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July 22nd, 2009, 06:52 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Well, what I meant is, so few turns into the game it's a bit unlikely you'd have scout provinces anyway.
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July 22nd, 2009, 08:48 PM
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Sergeant
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Join Date: Jan 2009
Posts: 208
Thanks: 2
Thanked 4 Times in 3 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Wow this is really bad, thought I'd try a new experimental pretender. And now I'm dead last and have afflictions.
Well atleast its going to be fun to see how the other nations work out.
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July 22nd, 2009, 09:50 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
I was hoping the rat things would do a bit better. Well, hopefully you'll be able to put up a good fight for someone before you go down.
In other news, perhaps I should not have been so quick to express my happiness with my start location. It seems that heavy cavalry and elephants have been placed strategically to deter me from a brisk expansion. I can kill most of them, but there's the occasional group of heavy cavalry that's just too big and hurts one of my expansion parties too much to continue
Meanwhile, ferrosol, you seem to be doing rather well for yourself.
Last edited by rdonj; July 22nd, 2009 at 09:58 PM..
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July 23rd, 2009, 04:37 AM
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Sergeant
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Join Date: Dec 2006
Location: The wild barbaric north
Posts: 215
Thanks: 50
Thanked 5 Times in 4 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Quote:
Originally Posted by rdonj
Meanwhile, ferrosol, you seem to be doing rather well for yourself.
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Well I tend to do best in the early expansion phase providing I dont run into any unexpected barb uprisings or large amounts of heavy cav. Mostly where I screw up is in the mid game so many options tend to have me going around in circles rather than focusing on one tactic
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July 24th, 2009, 04:20 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Man Skaven never seem to do well :[
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July 24th, 2009, 09:33 AM
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Corporal
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Join Date: Apr 2009
Location: Cloudcuckooland
Posts: 134
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Thanked 41 Times in 15 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
That's weird. Looking at them before the game, I would have guessed they'd do well. They didn't strike me as having the most raw power, but as having an attractive balance of power and subtlety. But I'm still a Dom n00b, so I may have missed a fatal flaw.
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July 24th, 2009, 12:04 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
It's probably just bad luck, though I think they are also tricky to play and have a suspect early game.
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July 24th, 2009, 01:20 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Yeah, I think probably their biggest problem for multiplayer is they don't have any particularly brilliant opening. No recruitable SCs, no powerful sacred, and even their elite units have pretty bad morale and a fairly average sat line. They're not completely helpless, but I can see them being a bit of a slow start.
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July 24th, 2009, 06:24 PM
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Sergeant
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Join Date: Jan 2009
Posts: 208
Thanks: 2
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Re: Tourmaline - Mod Nations Game (Playing)
Well with skaven I tried a pretender I've never used before. Which really collapsed when he got affliction on the first turn. And that now I reallised. I did stupid thing by forgeting there are no Indies to recruit.
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July 24th, 2009, 08:19 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Grr, wind mages I hate running into those guys. Luckily the battle went much better than I'm used to.
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