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Old December 12th, 2008, 08:24 PM

llamabeast llamabeast is offline
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Default Re: Warhammerama - Running

Wow, another very dramatic battle. The fields of Barra must be soaked in lizard blood and littered with bones and the charred remains of ancient mummies.

Thank goodness, my gambit with the smashers paid off. I had no idea if it would work, but it seemed to go quite smoothly. It's a shame both my sleepers had to die along with their items, but I think it was a very worthwhile sacrifice. I'm glad I noticed that the fountain had the lifeless tag.

Apart from that it was a complete debacle at the lizard end. Your wailing winds and other magic, combined with your endless hordes of Immortals which make any casualties I inflict irrelevant are making things pretty tricky for me. My quality sacreds are effectively just chaff. On the other hand, I expect you _really_ regret casting that Firestorm. Fog Warriors, combined with an accidental Luck on all my mages, really saved me from the worst of it.
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Old December 12th, 2008, 09:34 PM

rdonj rdonj is offline
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Default Re: Warhammerama - Running

Hmm. Well, that certainly didn't go as well as I had hoped. I was really hoping you'd be considerate enough to throw everything you had at me there, including those wolves sitting in skavenblight. And as a slightly annoying side effect of my wailing winds I failed to kill pretty much any of your skink horde. I also really was not expecting my god to die on the first turn of combat! Blech. If I had not insisted on throwing out that one magic duel before the intended returning the smasher gambit would have failed completely and my god would be ready to go in for another run at your slann next turn. And my god dueled a skink. That hurts, that really hurts.

As to the fire storm, I was really hoping fire fend would help more than it did. I've never had occasion to use it before, but my fear was more along the lines that most of my commanders wouldn't get the fire fend rather than it just completely failing to save them. I figured with immortal sacreds to use as chaff and fire fend on my commanders I would be pretty much safe... not so, it would seem. I certainly wouldn't regret it nearly as much if it had destroyed your enormous skink communion. On the other hand, only one of my tomb kings died, and I have a number of sorcerers that I kept out of the battle, so while losing 17 commanders certainly hurt it isn't nearly the "near death experience" I was contemplating earlier.

I would never have done the fire storm if I was really expecting to win this game... I'm pretty well convinced that I'll never be able to actually kill you, as anything I send at you that isn't immortal is guaranteed to die if it meets your god. Although if you noticed, his intended assassins were in that battle And my immortals are taking up a huge amount of upkeep, so I really don't have a lot of flexibility in what I can do to attack you. Either I can kill my immortals off in your dominion, or I have to somehow get candles in every province I attack. But I am too poor to build much of anything due to immortal upkeep and the cost of recruiting a tomb king each turn. I also have yet to get a single 2 astral tomb king, somehow, to turn into a teleporting thug.

And of course, you're starting to counter my magic now with your endless bag of tricks....

Edit: Something very strange has happened. One of my experienced tomb kings in my capital has entered old age, and for some reason he has gained the #immortal tag. He also is listed as crippled, where my scripting for him implies he used to have air magic, but currently does not. Any idea how this could have happened...?

Last edited by rdonj; December 12th, 2008 at 09:43 PM..
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