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Old February 11th, 2004, 12:00 AM

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Default Re: Jotunheim:Utgard AAR

I may have! I am the perpetrator of the Astral Wyrm. I am the newb, cruxify me for my choices!

If I'd known that you were going to write an AAR that would stir this much contraversy I'd have made you pick Arco with a Natarajah. They are much easier to teach *everything* about without having any instant weaknesses
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Old February 11th, 2004, 12:32 AM
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Zen:
If I'd known that you were going to write an AAR that would stir this much contraversy I'd have made you pick Arco with a Natarajah. They are much easier to teach *everything* about without having any instant weaknesses
My fault. I didn't get the idea to AAR it until I'd done 17 or 18 turns. It wasn't exactly planned. Hell, if it had been, I'd've been more dutiful about making sure I didn't overlook things when issuing turn orders (like my scout). The fact that I have save games for each turn is a habit I got into a few weeks ago, after I ran into an issue that I was posting to IW as a bug and was not at the time keeping savegames so couldn't show them an example of it. I have 77 turns of a R'lyeh game, 57 of an Ashikaga game (LoF god), 39 turns of a dual-bless (N+W) Utgard game, and a few others as well. None of these do I have any intention of writing an AAR for. One AAR I think will be more than enough work for me.

I am very interested in what you have to say about Arco, Nats, and "everything". Anytime you'd care to create your own educational thread ...
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Old February 11th, 2004, 12:35 AM
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Karacan:
Also, the communion strategy is *very* susceptible to assassinations. Communicants are slain by a simple unequipped assassin quite easily.
Since Jotun has no assassins, is there a way to hire indy assassins? (I've never seen any.)
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Old February 11th, 2004, 12:40 AM
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Zen:
If I'd known that you were going to write an AAR that would stir this much contraversy I'd have made you pick Arco with a Natarajah. They are much easier to teach *everything* about without having any instant weaknesses
Well, the Nataraja doesn't come with good natural protection, and only has a single misc slot so you can have some trouble giving him all the stuff you might want.
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Old February 11th, 2004, 12:56 AM
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Default Re: Jotunheim:Utgard AAR

In case anyone's been having any sort of trouble following the flow of my turn postings, I've been trying to maintain a consistent format for each one. It is as follows:
  • Turn number and season (month).
  • A one-line "poetic" summary of the turn's most significant event.
  • The reports of events in other nations.
  • The report of anything special that has happened to me. This may sometimes be moved further down to better fit the prose.
  • Descriptions of the battles that have taken place. This may take several paragraphs. I will generally not go into what happened in every replay turn, but instead give a condensed, or abridged Version of the action. I do take the time, though, to count each and every enemy unit type on the replay, which is tedious as you may imagine. I feel it's useful to know the exact mix of forces the AI has used and what it did to me and I to it.
  • I follow the battle report with a report of how my people in the Hall of Fame (HoF) are faring. "Trophies" is my word for "experience". It's the best I could think of to put XP into some sort of thematic form.
  • Next is an overview of the unrest in my realm. I may also include significant increases in province dominion in this paragraph.
  • Following this is a report on the commanders that were hired, and what school level my researches have achieved this turn.
  • A summary of the most important numerical stats for the realm, and the capital.
  • Followed by the gem treasury report, with the amount in the pool shown in parenthesis.
  • Next is a paragraph describing what/who I'm recruiting, and why.
  • The Last thing in the turn is what orders I have given to whom.
  • There is one Last thing that I may add to some turns, and that is my own assessment of any obvious mistakes I made that turn.

I hope this helps.

[ February 10, 2004, 22:59: Message edited by: Arryn ]
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Old February 11th, 2004, 12:59 AM

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Default Re: Jotunheim:Utgard AAR

Well there are uses for magic arn't there? Not everyone gets to be left alone for 30 turns to make supergolems

The reason that Arco is very nice to learn on is because of the wide variety of magics. The reason that the Natty is so good to learn SC's with is because he's very, very solid with a few picks of the right magic and has the slots to switch/adjust.

Combine a Natarajah with the versitility of Arco and you have a lethal combination for learning about SC's. Not to mention the standard armies of Arco can very much hold their own without much need for support from indeps. It is a much better breeding ground for learning alot of what the game has to offer as far as making tough combatants in combination with standard armies and magical choices.
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Old February 11th, 2004, 02:01 AM

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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Arryn:
Since Jotun has no assassins, is there a way to hire indy assassins? (I've never seen any.)
There are a few rare places you can hire assassins of varying quality: Some rare provinces have an Assassin's Guild site which lets you hire assassins. The Hidden Kingdom of Elludia would let you hire Elludian Stalkers, which are pretty mean baseline assassins. Alternatively, as Jotun, you could send those scouts out to hunt for some blood, and have a Skratti bake up some Black Hearts, which you could then equip on a Woodsman.
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