)</font> Caelum attacks Vanheim in the Pillar of the World with Call of the Winds. The defending 3 PD beat off all of the birds, without a single loss. Vanheim attacks my province of Herghendorf. Their force of 1 commander, 5 skin shifters, 2 hirdmen, 1 heavy infantry, 6 light infantry, 5 crossbowman, and 5 archers face my PD plus the bulk of my army (Bove, Grymis, et. al.). I suffer no irreplaceable (non-PD) losses and the Vans lose half of their attacking force, with 1 commander, 4 skin shifters, 1 light infantry, 4 crossbowman, 2 archers escaping back to Ivenmoor. Bove earns his third experience star. Ulm attacks indies in Belmar (due north of my Well of All Waters). A diverse and tough Ulmish force of roughly 60 faces about a third their number of indies, a mix of cavalry and fanatics. The Ulms give much better than they receive, and the indy morale just isn't good enough for the indy heavy cavalry to press home their attack. Ulm wins with few losses. Machaka attacks Abysia in the Yellow Mountains. A Machakan force of 20 bone fiends, 20 machakan archers, 2 spiders, a circle master, and the Machakan prophet attacks 4 Abysian PD. The prophet smites the PD leader and the battle ends before much else happens. Pangaea attacks indies in Gaieta. The Pangaen Carrion Dragon pretender itself along with less than a score of assorted Pan units faces 2 knights (leaders), 7 knights, and 13 fanatics. The indy knights do considerable damage ... until the dragon closes into melee and terrifies the knights (with +15 fear). That pretty much ends the fight, except for routing knights, blocked by centaurs, being eaten from behind by the dragon. A death match has been scheduled at the arena in Robber Home for next month. My besieging Jotuns at Man breach the fortress gates with ease. The end of Man is nigh. Atlantis has massed a significant force of spearmen and shamblers in Nifel that concerns me. I am fairly certain that Atlantis and Vanheim are not at war, so the only reason I can see for Atlantis to amass these troops is that they are considering a move upon Man. The "red" wizard that was recruited at the Academy of High Magics in the Black Alps possesses skill in air (2A) and death magics (1D). My researchers expect to achieve mastery of the seventh level of Evocation by the end of the month. My realm has: </font>
Gem income is: </font>
Magical knowledge <font size=1>(stars denote schools being researched)</font>: </font>
<center><font size=1>To be continued in Part 2 ...</font></center> [ March 04, 2004, 00:28: Message edited by: Arryn ] |
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<center><font size=1>Turn #36, Early Spring of Year 4
In the nick of time.</font></center> <center><font color=darkblue size=1>Part 2 of 2</font></center> I recruit Seithkonas in Jotunheim, Pythium, and Ashikaga. Another "red" Wizard is recruited in the Black Alps, while another Garnet Priestess is recruited at the Well. I recruit another 4 Jotun spearmen in Jotunheim, 6 Jotun spearmen in Pythium, and 1 Jotun spearman in Ashikaga. I raise the PD in Ultima Typhia by 10 (to 20). These preparations drain the treasury of 995 coins. The Ivy King Thomm begins a monthly ritual of Awakening Vine Ogres, at a cost of 1 nature gem each month. The four ogres per month, which do not consume supplies, will be useful in the Vanheim wastelands. The Wizard Lekiro begins the ritual to Awaken Sleeper, expending 10 nature gems. <font color=darkblue>(I need another good commander of Jotuns to form a second army, and I already have other long-term plans for the recently-summoned Bane Lord in Jotunheim.)</font> The Norna Rimdriva prepares to invoke the ritual of Acashic Record upon the province of Ancyrna, for which I allot 25 of the astral pearls in the treasury. The Skratti Tunne, using a Dwarven Hammer, forges another Clam of Pearls, at a cost of only 7 water gems. The Wizard Retheric forges a Clam of Pearls, at the normal cost of 10 water gems. The Enchantress Pladina forges a Charcoal Shield, intended for the firbolg that is being summoned by Lekiro, at a cost of 5 fire and 5 earth gems. Jorgun and Rod the Firbolg maintain the seige of the capital of Man for a fourth month, while the four "battle" priests commence preaching my virtues to the unenlightened people of Man. Bove, commanding the rest of my Jotun army, along with Grymis, the commander Ualgo, and two priests move from Melma to Herghendorf, where there will be ample supplies for all of the troops. From Herghendorf, I can strike into the weakly-held forested mountains of Kratas, should Ulm become hostile, and raze a temple. I do not think that this will prove necessary, but I will be prepared. What is more likely is that Ulm will strike next at the barbarians in the forest of Imictan, if the force in Arnbeg attacks at all. Assuming that I am correct, then I will take the army westwards into the plains of Ivenmoor and crush the Vanheim force which is guarding that border province and threatening Herghendorf. The six priests in Barra, their mission complete, move to join the seige camp at Man. <font color=darkblue>(I will have a formidable ecclesiastical contingent of 10 priests in Man this next month.)</font> The priest in the Iron Range moves to Gwyrth, the Last province I control which does not, yet, contain a temple. The priest in Bel, having completed temple-raising, moves westwards to Ultima Typhia, while the priest in Ashikaga moves to rendezvous with Bove's army at Herghendorf. The Bane Lord Ashsoul will escort 4 Jotuns from my capital to the Black Alps, to deliver them to the firbolg that is being summoned. Turn #36 plotted movement (1280x1024) [ March 03, 2004, 13:28: Message edited by: Arryn ] |
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<center><font size=1>Turn #37, Spring of Year 4
Treasures under the world.</font></center> <center><font color=darkblue size=1>Part 2 of 2</font></center> I recruit 5 Troglodytes in Ancyrna and Seithkonas in Jotunheim, Pythium, and Ashikaga. Another "red" Wizard is recruited in the Black Alps, while a another Garnet Priestess is recruited at the Well. I raise the PD in Ancyna by 1 (to 18), and a new temple is to be built in Gwyrth. These preparations completely drain the treasury. The Ivy King Thomm continues a monthly ritual of Awakening Vine Ogres, at a cost of 1 nature gem each month. The Norna Rimdriva prepares to invoke the ritual of Acashic Record upon the province of Zenthra, for which I allot 25 of the astral pearls in the treasury. The Skratti Tunne, using a Dwarven Hammer, forges another Clam of Pearls, at a cost of only 7 water gems. My three Garnet Priestesses each forge a Sceptre of Authority, using a total of 15 of the fire gems in the treasury. The Enchantress Petrona forges Winged Boots, for which I allot 5 precious air gems. A Seithkona forges an Endless Bag of Wine, expending 5 nature gems, while another Seithkona forges a Horror Helm, using 5 death gems. My wyrm Jorgun will, alone, storm the Man fortress. Rod the Firbolg, leading a company of 18 Jotun spearmen and a bodyguard of 5 vine ogres, along with 4 priests carrying Sceptres of Authority and with one vine ogre apiece as bodyguards, moves east from Man to attack Vanheim's province of Agenor. Bove, commanding the rest of my Jotun army, along with Grymis and a two priests, moves northwest from Herghendorf to attack Vanheim's province of Ivenmoor. Commander Ualgo, with six afflicted Jotuns from Bove's army, remains patrolling in Herghendorf so that the giants can receive the Gift of Health. The priest in Ultima Typhia moves to Ashikaga, while the priest in Robber Home moves to The Promised Land, and two of the six spare priests at Man move south to the Rim Mountains. I send a Seithkona from Pythium to Ancyrna so that she may build a lab in that province next month. Ashsoul the Bane Lord returns to Jotunheim. Tahmar, with a dozen Jotuns, moves from Pythium to the Black Alps to rendezvous with Swanuth the Firbolg. Turn #37 plotted movement (1280x1024) |
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Hmm, looks like Atlantis prepared to grab the indie province of Ministra opening up a total of 3 undefended provinces with temples that would be razed by a successful attack if they should decide to attack you.
While your PDs are fairly formidable I doubt that they could repell a determinded attack unless Atlantis is only using fodder troops. Well, maybe Atlantis has some easier indie targets left somewhere, but otherwise this troop buildup in the sea looks threatening IMO. Well there is Saeborsa with some connected indie provinces... CharonJr |
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Like Norfleet's issue with Ulm, Atlantis could take those coastal indies anytime they wanted to. I did have the power to take them myself several months ago, but Man was, by far, a much higher priority for me. The way I've been ignoring the AIs on my borders would not be viable in any MP game, even an MP game with AIs. But as a SP game, I am relying on the "diplomacy" of the AI to "leave me alone if I leave them alone". I didn't want a war with Vanheim, but I got one, and if I slack off against Vanheim to devote attention to indies I'll only make things harder for myself in the long run. I plan to take the indies, whichever ones the various AIs on my borders don't take first, with a second (and third) army I'm assembling. I think I still have 4-8 months before the AIs near me run out of easy prey and start to look at me with greed. Quote:
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I also have suspicions, as yet unconfirmed, that Atlantis may be at war with one or more of: Vanheim, R'leyh, and Arco. Thanks for the comments/observations. [ March 04, 2004, 10:15: Message edited by: Arryn ] |
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OTOH, with regards to Atlantis, I'm just out of luck. http://forum.shrapnelgames.com/images/icons/icon9.gif |
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<center><font size=1>Turn #38, Late Spring of Year 4
Dust to dust.</font></center> <center><font color=darkblue size=1>Part 1 of 2</font></center> This month, no travellers bring word from afar of events in distant lands. Rimdriva's Acashic Record ritual upon Zenthra reveals a magical site, The Temple of the Raging God (2 fire gems), where Fire Lords, Pyromancers (1F, 60g), and High Priests (3H, 80g) may be recruited, and which increases the turmoil of the province. Caelum attacks Vanheim in the Pillar of the World with Call of the Winds. The attack is beaten off easily without loss by Vanheim. Bove, commanding the bulk of my Jotun army, along with Grymis and two priests, attacks Vanheim's province of Ivenmoor. The defending 3 PD of Vanheim are completely wiped out without the Jotuns even breaking sweat. Rod the Firbolg, leading a company of 18 healthy Jotun spearmen and a bodyguard of 5 vine ogres, along with 4 priests carrying Sceptres of Authority and with one vine ogre apiece as bodyguards, attacks Vanheim's province of Agenor. Van's defense consists of 1 commander, 1 herse (PD), 3 huskarls (PD), and 14 light infantry. Two of the Vanheim light infantry are slain by Flame Bolts. Only nine of the light infantry escape, and all other defenders are killed by the Jotuns. At Man, my wyrm does a solo storming of the fortress. Within lies only the immobile Man monolith pretender. The monolith attempts no fewer than 15 Paralyze spells before Jorgun finishes reducing the pretender to rubble. Thus ends the dominion of Man in a pile of rock dust. At the death match, the rounds go as follows: </font>
It amuses me immensely to see the prophets of three pretenders slain in my arena. Especially that of Vanheim. The "red" wizard that was recruited at the Academy of High Magics in the Black Alps possesses skill in water (2W) and astral magics (1S). My researchers achieve mastery of the seventh level of Evocation, and expect to achieve mastery of the seventh level of Construction by the end of the month. My realm has: </font>
Gem income is: </font>
Magical knowledge <font size=1>(stars denote schools being researched)</font>: </font>
<center><font size=1>To be continued in Part 2 ...</font></center> [ March 04, 2004, 19:45: Message edited by: Arryn ] |
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Yaar! Have at thee! [ March 04, 2004, 21:28: Message edited by: Norfleet ] |
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As I predicted, Ulm is now imminently planning to seize that independent province. As Charon as pointed out, you're soon to be facing a similar situation with Atlantis. In Atlantis's case, since you can ill afford a war with them, given the absolutely huge number of provinces exposed to attack from the sea, and your somewhat limited ability to mount a retaliation, you may just be stuck with it. Best not to antagonize them prior to developing an aquatic force. If the opportunity presents itself and Atlantis continues its state of paralysis, you might wish to close off that problem, though: It's possible that the large force in Atlantis is only that may make it somewhat crucial province to them, plus the fact that being underwater limits partially land-capable and is being retained as the capitol garrison: Given that I recall a fair number of Atlantean troop types are capitol-only,their vulnerability to airstrikes and allows them to mass with comparative impunity.
And I wouldn't say that dealing with indies is "slacking off" against Vanheim, necessarily. In my multiplayer campaigns, I've noticed that, oftentimes, a player who gets overly fixated on a single war against a single opponent will often suffer even more as he neglects to attend to his own internal affairs, thus causing great self-inflicted harm upon his own empire as expansion and construction falter due to inattention. |
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I've never seen a morale-30 unit rout from anything short of a complete army wipeout, where commanders auto-rout because their army has been destroyed. Sometimes I wish they *WOULD* bug out, but they never do. Either way, I certainly know when to bug out....but I WILL BE BACK! I'm not mindless, after all.
[ March 05, 2004, 04:38: Message edited by: Norfleet ] |
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Did he rout because of troop loss? It's possible that if he enslaved a unit, which then died, it auto-routed because of that.
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bump to find out what happens next...
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Re: Jotunheim:Utgard AAR
<center><font size=1>Turn #38, Late Spring of Year 4
Dust to dust.</font></center> <center><font color=darkblue size=1>Part 2 of 2</font></center> I raise the PD in Ancyna by 2 (to 20), in Zenthra by 3 (to 20), in Agenor to 9, in Man to 20, and in Ivenmoor to 20. A new lab is to be built in Ancyrna, and a new temple in Man. These preparations drain the treasury of 961 coins. Taxes are reduced to zero in Agenor to quell unrest. The Ivy King Thomm continues a monthly ritual of Awakening Vine Ogres, at a cost of 1 nature gem each month. The Norna Rimdriva prepares to invoke the ritual of Acashic Record upon the province of Ivenmoor, for which I allot 25 of the astral pearls in the treasury. The Skratti Tunne, using a Dwarven Hammer, forges another Clam of Pearls, at a cost of only 7 water gems. The Enchantress Petrona forges Winged Boots, for which I allot 5 air gems. Two Garnet Priestesses each forge a Sceptre of Authority, using all 10 fire gems in the treasury. Two Seithkona each forge an Endless Bag of Wine, expending 10 nature gems. My wyrm Jorgun will Teleport to Imictan, consuming the Last 2 astral pearls in the treasury. Imictan is reported to contain some 30 barbarians. Even twice that number should not present any problems. While I have little concern for any hostilities stemming from Ulm's recent acquisitions in provinces adjacent to Imictan, in the long run I cannot afford to just sit idly by and let my neighbors continue to grow in strength. It is better if I lay claim to the resources that these as-yet-independent provinces contain. With that thought, I command that Swanuth the Firbolg, who is given the Winged Boots that were forged Last month, take command of a new army of 20 Jotun spearmen and 8 vine ogres in the Black Alps and that this army move to occupy the rich coastal farmlands of Saeborea, heading off any potential expansion of Atlantis or Arcoscephale into the eastern part of my realm. The commander Theag will move to Ancyrna to pick up the recently recruited Troglodytes there, while Tahmar moves back to Pythium. The four priests in the Rim Mountains move to Agenor, as do three of the priests in Man, and commander Stark from Melma. Rod the Firbolg, leading a company of 18 Jotun spearmen and a bodyguard of 5 vine ogres, along with 4 priests carrying Sceptres of Authority and with one vine ogre apiece as bodyguards, move northeast from Agenor to attack Vanheim's province of Gipha. Resistance is expected to amount to no more than a score of archers and light infantry. Bove, commanding my largest Jotun army, will patrol Ivenmoor, while Grymis and the priest Erkeborn preach there. The other priest in Bove's army, Arnold, heads to Hoburgdorf. Ualgo, with a half-dozen Jotuns (four of them still afflicted), moves from Herghendorf to rejoin Bove's army at Ivenmoor. Turn #38 plotted movement (1178x1024) |
Re: Jotunheim:Utgard AAR
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Re: Jotunheim:Utgard AAR
It looks like you've finally decided to heed my warnings and do something about that Ulm problem. Meanwhile, your Vanheim infestation seems well under control. In the near future, at leisure, you may wish to expand eastward into the Independent provinces. This will enhance your general income and resources, without having to antagonize any of your neighbors. This is a good thing: One should never get so distracted by an ongoing war elsewhere that internal affairs are neglected. I find this to be a common failing among many of the people I've played against: They become so tunnel-visioned that their empire is neglected while they fight a war which nets them little profit with somebody else. Don't let this happen to you.
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Re: Jotunheim:Utgard AAR
Ulm was not a problem. They are now, but that's of my own doing with my wyrm, as you will see when I get part 1 of turn 39 posted. My decision stemmed solely from economic, not military, considerations. As soon as I finish munching on some of the provinces to my immediate southeast (Saeborea was the first of three on my agenda), I intend to shift that army northwards and take the indies that are between R'leyh and my realm. The indies due east remain useful as a buffer against Vanheim's westward expansion, as well as Marignon's.
It's not so much a case of tunnel-vision as in not having the gem income to create instant armies as needed, and in having the bulk of my forces not in a position to gobble up the indies to my east and north. So I'll be doing that with my pretender, and with a secondary army I created just for the task. You are too accustomed to playing Ermor and being able to raise armies quickly. http://forum.shrapnelgames.com/images/icons/icon12.gif Jotunheim requires more patience, and more thinking ahead of where you'll need the relatively small number of expensive and powerful troops you can muster. (R'leyh, with its expensive Illithids, has a similar situation.) I think you'll be pleasantly surprised when you see what I do plan to do with that rather largish Jotun army in Ivenmoor ... [ March 12, 2004, 19:04: Message edited by: Arryn ] |
Re: Jotunheim:Utgard AAR
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An Ermorian army certainly CAN raise quickly, but you don't really have any real control of this. Furthermore, the troops tend to be mostly worthless and die en-masse even if you win the battle. That kind of attrition can quickly grind your advance to a halt unless you're feeding in a steady supply of fresh fodder. And all your troops are fodder. I've played a fair amount of Jotunheim, too: One of the nice things about Jotun is that against the kind of light Indies you're facing, a Jotunheim army can roll over the opposition with few if any losses. Besides, I never said YOU were suffering from tunnel vision, merely that it was a problem that often afflicted other people. |
Re: Jotunheim:Utgard AAR
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As for Ermorian fodder, isn't it the whole point of having hordes of them that you can just mindlessly (pun and leg-pulling intended) throw them willy-nilly at your foe heedless of losses? http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Jotunheim:Utgard AAR
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However, Dominions II is the first game that's done the undead with a proper feel to them. Every other game has them JUST expensive enough that I become annoyed with their ineffectiveness and massive casualties. Dominions II, on the other hand, removes this. I don't even have to hire them anymore, I can just fling them at anything willy-nilly. That's kind of fun, too. However, massive casualties DOES kind of slow down one's advance, as the entire mob gets wiped out sooner or later. Finally, the *TRUE* selling point, to me, of Ermor, is ORDER. I am a man of orderliness. I like my things to be kept in order, and I value permanence. While a thriving, happy empire is certainly one brand of order that I often pursue in other games, few things can beat the orderliness of Ermor: A world laid entirely to burnination, consisting of 0 population throughout. THAT is definitely clean and orderly. And permanent. After all, cleanliness is next to godliness, and isn't godliness the entire point of Dominions II? As my sig says.... |
Re: Jotunheim:Utgard AAR
<center><font size=1>Turn #39, Early Summer of Year 4
Growing pains.</font></center> <center><font color=darkblue size=1>Part 1 of 2</font></center> This month, no travellers bring word from afar of events in distant lands. Rimdriva's Acashic Record ritual upon Ivenmoor reveals three(!) magical sites: the Azure Academy (1 water gem), where Azure Mages (2W, 100g) & Initiates (1W, 60g) may be recruited (in the accompanying lab); the Sun Ridge (2 fire gems), with accompanying watch tower fortification, and a Farm of Plenty (+25 supply). The level of supply in Ivenmoor is only sufficient for roughly 45% of my army there, so starvation, disease, and opportunistic afflictions run rampant amongst the troops. I am appalled to think what the situation would be like without the Gift of Health, as over half this army is afflicted in spite of it. Again I sense a powerful ripple in the magical weave of the world. The sudden concentration of astral magics from the realm of Mictlan loudly bespeaks of their having undertaken the ritual of Stellar Focus. I am untroubled by this event, since it does not affect my realm, and Mictlan is my ally of circumstance in our mutual conflict with Vanheim. Vanheim summons a score of Black Hawks using the ritual Call of the Winds to attack The Promised Land. As in previous months, the defending Jotun militia easily eat the fowl assault, with much appreciation. I am very pleased to see my foe expend five precious air gems per month in such futile gestures. Jorgun Teleports to Imictan directly into a battle with three dozen barbarians, plus their leader. Seventeen of the savages manage to escape my wyrm's feast, never to be seen again. Marignon attacks the 30+ amazons of Polgrave (who also have a Garnet Priestess, a Garnet Sorceress, and two gryphon riders) with a force of a score of flagellants led by a witch hunter, and a mixed force of ten pikeneers and eight light infantry led by an inquisitor. The riders suicide against the pikes, but the amazons in turn slaughter all the flagellants. When the savage ladies reach the ranks of the pikes and infantry, the army of Marignon routs after losing three of the infantrymen. Marignon suffers a few more losses of infantry and pike as they flee from the rapidly pursuing amazons. Swanuth the Firbolg, commanding an army of 20 Jotun spearmen and 8 vine ogres, attacks the independent defenders of Saeborea, which muster 2 mounted commanders, 1 priest, 21 heavy cavalry, 19 heavy infantry, and 4 fanatics. The Gift of Health, made strong by my dominion in this province, provides an 80% boost to the health of the Jotuns (+24HPs), allowing them to take the cavalry charge with ease. Swanuth, at the beginning of the battle, immediately flew behind the cavalry to disrupt the enemy's plans and draw their commanders into battle. In the image below, you can see the situation several rounds into the battle with Swanuth having just slain the second (and Last) mounted commander. The first is already fleeing from Swanuth's helm-generated aura of fear, and the priest was slain a few moments before. Sending the firbolg alone into the enemy rear was a calculated risk that in this instance paid off in greatly reducing the amount of damage the Jotuns absorbed before the enemy fled. Swanuth did receive a chest wound, and lost two-thirds of his health, before winning the fray. Were it not for the Gift of Health he would have died from the number of hits he took. </font>
Ulm attacks Jorgun in the province of Imictan, having expected to encounter only independents. Ulm fields a commander of Ulm, 1 heavy cavalryman, 5 black plate infantry (w/shields), 4 black plate infantry (flail), 19 assorted infantry of Ulm, 8 heavy infantry, 18 barbarians, 10 amazons, 3 light infantry, 19 crossbowman, and 8 archers. My wyrm begins the battle with a large amount of health (406HP), due to the combined effects of dominion and Gift of Health bonuses, and a very impressive regeneration rate of 41HPs which makes him nigh-invincible to anything but magic, which the Ulmish force completely lacks. Against this living scaley juggernaut is an Ulmish army that is suffering from extensive starvation, and averages just 6-7 morale (and only 3-4 amongst the missile troops). First to become wyrm-food is the lone horseman, who reaches my avatar after Jorgun has completed all (4 rounds of) preparatory spellcasting. Next up on the dinner menu is a course of barbarian stew, flavored with amazon, and with a side helping of infantry. For dessert, a light portion of missileers awaits. By the end of the battle, when Ulm has had their fill of filling my wyrm's stomach, Jorgun has accounted for 41 of the 95 Ulmish troops. (Killing 1 heavy cavalryman, 4 assorted infantry of Ulm, 1 heavy infantry, all 18 barbarians, 6 amazons, 2 light infantry, 7 crossbowman, and 2 archers.) Jorgun, in the carnage of two battles this month, accrues another 56 kills and 42 trophies to his fame. </font>
Mictlan attacks Vanheim in Ragdan. Mictlani forces: 2 Mictlan priests, 1 fiend of darkness, 1 spine devil, 13 eagle warriors, 5 warriors, 2 slaves, and 1 blood slave. Van forces: PD of 2, plus a mobile army of 1 commander, 3 heavy infantry, and 12 light infantry. The Vans are annihilated, but it costs Mictlan 8 of their eagle warriors. Ulm attacks Pangaea in Nicia. Ulmish forces: 1 commander of Ulm, 4 black plate infantry (flail), 2 infantry of Ulm (w/shield), 4 barbarians, 1 light infantry, 9 crossbowmen, 2 archers, and 4 sappers. Panaean forces: 1 centaur commander, 6 satyrs, and 3 harpies. A victory by Ulm is a foregone conclusion. Only the centaur and a single satyr escape. A brief recap of the strategic situation on Orania is in order. The following are ongoing wars that I know about for certain: </font>
My researchers achieve mastery of the seventh level of Construction. My realm has: </font>
Gem income is: </font>
Magical knowledge <font size=1>(stars denote schools being researched)</font>: </font>
<center><font size=1>To be continued in Part 2 ...</font></center> [ March 13, 2004, 18:14: Message edited by: Arryn ] |
Re: Jotunheim:Utgard AAR
Question regarding regeneration. Does it only work when the unit is below its base HP?
I ask this because in my recent Orania SP game as Atlantis (V2.06), I also used a Wyrm. However, it doesn't seem to regenerate during battle. That is, say I check at the beginning of the battle that it has 323 HP, regen of 32 per turn. A few turns later, it took some damage and dropped to 277 say. It stayed at 277 until the enemy routs (hard to say if it regenerates in between, with all the fighiting, but unlikely as enemies are also unlikely to cause exactly 32 damage every turn). So now my pretender is simply chasing down the routing armies, without them fighting back. IT took several turns before the enemy routed, and each turn I check my pretender and find it always at 277 HP. Another unrelated queston. I wished for Doom Horrors, GoR them, then I send them into battle. They will attack on first turn, then usually do nothing the second turn and/or third turn, and sporadically attack the enemies for the following turns regardless of enemy types (even militias). This seemed rather strange, as they have no encumberance and always fatique at 0, so they can't be unconscious. Is this how they are suppose to be? Never seem other units behave this way... Sorry for going OT on your AAR Arryn. Keep up the good work... tasty Ulmish troops, the wyrm must have very strong stomach acid to digest all the metals ^_^ -Gateway103 |
Re: Jotunheim:Utgard AAR
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I suppose now it's time for me to point out, "I told you so." I told you Ulm was up to no good. |
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