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Old October 31st, 2005, 07:13 AM

RedRover RedRover is offline
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Default Re: Abysia CB 5.0 AAR

TURN 22
Mixed news. The C�tis horde moved away from the border, leaving a guard of 10, mostly Tomb Worms and a priest (Prophet?). I have a couple turns, maybe. Meanwhile, my assassin discovers that the C�tis capital is on a choke point--no movement south without going through its province. Do I risk it, or hang around keeping tabs on troop movements in my direction? I think I�ll try infiltrating with a scout before risking an assassin.

The strategic implications are troubling. Northeast/east expansion will eventually hit C�tis coming the other way, so it�s ultimately a dead end. Northwest will be good for a while, but I�m sure someone�s across the bay from me�I just can�t see him yet. I can�t go south on my west border without trickling out down along the coast, and that means dealing with Knights.

Almost forgot to renew Dagan and Orion this turn. That would have really messed things up. Fixing this prevents my getting another Demonbred this turn. I bank the difference and send a researching Apprentice out to find Blood Slaves. This cuts my research even more. I put the Manticore back on line, but I�m only getting 48 research points this turn. At current rate, I�m two turns off Construction 3, and Construction 4 is where all the goodies are.

TURN 23-24
Moving right along. First Army is building at the east bridge, and the Citadel there will finish soon. Trouble on the horizon. Assassin spots a 60-lizard force of C�tis, mostly Slingers and Militia, may be headed my way. In the northwest, Second/Third Army cleans out the Amazons. In north, Urgek and company reach the river border and will cross this turn. Urgek�s mercs were reduced to meat shield status in the last combat, but the force across the river looks soft�30 Militia/Archers. Still, after the next battle there won�t be much left to rehire.

Boy, was that right! The attack failed. Urgek was killed, the spear unit and lizards were virtually annihilated, but at least the leaders and a few troops escaped. With the remnants reorganizing for another attack, the mercenary ettin Pak-Ur joins.

To the west, the Second Army cuts its way northwestward, stopping next to a magic site province (Witch's Roost) guarded by 60 Barbarians. Fortunately, the mercenary unit Grom�s Breakers is available, so I put up a bid. If it comes through, I�ll try to get the site.

At the east bridge, the fort is finally done. I�m going to risk First Army by throwing everything except one priest at the island magic site. C�tis looks far enough away that I can hit it and get back. Also, the 70 Longdead are reading 30 now, so there surely won�t be more than 70, and I can handle those, I think. I�ll just have to suck up the research loss, but I need to find some gem sites.

The extra priest heads north to help the northern river crossing. This map is very constricted; ground units have little mobility and it takes forever to get anywhere. With one renegade air wizard and no sites, it�s not like I�m ever going to be building the Flying Ship (Construction 8), and the Gate spell is a very long way away.

Next turn: Oops!
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