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  #81  
Old February 11th, 2004, 04:32 PM
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Arryn Arryn is offline
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Patrik:
Arryn, I must add that I really like your AAR, especially the style. I don't think it's hard to follow and most of the relevant information is there. The only thing I lack is total number of held provinces in your turn summary.
Thanks Pat. I've gone back and added the info you desire to turns 4-10. Is there anything else that anyone would like to see?
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  #82  
Old February 11th, 2004, 04:41 PM
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Norfleet:
Yeah, that cold fluctation thing is a bit of a nuisance. This is actually what fuels the push towards Cold-3: Because even if you take Cold 2 as preferred, odds are that the random fluctuation will likely kick it towards Cold 1 or so anyway, and you'll be penalized just as much as if you were at Cold 3 all the time, whereas being Cold-3 will likely cause it to drift upwards to Cold 2, which is preferred anyway.
You've a point that bears consideration. I did think about it while I was playing with the scales on this game, but my choices for what to do with the added design points, at least in my mind, weren't better than leaving it at Cold-2. Of course, at the time, I was unaware of fluctuations, else I might have made a different decision. I could have taken Astral back up to 5 (the best choice in retrospect), or Magic to 3, or Misfortune down to 1, or Growth to 1, or raised Dominion from 5 to 7 (IIRC).
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I personally find the "N" key invaluable and tap it constantly before ending my turn, to see if I've missed anyone. "Defend" is rarely what you want to be doing anyway. This may prevent "neglected commander" in the future.
I shall remember this, for turns 19+.
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  #83  
Old February 11th, 2004, 04:54 PM
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Arryn Arryn is offline
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Default Re: Jotunheim:Utgard AAR

BTW, folks, I overlooked the fact that when I captured the Black Alps, circa turns 4-7, that it contained the level-0 magic site White Man Hill, which gives each turn:
  • 50 supply
  • +1 nature gem
  • increased growth

My apologies if anyone's been puzzling over the discrepancy in my gem income all this time.
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  #84  
Old February 11th, 2004, 05:33 PM

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Default Re: Jotunheim:Utgard AAR

Personally I would take use the points from cold 3 to get growth 1, that way you make up for any loss in supplies and somewhat for the loss in income
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  #85  
Old February 11th, 2004, 07:58 PM
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Default Re: Jotunheim:Utgard AAR

Turn #11, Late Winter of Year 1
A disability.

This deep into winter, there are no travellers bringing word from afar of events in distant lands.

The siege of Pythium enters its fourth month. Meanwhile, my avatar seeks more horseflesh in the plains of Bel. My faith has gained a foothold here, but many heathens abound still. The independent defenders oppose my arrival with a much lighter than expected force of two mounted commanders, and a half-dozen each of heavy cavalry and heavy footmen. Jorgun begins the battle again at the rear of the field, which allows enough time to prepare spells of Personal Luck and Body Ethereal before the enemy cavalry charge arrives. My avatar receives the charge, while preparing to cast Astral Weapon, and takes four hits (for a total of -11HPs), with one of them finding a weak spot in Jorgun's scales and wounding him, which weakens him noticeably (-4 Str) though his remaining strength (22) is still better than that of most Jotuns. The cavalry, affected by my avatar's fearsome presence rout immediately after failing to kill him, never even drawing their swords. Jorgun eats one of the mounts and it's rider as the rest flee. The footmen and commanders move forward to engage the Wyrm, and one of the footmen is struck and poisoned. This, coupled with Jorgun's aura of fear is enough to rout the remaining force. As they turn to flee, my avatar has one of the footmen as an after-dinner snack.

Jorgun adds another 2 kills and 7 trophies to his tally. The proceeds from the plains of Bel (45g) increase my income by a further 11%.

The human commander Ualgo arrives in Jotunheim from his home in the Alps.

The number of dissenters declines by one in the Black Alps and Gwyrth, but rises by one in Eribon after the departure of my avatar. Damnable snake-lovers! Oddly enough, the peasants of Pythium itself begin to grow accustomed to the surprisingly benign presence of my giants, who do not pillage or molest young virgins, so unrest there drops back down (by one) to the same level as when the citadel was invested.

The Norna Rimdriva joins the coven at Jotunheim, which achieve mastery of the third rank of 'Enchantment' and first rank of 'Construction' magics. This Enchantment lorecraft enables my avatar to add the spell of Astral Shield to its pre-battle preparations. This will enable it to ignore most physical attacks, unless the attacker is very resistant to magic.

The ancient king Tahmar is brought forth from burial in his mound, as are eight long dead Jotuns and two humans, all in rusted chain or scale armors.

My realm has:
  • __6 Provinces (+Pythium under seige)
  • 309 Treasury.
  • 442 Income. (+47)
  • 144 Upkeep. (+17)
  • 131 Resources in the capital. (unchanged)
  • _65 RPs

Gem income is:
  • +3 Astral (33)
  • +1 Death (03)
  • +2 Nature (17)

I command that another of the Seithkona in Jotunheim join my coven, and I also command that 4 Jotun Huskarls and a Jotun Spearman be readied, and a Jotun militia (and herse) in both Eribon and Bel are to be recruited as provincial defenders. These preparations drain the treasury of 262 coins

My prophet Grymis has failed to make progress proselytizing to the inhabitants in the farmlands surrounding the citadel of Pythium, but he continues to preach. My avatar, still alone, continues north into the wastes known as the Well of All Waters (#125), which may have as many as 30 amazons and at least one gryphon rider. Tahmar, the half-score longdead, and a half-dozen Jotun spearmen set out for the Alps, on their way to join the encampment at Pythium. Ualgo remains behind in the castle to command the Jotuns soon to be recruited.

PS - All provinces with positive dominion, except my capital and the adjacent Iron Range (both at Cold-2), remain at Cold-1.

I repeat a small, but careless mistake this turn:
  • I leave the scout Bdvar in place for an eigth consecutive month in Saeborea.
to be continued ...


[ February 11, 2004, 18:01: Message edited by: Arryn ]
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  #86  
Old February 11th, 2004, 10:33 PM

Norfleet Norfleet is offline
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Arryn:
Oddly enough, the peasants of Pythium itself begin to grow accustomed to the surprisingly benign presence of my giants, who do not pillage or molest young virgins
Heh. Giants molesting virgins. THAT would be a strange sight to see. Haven't started the blood machine, then?

Afflictions are always so annoying, and more or less inevitable, with a combat pretender. Planning to get that cured at some point via your research in enchantment?
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  #87  
Old February 11th, 2004, 10:38 PM

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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Arryn:
This Enchantment lorecraft enables my avatar to add the spell of Astral Shield to its pre-battle preparations. This will enable it to ignore most physical attacks, unless the attacker is very resistant to magic.
I wasn't aware Astral Shield actually prevented physical attacks from striking you. I thought it merely tacked on large amounts of fatigue to somebody that attacks you, until they pass out and get stuck there. Makes them a tasty snack while it Lasts, unless everyone becomes paralyzed and then your god is autokilled by a stalled battle.
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  #88  
Old February 11th, 2004, 10:55 PM
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Pillin:
Personally I would take use the points from cold 3 to get growth 1, that way you make up for any loss in supplies and somewhat for the loss in income
The more I think about it, the more the idea appeals to me to have taken Cold-3 and used the points for Water-1, just to get the spell Quickness early on. It would have proved very useful in the battles thus far.
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  #89  
Old February 11th, 2004, 11:00 PM
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Norfleet:
Haven't started the blood machine, then?

Afflictions are always so annoying, and more or less inevitable, with a combat pretender. Planning to get that cured at some point via your research in enchantment?
First, the Utgard theme is bloodless. Second, I detest the whole idea of blood magic. It offends my morals, even if this is a game. Those poor, sad, screaming girls on the replays get to me. 'Nuff said.

I'll eventually cast Gift of Health. But not anytime soon.
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  #90  
Old February 11th, 2004, 11:04 PM

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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Arryn:
First, the Utgard theme is bloodless. Second, I detest the whole idea of blood magic. It offends my morals, even if this is a game. Those poor, sad, screaming girls on the replays get to me. 'Nuff said.
Utgard is bloodless? I'm pretty sure that Utgard still has the Skrattis, which have at least one, maybe two ranks in blood, or certainly did the LAST time I played....and I'm pretty sure that was Utgard, since I remember the Nornas and Seithkonas.

Screaming....mmmmm.....you make it sound so much more interesting. If there was actual screaming noises, I'd be so entirely hooked on blood magic. I'm such a horrible person. Muhahahaha.

[ February 11, 2004, 21:07: Message edited by: Norfleet ]
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