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  #281  
Old December 7th, 2009, 12:25 PM

Psycho Psycho is offline
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Default Re: Momentum 2 - Running

Bah, I just keep making one error after another. I was thinking last night over my nearly done turn - should I take the safe path and leave most of the job to Ctis or should I try to annihilate the whole army by myself. I knew a thug in the army could be my doom, but then I though "Fortune favours the bold". Yeah, right.

Well at least Ctis knew what he was doing. One of your armies is gone, although it doesn't seem like a big dent in the army graph. And Hrimmner, the most beloved hero of the Van, has gone to Valhalla. May others follow him shortly.
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  #282  
Old December 7th, 2009, 05:12 PM

Valerius Valerius is offline
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Default Re: Momentum 2 - Running

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Bah, I just keep making one error after another. I was thinking last night over my nearly done turn - should I take the safe path and leave most of the job to Ctis or should I try to annihilate the whole army by myself. I knew a thug in the army could be my doom, but then I though "Fortune favours the bold". Yeah, right.

Well at least Ctis knew what he was doing. One of your armies is gone, although it doesn't seem like a big dent in the army graph. And Hrimmner, the most beloved hero of the Van, has gone to Valhalla. May others follow him shortly.
Ha! Yeah, I was using the same "fortune favors the bold" thinking. As you know, I got lucky storming one of C'tis' forts earlier so I figured how could my luck not hold up? But it appears that while fortune may favor the bold it doesn't favor the stupid. Let the roll call begin:

* I used an insufficient force to storm a fort that I knew was strongly defended.

* Though I knew it was strongly defended I didn't know the details of what was waiting inside and couldn't be bothered to send in a test force to check things out.

* I also couldn't be bothered to guard my only province to retreat to (why would I need a province to retreat to - what could possibly go wrong?).

* I neglected to give my F1 dwarf a skull of fire so he couldn't cast flaming arrows (this is one of my favorites).

* I assigned the valiant Hrimmner to cast mistform *after* I had already cast fog warriors. While a great warrior, Hrimmner doesn't make the best decisions and promptly cast Thunder Ward, sending his fatigue up to 75. By the time he engaged the AQ his fatigue was at 98 (!).

The AQ's attack did weaken me by killing a lot of troops (skinshifters without a MR boost don't fare well against the Aegis) and causing my fog warriors caster to burn through all 8 A gems (no fog warriors for the storming attempt). But even if I hadn't lost those forces and actually had flaming arrows I think I would have lost to C'tis ... well unless I got lucky.

The worst loss wasn't the troops but the cap only mages - I only get so many of those per game so each vanadrott/dwarf is valuable. And the magic items - you'll have to ask C'tis for your Aegis back.

The good news is sometime soon you can expect to see Hrimmner again in his new, higher HP undead form.

Anyway, nice job yandav. I didn't really want to attack that fort until you mentioned it and I'm not inclined to try again soon.
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  #283  
Old December 7th, 2009, 05:38 PM

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Default Re: Momentum 2 - Running

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* I neglected to give my F1 dwarf a skull of fire so he couldn't cast flaming arrows (this is one of my favorites).
I saw your army two turns ago when Hrimmner didn't arrive yet and the dwarf was without the skull. But I figured you'll bring it in, so I expected flaming arrows.

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Originally Posted by Valerius View Post
* I assigned the valiant Hrimmner to cast mistform *after* I had already cast fog warriors. While a great warrior, Hrimmner doesn't make the best decisions and promptly cast Thunder Ward, sending his fatigue up to 75. By the time he engaged the AQ his fatigue was at 98 (!).
That was some bad scripting on your part, but you got extremely lucky with Hrimmner, since he managed to hit the AQ with his first strike and bring mistform and mirror image down.

Also, on turn 8 of the battle, Hrimmner should have died to aegis when he lost a MR roll, but instead lost only 15 hp and stayed alive. That is probably a bug, since he lost the amount of hp he would have normally (without heroic obesity). So, go figure my luck in this game.

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The good news is sometime soon you can expect to see Hrimmner again in his new, higher HP undead form.
I don't know. His main advantages were the mirror image, stealth and high defence. He will lose all of those. I would bother with calling him back. Mummies are underwhelming.
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  #284  
Old December 8th, 2009, 04:07 PM

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Default Re: Momentum 2 - Running

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That was some bad scripting on your part, but you got extremely lucky with Hrimmner, since he managed to hit the AQ with his first strike and bring mistform and mirror image down.
Definitely; that's what I couldn't believe - that he scored a hit with that fatigue level.

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Also, on turn 8 of the battle, Hrimmner should have died to aegis when he lost a MR roll, but instead lost only 15 hp and stayed alive. That is probably a bug, since he lost the amount of hp he would have normally (without heroic obesity). So, go figure my luck in this game.
I didn't notice that. I thought the Aegis would work like soul slay - 999 damage. But if in fact heroic ability HP increases save you I kind of like it - it would be a nice added perk of the heroic ability.

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I don't know. His main advantages were the mirror image, stealth and high defence. He will lose all of those. I would bother with calling him back. Mummies are underwhelming.
Yeah, mummies aren't that great, especially because they'll disease your own units if you mix them with your armies, but I thought it might be worth it because the heroic obesity would give the mummy a decent amount of HP.
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  #285  
Old December 8th, 2009, 09:42 PM

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Default Re: Momentum 2 - Running

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I didn't notice that. I thought the Aegis would work like soul slay - 999 damage. But if in fact heroic ability HP increases save you I kind of like it - it would be a nice added perk of the heroic ability.
It does work like soul slay. In fact, the debug logs says 990 points of damage to the vanadrot. Oh, well.

Can I have my standard 24h hour delay, please.
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  #286  
Old December 8th, 2009, 09:58 PM

Valerius Valerius is offline
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Default Re: Momentum 2 - Running

Hosting postponed. We are slackers. Though you ask for the delays I usually submit my turn later than you. It would be good if we could speed things up a bit for the sake of the other players...
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  #287  
Old December 9th, 2009, 11:56 AM

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Default Re: Momentum 2 - Running

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Hosting postponed. We are slackers. Though you ask for the delays I usually submit my turn later than you. It would be good if we could speed things up a bit for the sake of the other players...
Sorry, but I am not in a position to be able to do my turns quickly. Fighting a losing war where you still have a chance to pull it off is the worst scenario time-wise. In fact, I must ask for another 24h extension.
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  #288  
Old December 9th, 2009, 04:31 PM

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Default Re: Momentum 2 - Running

Understood. I wanted to keep the game moving quickly throughout but at this crucial stage it's even more important everyone have time to do their turns properly. But as game admin I at least should be doing a better job of getting my turns in more quickly so I'll work on that. Hosting postponed 24 hours.
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  #289  
Old December 12th, 2009, 03:19 PM

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Default Re: Momentum 2 - Running

I unexpectedly went on a trip for the weekend. I'll be away from my computer until tomorrow evening. It would be nice to have 48h delay.
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  #290  
Old December 12th, 2009, 04:42 PM
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Default Re: Momentum 2 - Running

sigh, i know that delays are necessary sometimes but this game is really going in slow-mo
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