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May 30th, 2011, 03:07 PM
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Captain
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Join Date: Dec 2007
Location: Minnesota, USA
Posts: 887
Thanks: 144
Thanked 40 Times in 36 Posts
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Running
Quote:
Originally Posted by Colonial
Not gunna lie, I think this last turn will prove the straw that broke the camels back for TNN.
I will play out a couple more turns, then consider going AI...
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That camel seems to go for months with no water. Well played whatever you decide to do.
-ssj
__________________
"I think, therefore I am" - René Descartes
"I yam what I yam" - Popeye
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May 30th, 2011, 06:47 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 3 - EA, CBM/EDM, SC changes, weaker nations - Running
Yes, nice job fighting the good fight against the evil Ulm/Marverni alliance. Thanks for subbing in so that we didn't have to have a nation go AI while it still had considerable fighting strength left.
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June 8th, 2011, 05:06 PM
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Sergeant
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Join Date: Nov 2010
Location: Paris, France
Posts: 299
Thanks: 3
Thanked 3 Times in 2 Posts
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Running
Yup, AI.
Nice game Gentlemen.
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June 10th, 2011, 03:22 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 3 - EA, CBM/EDM, SC changes, weaker nations - Running
Tough couple of turns for the lizards. Last turn I lost most of my skelly spamming corps and my cap was placed under siege again. This turn my pretender failed to kill even a single thug/SC in his battle with Marverni's forces. Definitely hurts losing all that gear. On the plus side, there's less micro each turn.
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June 12th, 2011, 01:05 AM
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Captain
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Join Date: Dec 2007
Location: Minnesota, USA
Posts: 887
Thanks: 144
Thanked 40 Times in 36 Posts
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Running
Quote:
Originally Posted by Valerius
Tough couple of turns for the lizards. Last turn I lost most of my skelly spamming corps and my cap was placed under siege again. This turn my pretender failed to kill even a single thug/SC in his battle with Marverni's forces. Definitely hurts losing all that gear. On the plus side, there's less micro each turn.
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Note how I cleverly killed a 100 of my own units with wrathful skies last turn. Did not read anywhere that army of gold is -75% lightening resist.
-ssj
__________________
"I think, therefore I am" - René Descartes
"I yam what I yam" - Popeye
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June 19th, 2011, 02:37 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 3 - EA, CBM/EDM, SC changes, weaker nations - Running
Quote:
Originally Posted by sansanjuan
Did not read anywhere that army of gold is -75% lightening resist.
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I was worried you'd take advantage of that since I've been casting it frequently in my defense of my cap, but at least you didn't seem to have massed A mages so I didn't have the threat of thunderstrike spam in addition to wrathful skies.
Of course I couldn't be sure of this since I have limited scouting ability. When I took over C'tis I realized that they don't have recruitable scouts. Don't know what's up with that. Sure, I could see doing that to Hinnom - they deserve it - but not EA C'tis. If someone chooses them in another game I admin I'll definitely give them a scout.
In other news, this was another rough turn for the opponents of Marverni and Ulm as Valerius, god of Tir na n'Og, was vanquished and the Tuatha withdrew from this world. Now only the lizards remain and the walls to their capitol have been breached. Well, time to throw everything I've got left into defense.
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June 23rd, 2011, 05:47 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 3 - EA, CBM/EDM, SC changes, weaker nations - Running
What an idiotic way to lose my cap. Guess that'll teach me to give too many extra gems to a vortex of returning caster. Kind of annoying to go out in such a pathetic way. Sure, defeat was inevitable, but to lose like that...
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June 23rd, 2011, 11:28 AM
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Captain
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Join Date: Dec 2007
Location: Minnesota, USA
Posts: 887
Thanks: 144
Thanked 40 Times in 36 Posts
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Running
Quote:
Originally Posted by Valerius
What an idiotic way to lose my cap. Guess that'll teach me to give too many extra gems to a vortex of returning caster. Kind of annoying to go out in such a pathetic way. Sure, defeat was inevitable, but to lose like that...
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That was a whoops indeed. What an uber communion you had set up. I was watching the communion slaves lighting up and thought. "... this is going to hurt!". If you want to rollback I am certainly willing.
-ssj
__________________
"I think, therefore I am" - René Descartes
"I yam what I yam" - Popeye
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June 23rd, 2011, 02:40 PM
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Corporal
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Join Date: Aug 2010
Posts: 64
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Running
Hi,
I haven't been posting much, but good game to Colonial, he beat me like 4 times with his endless wolf armies
I noticed the same thing with army of gold and wrathful skies in my penultimate battle with TNN, cleverly killing 284 of my own units while hacking at a 100+/turn hp regenerating Oreigenes. If he hadn't cleared himself a path to rout just before the battle hit 50, I would've lost yet again!
On another note, I'll be headed to the countryside for the weekend, could we add 24h to the clock?
-Ulm
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June 24th, 2011, 12:34 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 3 - EA, CBM/EDM, SC changes, weaker nations - Running
As far as a rollback goes, that's up to odeoderok. If he's up for rolling back so we can see how that battle would have gone if I hadn't botched things so impressively then I'm willing (the only thing I'll change is reducing the gems the vortex casters get so they can't chain cast it ). But I'm also fine with continuing. It's too bad we didn't get another nice battle but the most I could have done was stave off defeat a little longer.
Also, hosting has been postponed by 48 hours and I'll add more time if needed.
PS - I was quite pleased with my massively regenerating EK prophet - though that was a nasty trick you pulled off chopping off one of his arms. Luckily he was on his way to a lab and it looks like he kept ahold of his arm long enough to drop his sword in the treasury.
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