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Old May 27th, 2012, 05:19 PM

vargr vargr is offline
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Default Re: No_NAPs_Land happy warring under way

A recap:

Abysia had their burning ones two provinces from my cap at turn 6 or something, this really messed my game plans. I had to commit everything I had to survive which cost me a lot in terms of midgame developement. But I think I managed to use stealth to my advantage and buy time to get my evocations online. By the time I had storm, I had the upper hand but then Hinnom started to raid the former Abysian lands from me. I was somewhat surprised at this because they still had their forces bound by the TNN garrison (which was never beaten in this game) Frankly, I think Hinnom overextended which lead to their demise. Otherwise, I would rate Austen's play much better than he gave himself credit.

The heads up was with Sauromatia. I took some border forts but otherwise was unable to advance, Sauro however pushed relentlessy for my cap. Sauro could match my raiding with ghost riders and the pyre fueled zmeys, and their troop output was better than my ability to inflict losses. So in the long run so I couldn't really hope to gain ground, just try to keep it with constant raiding and counter raiding.

As for the A + B vs D + B, well that's just my (nonexpert) opinion. I consider the A nations more midgame powers. However, the heims do have good blood potential now with the 50% random. I've played EA Caelum to a large undecided endgame once and as you can easily have all your flying armies fully immune to lightning and go crazy with wrathful skies and shimmering fields in every fight, then maybe A can still be a winner in late game, but with Van, I think less so. At least I would have needed to start the heads up with a stronger position here but maybe with a better Van player, who knows.

Couple observations:

-As pointed out several times before, zmeys are ridiculous. When I'm able I always put my midgame F gems to these. I wouldn't want to, but is there really better use for them barring some very specific and situational needs?

-0.9% growth allows amazing amount of blood from just couple of large provinces, as opposed to the usual 3 hunters / prov. You just need enough patrollers. I was able to maintain essentially even population with over 50 slaves pulled from a province / turn. I don't know if it was meant to be this powerful. Learned this too late in this game to matter.
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