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January 22nd, 2010, 12:26 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 2 - Running
Hosting has been postponed 24 hours.
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January 24th, 2010, 09:18 AM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: Momentum 2 - Running
Again I got lucky while assassinating a specter.  Was he set to retreat?
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January 24th, 2010, 03:20 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 2 - Running
No, he was set to cast spells. According to the log it looks like the vampires failed a morale check. If they could have only done 4 hp more damage to your vampire lord they could have killed him.
With one fort lost this turn and another two ready to be stormed, this is turning into a rout...
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January 27th, 2010, 09:10 AM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: Momentum 2 - Running
Quote:
Originally Posted by Valerius
No, he was set to cast spells. According to the log it looks like the vampires failed a morale check. If they could have only done 4 hp more damage to your vampire lord they could have killed him. 
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Ouch, how unlikely was that.
Quote:
Originally Posted by Valerius
With one fort lost this turn and another two ready to be stormed, this is turning into a rout...
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How cool is that Dark Citadel, I've never before stormed one. It would be even better with auto darkness.
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January 30th, 2010, 08:27 AM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: Momentum 2 - Running
PsiSoldier, how should I interpret your attack?
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February 4th, 2010, 11:16 PM
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First Lieutenant
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Join Date: Jun 2007
Location: Douglasville, Ga
Posts: 604
Thanks: 26
Thanked 20 Times in 10 Posts
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Re: Momentum 2 - Running
Quote:
Originally Posted by Psycho
PsiSoldier, how should I interpret your attack?
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Eh I hired a Merc commander hoping that she would have Magic Paths I needed but all she had was lousy Nature that I already have plenty of. So better to suicide her and get something out of the money I spent on hiring her.
If I "Attacked" you, you would know...
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February 5th, 2010, 09:22 AM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: Momentum 2 - Running
Quote:
Originally Posted by PsiSoldier
Quote:
Originally Posted by Psycho
PsiSoldier, how should I interpret your attack?
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Eh I hired a Merc commander hoping that she would have Magic Paths I needed but all she had was lousy Nature that I already have plenty of. So better to suicide her and get something out of the money I spent on hiring her.
If I "Attacked" you, you would know...
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I figured it was a mistake or some such, just wanted to be sure.
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February 4th, 2010, 09:06 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 2 - Running
I'll need some more time for this turn; hosting postponed by 4 hours.
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February 8th, 2010, 05:09 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 2 - Running
Ha! A small victory: that annoying bane lord with boots of the planes is dead.
Surprisingly, considering your disease demon caused my golem to cast returning before he could extract the forces in that fort, the battle in 81 wasn't a complete disaster.
With how badly things have been going for me I'll consider this turn a success. 
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February 8th, 2010, 02:19 PM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: Momentum 2 - Running
Good to hear from you again.
Quote:
Originally Posted by Valerius
Ha! A small victory: that annoying bane lord with boots of the planes is dead.
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I should have stuck to Mictlan lands now that you have all those vamps flying around. But, he has 20+ pd everywhere, so I was worried about the time limit and also figured you wouldn't patrol the castles.
Notice also the same thing I mentioned when Hrimmner survived the aegis. My bane had two extra hit points due to experience and the first disintegrate took 42 hps and didn't kill him. Too bad vamps are disintegrate machines - just 4 fatigue for one casting.
Quote:
Originally Posted by Valerius
Surprisingly, considering your disease demon caused my golem to cast returning before he could extract the forces in that fort, the battle in 81 wasn't a complete disaster.
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That was the idea - hoping that one of those assassins would make him return without the army. But then the first paralyze went through and my vamp queen was paralyzed for 30 turns. Not enough time to slaughter all the defenders.
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