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Old October 20th, 2004, 07:01 PM
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Kelan Kelan is offline
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Default Re: Jotunheim: Niefelheim AAR

TURN 7:

Provinces: 3
Treasury: 273
Income: 288
Upkeep: 59
RP Total: 13
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 9

Research
Conjuration:
Alteration: 2(+13)
Evocation:
Construction:
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air:
Water: 21 (+3)
Earth:
Astral:
Death: 14 (+2)
Nature:
Blood:

~ Caelum has declared war on me.
~ Hugin the Jotun Herse was struck straight in the heart by an arrow. He survived but got an ugly wound.
~ Arcoscephale has made the Hero named Anthromachus its prophet.
~ T’ien Ch’i has made the Prince General named Hou Tu its prophet.
~ There was a battle in (218) East Forsen Forest.

Ugh, I hate that seeking arrow spell (I assume that is what hit me). How did they know where I was?

Battle Results: There are 26 Woodsmen, 18 Woodsman Blowpipes, and 1 Druid. I realize the enemy are all ranged units and I should have changed my giant units to attack right away. Also, Gotvid ends up casting Quickness and Breath of Winter in the first round, decides not to cast Blessing and attacks right away in round 2. I suppose this is because my Jotun Gode cast Divine Blessing in round 1 and Gotvid was already blessed and the heroic quickness allows him to charge off again on his own, heheh. With his 44 AP, he gets to the Woodsmen in a hurry. The blowpipes appear to be 2 AP damage with paralyzing poison and precision 0. It doesn’t appear that any of my units are hit with it, though. The sole druid casts sleep a lot also to no effect. I end up routing the enemy again with no losses and no afflictions to my commanders.

Gotvid ends this battle with 96 fatigue and the wraith swords will not come soon enough. I better get construction going soon. He has also taken over 1st place in the HoF.

Gynter Blukraft’s Sonnenkinder was recruited by Marignon
The Brave Breakers are now available, Grom Brave Breaker commands 30 men for 150 gold.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (29750, 222, 80, 438) 25 Def
J 5 (208) Farsen Forest – Forest – 100/0 (7280, 34, 32, 126) 5 Def
J 2 (218) East Farsen Forest – Forest – 70/15 (9680, 45, 30, 196) 5 Def
I 2 (202) High Yldemir – Forest – 40,(40),60,40,30,50 Barbarians
I 5 (195) Oeversee – Forest – 70,40,(40),30,50,50 Barbarians
I 3 (212) West Farsen Forest – Forest – (80),(70),30,60 Barbarians
I 1 (180) Suddeir Down – Plains – (20) Heavy Infantry/Heavy Cavalry
I 1 (183) North Horslund Forest – Forest – (50) Militias/Light Infantries/Archers
I 0 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I 0 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 0 (166) Horslund Forest – Forest – (40) Barbarians
I 1 (165) Tolk – Farm Lands
I 0 (152) South Horslund Forest – Forest
Mg ? (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands

I finally find my nearest opponent, Marignon. It appears that my initial decision to go South first will work out well. I will try to secure as many provinces as I can before Marignon moves North.

I set province defense to 5 for (218). I will try to remember to take a new map screenshot and add province numbers on the next turn I play (which is up to 10 now) to try to make it a bit easier to tell where each province is.

I recruit another Niefel Giant and 1 more Jotun Spearman. I like to have a group of 3-4 Niefel Giants along with 8-12 Spearmen/Axemen for this first army I want to send off to the South. I notice that Druids are now recruitable in (218), but I will need to build a temple and lab first. They are 140 gold each and are 2N 2H mages. This is quite an investment early on and the research gain is minimal (35.7 gold/RP for the Skratti and Gygja and 35 gold/RP for the Druid). I didn’t notice whether Druids were sacred or not though for the reduced upkeep. Either way, I decide to wait a bit before trying to recruit some and with seeking arrows starting to fly it may be good to recruit giant mages for my research so they can survive them. It will be a nice vine ogre factory province possibly later on in the game, though.

I send Starkader the scout on to (193) and Tunne the scout to (165). Tunne will get a report on (165) and (152) and then hang out near the border of Marignon to track its movements.

My main army will return back to my capitol before heading South as that is the only way to go.

Angerboda will continue to research Alteration with 13 RPs.
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