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October 19th, 2004, 07:50 PM
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Corporal
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Join Date: Feb 2004
Location: Michigan
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Re: Jotunheim: Niefelheim AAR
TURN 4:
Provinces: 1
Treasury: 243
Income: 222
Upkeep: 44
RP Total: 31
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 7
Research
Conjuration:
Alteration: 1(+31)
Evocation:
Construction:
Enchantment:
Thaumaturgy:
Blood Magic:
Gem Income
Fire:
Air:
Water: 12 (+3)
Earth:
Astral:
Death: 8 (+2)
Nature:
Blood:
~ Vanheim has made the Vanjarl named Hogne its prophet
The Elephant Corps was recruited by Marignon.
Obscuro the Hidden master is now available for 50 gold.
I like to take mercs for paths I dont normally have, but my pretender now has air this game so I will pass on Obscuro this time.
J=Jotunheim, I=Indep.
J 6 (207) Yldemir Capitol 100/0 (29560, 208, 80, 409) 25 Def
I 1 (208) Farsen Forest Forest 70,(50),60 Militias/Archers/Light Infantries
I 2 (218) East Farsen Forest Forest (50),40,40 Woodsmen/Woodsman Blowpipes
I 1 (202) High Yldemir Forest 40,(40),60 Barbarians
I 2 (195) Oeversee Forest 70,40,(40) Barbarians
I 1 (212) West Farsen Forest Forest (80) Barbarians
I 1 (180) Suddeir Down - Plains
I 0 (183) North Horslund Forest Forest
I 0 (216) Frostwater Mountain
I 0 (205) Aeros River Mountain
Maybe I will try to color code the provinces later on with Argitoths new color codes. I will save that for a later turn, though. It looks like a lot of barbarians are nearby. Those can hurt.
I would like to recruit some mages, but 250 gold is the cheapest for Niefelheim so I will have to wait until my 1st army is formed. This turn I recruit 1 Niefel Giant and 1 Jotun Spearman. This takes all but 8 of my resources and leaves me 63 gold for next turn.
Freke is my new Jotun Gode and I set him to become my prophet.
I leave Starkader the scout for one more turn in (212) to get more information on the large number of barbarians there. I may have to go South in my expansion first due to this roadblock. I send Tunne the scout South to (183).
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October 19th, 2004, 07:53 PM
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Corporal
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Join Date: Feb 2004
Location: Michigan
Posts: 67
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Re: Jotunheim: Niefelheim AAR
TURN 5:
Provinces: 1
Treasury: 240
Income: 222
Upkeep: 45
RP Total: 13
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 7
Research
Conjuration:
Alteration: 2(+13)
Evocation:
Construction:
Enchantment:
Thaumaturgy:
Blood Magic:
Gem Income
Fire:
Air:
Water: 15 (+3)
Earth:
Astral:
Death: 10 (+2)
Nature:
Blood:
~ Alteration 2 is completed.
~ Abysia has made the Demonbred named Togaric its prophet.
~ Jotunheim has made the Jotun Gode named Freke its prophet.
Victors Villains were recruited by Marignon.
The Elephant Corps appears to be gone
I never did trust those elephants  .
Obscuro the Hidden Master was recruited by Pythium.
Gynter Blukrafts Sonnenkinder is now available, 30 men for 150 gold.
J=Jotunheim, I=Indep.
J 6 (207) Yldemir Capitol 100/0 (29750, 222, 80, 438) 25 Def
I 3 (208) Farsen Forest Forest 70,(50),60,30 Militias/Archers/Light Infantries
I 2 (218) East Farsen Forest Forest (50),40,40,60 Woodsmen/Woodsman Blowpipes
I 1 (202) High Yldemir Forest 40,(40),60,40 Barbarians
I 4 (195) Oeversee Forest 70,40,(40),30 Barbarians
I 2 (212) West Farsen Forest Forest (80),(70) Barbarians
I 1 (180) Suddeir Down - Plains
I 0 (183) North Horslund Forest Forest (50) Militias/Light Infantries/Archers
I 0 (216) Frostwater Mountain
I 0 (205) Aeros River Mountain
I 0 (166) Horslund Forest Forest
I actually like that there are many good site provinces nearby to start this game. Hopefully it will allow me to get some good gem income going early and the income levels also seem to be decent. Also, these forest provinces seem to be a great population level (most are about 7k) for blood hunting and being so near my capital and in the corner of the map should allow my growth scale to help offset the pop decrease and keep the hunters safer.
I recruit another Niefel Giant and 1 more Jotun Spearman.
I send Starkader the scout on to (216) and Tunne the scout to (180).
Vaklidun with his winter wolves (1 per turn while in cold province), Gotvid with the 8 Jotun Axemen, 1 Jotun Spearman, and 1 Niefel Giant and Freke my Jotun Gode prophet head to (208) to attack. This seems to be the easiest surrounding province and should have around 45-50 defenders based on the reports. Hugin the Herse will stay behind to bring more troops to the next province.
I set the Axemen, Spearman, and Giant in the middle of the placement area with hold and attack nearest orders. Vaklidun is set at the rear top scripted with Quickness, Breath of Winter, Air Shield, attack closest. Gotvind will cast Quickness, Breath of Winter, attack closest and is set at the rear bottom. Freke is set to cast Divine Blessing, Fanaticism, and (cast). It is my hope that my giants will absorb any missile fire with their shields until buff spells are cast, then all will meet the charging enemy at about the same time.
Angerboda will continue to research Alteration with 13 RPs.
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October 20th, 2004, 05:45 PM
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Corporal
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Join Date: Feb 2004
Location: Michigan
Posts: 67
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Re: Jotunheim: Niefelheim AAR
TURN 6:
Provinces: 2
Treasury: 259
Income: 240
Upkeep: 52
RP Total: 13
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 7
Research
Conjuration:
Alteration: 2(+13)
Evocation:
Construction:
Enchantment:
Thaumaturgy:
Blood Magic:
Gem Income
Fire:
Air:
Water: 18 (+3)
Earth:
Astral:
Death: 12 (+2)
Nature:
Blood:
~ There was a battle in (208) Forsen Forest.
Battle Results: There are 28 Militia, 15 Archers, 7 Light Infantry, and 3 Commanders. It looks like my scout was right on with his report of 50 defenders. I figured that Vaklidun and Gotvid would move out to attack at the same time, but Gotvid moved a turn earlier. I guess I figured on turn 2 that Vaklidun would cast BoW and Air Shield and Gotvid would cast BoW and wait until turn 3 to attack and that its movement would be done since it casted at least one spell in round 2, even though he would have had quickness. It seemed that Gotvid attacked turn 2 in the replay.
The battle still went well, however, even though Gotvid charged ahead and fought alone for a couple turns. The archers continued to target my axemen and spearman even though my two main commanders were far ahead of them as the battle went on. In the end I had no losses and Vaklidun and Gotvid escaped without any afflictions and landed in 3rd and 4th in the Hall of Fame. Gotvid got the heroic quickness skill for his reward.
At the start of the battle, Vakliduns stats were 198 Hps, 14 Prot, 30 Morale, 19 MR, 4 Enc, 31 Str, 15 Att, 19 Def, and 16 Prec. Not too bad with no equipment after dominion strength is up some. I will try to get him and Gotvid to attack at the same time next battle and not get so far ahead to get surrounded so easily.
Ferdinandos Footmen were recruited by Ctis
Obscuro the Hidden Master is gone and seems Pythium sent him to an early death.
Gynter Blukrafts Sonnenkinder is still available, 30 men for 135 gold.
J=Jotunheim, I=Indep.
J 6 (207) Yldemir Capitol 100/0 (29750, 222, 80, 438) 25 Def
J 4 (208) Farsen Forest Forest 70/11 (7280, 34, 32, 126) 5 Def
I 2 (218) East Farsen Forest Forest (50),40,40,60,40 Woodsmen/Woodsman Blowpipes
I 2 (202) High Yldemir Forest 40,(40),60,40,30 Barbarians
I 4 (195) Oeversee Forest 70,40,(40),30,50 Barbarians
I 3 (212) West Farsen Forest Forest (80),(70),30 Barbarians
I 1 (180) Suddeir Down Plains (20) Heavy Infantry/Heavy Cavalry
I 0 (183) North Horslund Forest Forest (50) Militias/Light Infantries/Archers
I 0 (216) Frostwater Mountain (40) Light Infantry/Militias
I 0 (205) Aeros River Mountain
I 0 (166) Horslund Forest Forest
I set province defense to 5 for my new province. I would like to get it to 10 at least before possible remote province attacks, but should be okay with 5 for a while.
I recruit another Niefel Giant and 1 more Jotun Spearman. I will try to recruit as many giants for my first army before they head off South. Then, I hope to be able to afford some mages for a few turns.
I send Starkader the scout on to (205) and Tunne the scout to (166).
My main army will continue on to (218), another surrounding capitol province. I add Blessing to the end of Gotvids script hoping it will synch his attack up with Vaklidun. Hugin takes the newly recruited Jotun Spearman and Niefel Giant and joins the battle in (218).
Angerboda will continue to research Alteration with 13 RPs.
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October 20th, 2004, 07:01 PM
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Corporal
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Join Date: Feb 2004
Location: Michigan
Posts: 67
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Re: Jotunheim: Niefelheim AAR
TURN 7:
Provinces: 3
Treasury: 273
Income: 288
Upkeep: 59
RP Total: 13
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 9
Research
Conjuration:
Alteration: 2(+13)
Evocation:
Construction:
Enchantment:
Thaumaturgy:
Blood Magic:
Gem Income
Fire:
Air:
Water: 21 (+3)
Earth:
Astral:
Death: 14 (+2)
Nature:
Blood:
~ Caelum has declared war on me.
~ Hugin the Jotun Herse was struck straight in the heart by an arrow. He survived but got an ugly wound.
~ Arcoscephale has made the Hero named Anthromachus its prophet.
~ Tien Chi has made the Prince General named Hou Tu its prophet.
~ There was a battle in (218) East Forsen Forest.
Ugh, I hate that seeking arrow spell (I assume that is what hit me). How did they know where I was?
Battle Results: There are 26 Woodsmen, 18 Woodsman Blowpipes, and 1 Druid. I realize the enemy are all ranged units and I should have changed my giant units to attack right away. Also, Gotvid ends up casting Quickness and Breath of Winter in the first round, decides not to cast Blessing and attacks right away in round 2. I suppose this is because my Jotun Gode cast Divine Blessing in round 1 and Gotvid was already blessed and the heroic quickness allows him to charge off again on his own, heheh. With his 44 AP, he gets to the Woodsmen in a hurry. The blowpipes appear to be 2 AP damage with paralyzing poison and precision 0. It doesnt appear that any of my units are hit with it, though. The sole druid casts sleep a lot also to no effect. I end up routing the enemy again with no losses and no afflictions to my commanders.
Gotvid ends this battle with 96 fatigue and the wraith swords will not come soon enough. I better get construction going soon. He has also taken over 1st place in the HoF.
Gynter Blukrafts Sonnenkinder was recruited by Marignon
The Brave Breakers are now available, Grom Brave Breaker commands 30 men for 150 gold.
J=Jotunheim, I=Indep., Mg=Marignon
J 6 (207) Yldemir Capitol 100/0 (29750, 222, 80, 438) 25 Def
J 5 (208) Farsen Forest Forest 100/0 (7280, 34, 32, 126) 5 Def
J 2 (218) East Farsen Forest Forest 70/15 (9680, 45, 30, 196) 5 Def
I 2 (202) High Yldemir Forest 40,(40),60,40,30,50 Barbarians
I 5 (195) Oeversee Forest 70,40,(40),30,50,50 Barbarians
I 3 (212) West Farsen Forest Forest (80),(70),30,60 Barbarians
I 1 (180) Suddeir Down Plains (20) Heavy Infantry/Heavy Cavalry
I 1 (183) North Horslund Forest Forest (50) Militias/Light Infantries/Archers
I 0 (216) Frostwater Mountain (40) Light Infantry/Militias
I 0 (205) Aeros River Mountain (30) Militias/Archers/Heavy Infantry
I 0 (166) Horslund Forest Forest (40) Barbarians
I 1 (165) Tolk Farm Lands
I 0 (152) South Horslund Forest Forest
Mg ? (146) Vorgunmarsh Swamp
I ? (193) Upper Skelde Farm Lands
I finally find my nearest opponent, Marignon. It appears that my initial decision to go South first will work out well. I will try to secure as many provinces as I can before Marignon moves North.
I set province defense to 5 for (218). I will try to remember to take a new map screenshot and add province numbers on the next turn I play (which is up to 10 now) to try to make it a bit easier to tell where each province is.
I recruit another Niefel Giant and 1 more Jotun Spearman. I like to have a group of 3-4 Niefel Giants along with 8-12 Spearmen/Axemen for this first army I want to send off to the South. I notice that Druids are now recruitable in (218), but I will need to build a temple and lab first. They are 140 gold each and are 2N 2H mages. This is quite an investment early on and the research gain is minimal (35.7 gold/RP for the Skratti and Gygja and 35 gold/RP for the Druid). I didnt notice whether Druids were sacred or not though for the reduced upkeep. Either way, I decide to wait a bit before trying to recruit some and with seeking arrows starting to fly it may be good to recruit giant mages for my research so they can survive them. It will be a nice vine ogre factory province possibly later on in the game, though.
I send Starkader the scout on to (193) and Tunne the scout to (165). Tunne will get a report on (165) and (152) and then hang out near the border of Marignon to track its movements.
My main army will return back to my capitol before heading South as that is the only way to go.
Angerboda will continue to research Alteration with 13 RPs.
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October 20th, 2004, 07:13 PM
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Corporal
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Join Date: Feb 2004
Location: Michigan
Posts: 67
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Re: Jotunheim: Niefelheim AAR
Here is a copy of the Turn 5 map attached. I added some province numbers in Paint real quick to show where they are. The file is a little big (293k), but hopefully not too bad for most.
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October 21st, 2004, 06:45 PM
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Corporal
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Join Date: Feb 2004
Location: Michigan
Posts: 67
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Re: Jotunheim: Niefelheim AAR
TURN 8:
Provinces: 3
Treasury: 265
Income: 297
Upkeep: 68
RP Total: 13
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 10
Research
Conjuration:
Alteration: 3
Evocation:
Construction: (+13)
Enchantment:
Thaumaturgy:
Blood Magic:
Gem Income
Fire:
Air:
Water: 24 (+3)
Earth:
Astral:
Death: 16 (+2)
Nature:
Blood:
~ Alteration 3 completed.
I accidentally forgot to split research Last turn. I only needed 10 of the 13 to complete Alt 3 and now have 3 extra there toward Alt 4.
Brave Breakers were recruited by Arcoscephale
Shipwreckers are now available, Ygologna commands 20 men for 150 gold.
J=Jotunheim, I=Indep., Mg=Marignon
J 6 (207) Yldemir Capitol 100/0 (29750, 222, 80, 438) 25 Def
J 6 (208) Farsen Forest Forest 100/0 (7280, 34, 32, 126) 5 Def
J 3 (218) East Farsen Forest Forest 90/4 (9680, 45, 30, 196) 5 Def
I 2 (202) High Yldemir Forest 40,(40),60,40,30,50 Barbarians
I 6 (195) Oeversee Plains 70,40,(40),30,50,50 Barbarians
I 3 (212) West Farsen Forest Forest (80),(70),30,60 Barbarians
I 2 (180) Suddeir Down Plains (20) Heavy Infantry/Heavy Cavalry
I 1 (183) North Horslund Forest Forest (50) Militias/Light Infantries/Archers
? 0 (216) Frostwater Mountain (40) Light Infantry/Militias
I 0 (205) Aeros River Mountain (30) Militias/Archers/Heavy Infantry
I 1 (166) Horslund Forest Forest (40) Barbarians
I 1 (165) Tolk Farm Lands (80) Crossbowmen/Heavy Cavalry
I 0 (152) South Horslund Forest Forest
? -1 (146) Vorgunmarsh Swamp
I ? (193) Upper Skelde Farm Lands (50) Militias/Longbowmen/Knights
Mg -1 (141) The Sinking Land Farm Lands
I ? (189) Skelde Henge Plains
I ? (179) Braegen Marches Plains
I made a mistake since I started this and had Oeversee (195) listed as forest when it is in fact plains. I will fix that here and from here forward.
This turn I recruit a Jotun Skratti which is 2W, 2B, and 1 random sorcery path. Hopefully I will eventually get one with 2W, 3B so that I can make a water bracelet and summon ice devils. It does appear that druids are sacred, so this appears to be my best long term research option for the time being. For now, though, I will wait to invest the 400 gold up front to get them going (cost of temple and lab).
I now have a total of 4 Niefel Giants, 8 Jotun Axemen, and 5 Jotun Spearmen. I put the Jotuns in one squad (I leave 1 Spearman to guard Angerboda) and have them in the center to Hold and Attack Nearest. I put the Niefel Giants in their own squad (mainly because they are faster) and set them back a step or two with the same orders. I now script Vaklidun to cast Quickness, Breath of Winter, Mirror Image, Mistform, and Attack Closest. I change Gotvid to cast Quickness, Breath of Winter, (hold) 3 times then Attack Closest. Hopefully this will allow him to time up right with Vak to attack at the same time. I send the army to attack (202). Hugin the Herse will stay to pick up later re-inforcements and pick up forged items in the turns ahead. Vaklidun now has 6 winter wolves. I just notice that these also get a nice boost in Zens new spell mod and this should help my cause  . I also take a moment to notice that none of my Niefel Giants are wounded, but 3 of my Jotun Axemen are now afflicted.
I send Starkader on to (189) to scout some more and move Tunne to (152).
Angerboda will start to research Construction with 13 RPs. Once I get Construction 4, I may use Angerboda or another Gygja to search the surrounding provinces for magic sites. I intend to use Acashic Record a lot later on, but it will be a while before I have the gem income to do that.
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October 21st, 2004, 07:11 PM
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Corporal
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Join Date: Feb 2004
Location: Michigan
Posts: 67
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Re: Jotunheim: Niefelheim AAR
TURN 9:
Provinces: 4
Treasury: 280
Income: 345
Upkeep: 72
RP Total: 20
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 10
Research
Conjuration:
Alteration: 3
Evocation:
Construction: (+20)
Enchantment:
Thaumaturgy:
Blood Magic:
Gem Income
Fire:
Air:
Water: 27 (+3)
Earth:
Astral:
Death: 18 (+2)
Nature:
Blood:
~ Rlyeh has made the Starspawn named Yakt Hoob its prophet.
~ There was a battle in High Yldemir.
There are 48 barbarians here, 26 with mauls and 22 with great swords. Both are 9 damage and the barbarians have 12 strength, so this may hurt some. Gotvid waited way too long to attack. I was hoping that while under both quickness he would pass over the 3 (hold) turns in 1 turn, but apparently no matter how quickened a commander is, they will hold a turn for each time listed, which makes sense.
The barbarians were fast and got to my giants first, and without any support from Gotvid or Vaklidun, they chewed up some of my Jotuns in a hurry. As soon as Vaklidun and Gotvid got in there to help, the barbarians soon routed after. Before they ran, they did manage to kill 6 of my Jotun Axemen and the rest of my army did not rout at all. I think I could have prevented the losses, or at least reduced them, if I set my Jotuns back a bit and had Gotvid not hold so many turns.
Ferdinandos Footmen were now recruited by Ctis.
Shipwreckers were recruited by Tien Chi.
J=Jotunheim, I=Indep., Mg=Marignon
J 6 (207) Yldemir Capitol 100/0 (29750, 222, 80, 438) 25 Def
J 6 (208) Farsen Forest Forest 100/0 (7280, 34, 32, 126) 5 Def
J 3 (218) East Farsen Forest Forest 100/0 (9680, 45, 30, 196) 5 Def
J 3 (202) High Yldemir Forest 80/10 (7200, 32, 32, 158) 5 Def
I 6 (195) Oeversee Plains 70,40,(40),30,50,50,30,40 Barbarians
I 4 (212) West Farsen Forest Forest (80),(70),30,60,60,40 Barbarians
I 3 (180) Suddeir Down Plains (20) Heavy Infantry/Heavy Cavalry
I 3 (183) North Horslund Forest Forest (50),50 Militias/Light Infantries/Archers
? 0 (216) Frostwater Mountain (40) Light Infantry/Militias
? 0 (205) Aeros River Mountain (30) Militias/Archers/Heavy Infantry
I 1 (166) Horslund Forest Forest (40) Barbarians
I 1 (165) Tolk Farm Lands (80) Crossbowmen/Heavy Cavalry
I 0 (152) South Horslund Forest Forest (50) Light Infantry/Heavy Infantry
Mg -1 (146) Vorgunmarsh Swamp
I ? (193) Upper Skelde Farm Lands (50) Militias/Longbowmen/Knights
Mg -1 (141) The Sinking Land Farm Lands
I ? (189) Skelde Henge Plains (20) Tribal Cavalry
? ? (179) Braegen Marches Plains
I ? (169) Skeldmarsh Swamp
I ? (170) Oast Hills Farm Lands
Fres is my new Jotun Skratti and is 2W, 1N, 2B. I set him to research construction with Angerboda for a total of 20 RPs.
I recruit 6 new Jotun Huskarls w/spears to replace the 6 axemen that just died. I decide to go for the lower resource cost Huskarl so that I can get 6 this turn. They have +1 morale, +1 defense, and 3 protection compared to the Jotun Spearman so they should be close to as effective for how I am using them.
I have Vaklidun, Gotvid, and Freke search for magic sites in (202) while they wait for more support to take on the barbarians in (195) next turn. If I had 6 less Jotuns in this Last battle, things may have not been as well so I decide to wait.
I send Starkader on to (170) to scout some more and have Tunne stay in (152) to see if Marignon has any activity in the area.
Hopefully I will find some Independant scouts soon so that I can recruit some cheap ones to scout more and to bring and hold magic items.
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