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  #221  
Old August 27th, 2009, 12:19 AM

Valerius Valerius is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

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Originally Posted by rdonj View Post
Sorry about your scout valerius. That fort has an unrest site under it.
No problem; got to expect a certain attrition rate with scouts.

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Originally Posted by Trumanator View Post
Yowza! I didn't know cloud of death was so badass! Needless to say, its now my goto spell
Another of my scouts saw that battle - brutal. I don't know that I've seen that spell used before - certainly not cast as many times as you did. The cumulative effect was impressive.
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  #222  
Old August 27th, 2009, 10:24 AM
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the Vanishag the Vanishag is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Alchera = whipping boy of this game.

May I have another, sir!
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  #223  
Old August 27th, 2009, 10:43 AM

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Default Re: Tourmaline - Mod Nations Game (Playing)

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Originally Posted by Alpine Joe View Post
Alugra is a powerful nation. I don't know if I would say overpowered, but they are very very powerful. The alugran smiths caused me no end of grief. 20 natural protection on an encumbrance three unit.....I was wracking my brain trying to come up with a way to kill those guys. My red achilleans, supposedly the finest infantry in the world, and balanced by gluttony, low map move and magic vulnerability, had their butts handed to them royally by the smiths, by virtue of the fact they simply couldn't scratch that huge protection stat. Eventually I just rushed researching Harm, and that was moderately effective, but by then it was too late, and I ran out of blood slaves because blood battlefield mages are idiotic with their slave use..... I can't imagine what a normal MA human nation without access to good (nonfire!) battle magic would do against the smiths.

Watchmen are also an extremely nice unit, and Ferro used them very well by mixing them with a GoR watchmen spamming shockwave.

I don't think either the smiths of the watchmen are overpowered, but both in the same nation, without that nation being the nation of WTFBBQ elite troops, might be a little excessive.

Also Alugra has access to a ton of magic paths, and thugs of various types, a unit with a forge bonus, and big communions.

Its a lot of really good stuff to cram into one nation, and Ferro used it all extremely well. Arga dis certainly isn't a weak nation, but in that situation I definitely felt i was playing with a much weaker hand of cards, metaphorically speaking (although a lot of that was my own poor planning) I've never been defeated so quickly after such a good early start.
It's worth noting that Red Achilleans are one of the worst units to go up against Smiths because while they are superb fighters and themselves pretty damn hard to kill, they just don't do that much damage. I can easily imagine how they'd get completely stuck against a wall of prot 20 units with very little fatigue.

Arga Dis does have a couple of units that do significantly more damage though - those with berserk for example. Though against smiths where a hit is usually a kill, I guess they might not get to berserk too much.
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  #224  
Old August 27th, 2009, 11:06 AM

Alpine Joe Alpine Joe is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

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Originally Posted by Sombre View Post
Quote:
Originally Posted by Alpine Joe View Post
Alugra is a powerful nation. I don't know if I would say overpowered, but they are very very powerful. The alugran smiths caused me no end of grief. 20 natural protection on an encumbrance three unit.....I was wracking my brain trying to come up with a way to kill those guys. My red achilleans, supposedly the finest infantry in the world, and balanced by gluttony, low map move and magic vulnerability, had their butts handed to them royally by the smiths, by virtue of the fact they simply couldn't scratch that huge protection stat. Eventually I just rushed researching Harm, and that was moderately effective, but by then it was too late, and I ran out of blood slaves because blood battlefield mages are idiotic with their slave use..... I can't imagine what a normal MA human nation without access to good (nonfire!) battle magic would do against the smiths.

Watchmen are also an extremely nice unit, and Ferro used them very well by mixing them with a GoR watchmen spamming shockwave.

I don't think either the smiths of the watchmen are overpowered, but both in the same nation, without that nation being the nation of WTFBBQ elite troops, might be a little excessive.

Also Alugra has access to a ton of magic paths, and thugs of various types, a unit with a forge bonus, and big communions.

Its a lot of really good stuff to cram into one nation, and Ferro used it all extremely well. Arga dis certainly isn't a weak nation, but in that situation I definitely felt i was playing with a much weaker hand of cards, metaphorically speaking (although a lot of that was my own poor planning) I've never been defeated so quickly after such a good early start.
It's worth noting that Red Achilleans are one of the worst units to go up against Smiths because while they are superb fighters and themselves pretty damn hard to kill, they just don't do that much damage. I can easily imagine how they'd get completely stuck against a wall of prot 20 units with very little fatigue.

Arga Dis does have a couple of units that do significantly more damage though - those with berserk for example. Though against smiths where a hit is usually a kill, I guess they might not get to berserk too much.
Well, their only berserking recruitable has only claw attacks, so total damage is still pretty low, not to mention they wouldn't survive a single hit from smiths. THe only arg dis troops that do more damage than the achilleans are the disgustingly expensive cavalry (which I ended up switching too) and the glaive wielding fliers who are also very expensive and resource intensive. Perhaps I should have massed them from the beginning, but i simply was unaware of the protection of the troops I was facing until too late.....
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  #225  
Old August 27th, 2009, 04:51 PM
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Burnsaber Burnsaber is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Well, Smiths have been problematic form the beginning of the development, but I just love the concept too much to scrap them. I'll give them a bit of a overhaul after this game. Some nations just are in too much trouble when facing them. I'll probably reduce their fire res to 50 (Allowing them to take fatigue from heat auras) and increase enc to 4.
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  #226  
Old August 28th, 2009, 10:40 AM

Executor Executor is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Let's play a quiz!
Who is the nation with, most provinces, most forts, biggest income, biggest gem income, strongest dominion, and a very scary rising research rate?
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  #227  
Old August 28th, 2009, 12:00 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Oh, oh, I got this one. Stygia!
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  #228  
Old August 29th, 2009, 08:13 AM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Quote:
Originally Posted by Alpine Joe View Post
Well, their only berserking recruitable has only claw attacks, so total damage is still pretty low, not to mention they wouldn't survive a single hit from smiths. THe only arg dis troops that do more damage than the achilleans are the disgustingly expensive cavalry (which I ended up switching too) and the glaive wielding fliers who are also very expensive and resource intensive. Perhaps I should have massed them from the beginning, but i simply was unaware of the protection of the troops I was facing until too late.....
There are other ways of triggering your berserk units too, using blood magic like bloodletting - but this was probably too early in the game for that. Sworn Brothers in their second form have str 16 also, so they would probably be best for cracking that prot.
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  #229  
Old August 29th, 2009, 01:56 PM
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Burnsaber Burnsaber is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Early on, smiths had 5 encumberance (but higher attack), back then the best counter was just to drown them in chaff. In hindsight, it was a mistake to bring them to encumberance 3. I'll probably let them keep the fire immunity, but just up their enc back to 5. Then the easiest counter would be just to spam your cheapest troop on them (especially if you have access to markatas/imps or anything with size 1 and def over 12) and watch them flail around wildly and fatigue up.

But back to the point why I'm posting.

Can be pretty please up the hosting time to 36h or 48h soon? My schools starting and I likely won't be able to keep up if we go on with 24h hosting. I had to post a half-assed turn today cause the deadline was closing in fast.
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  #230  
Old August 29th, 2009, 03:40 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Yeah, we can add more time to the turns. 24 hours Is pretty fast for turn 45. I was enjoying the pace, but it is probably for the best that turns get more time soon. I will switch to 36 hours and we can see if we like it. If that doesn't work out I'll go to 48.
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