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March 12th, 2004, 09:35 PM
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Re: Jotunheim:Utgard AAR
Quote:
Originally posted by Arryn:
I distinctly recall a conversation we had, perhaps in private (it was some weeks ago), in which you did state you *are* impatient. Doth protest too much thy dubious innocence methinks.
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No, patience, on a strategic level, is definitely not one of my shortcomings, especially due to my preference towards long-run strategies. Impatience is something I'm commonly accused of by people who don't understand me. I think you're thinking of somebody else, though. I don't recall saying that. Impatience is definitely not among my weaknesses, although senility might be.
Quote:
As for Ermorian fodder, isn't it the whole point of having hordes of them that you can just mindlessly (pun and leg-pulling intended) throw them willy-nilly at your foe heedless of losses?
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Why, yes, yes it is. Actually, I normally *DO* have a great aVersion to losses, and, in fact, Jotunheim or Vanheim more closely matches my "regular" style in every OTHER game. You can witness my loss-aVersion behavior coming to light in my attitude towards SC design.
However, Dominions II is the first game that's done the undead with a proper feel to them. Every other game has them JUST expensive enough that I become annoyed with their ineffectiveness and massive casualties. Dominions II, on the other hand, removes this. I don't even have to hire them anymore, I can just fling them at anything willy-nilly. That's kind of fun, too.
However, massive casualties DOES kind of slow down one's advance, as the entire mob gets wiped out sooner or later.
Finally, the *TRUE* selling point, to me, of Ermor, is ORDER. I am a man of orderliness. I like my things to be kept in order, and I value permanence. While a thriving, happy empire is certainly one brand of order that I often pursue in other games, few things can beat the orderliness of Ermor: A world laid entirely to burnination, consisting of 0 population throughout. THAT is definitely clean and orderly. And permanent. After all, cleanliness is next to godliness, and isn't godliness the entire point of Dominions II?
As my sig says....
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March 13th, 2004, 12:06 PM
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Re: Jotunheim:Utgard AAR
Turn #39, Early Summer of Year 4
Growing pains.
Part 1 of 2
This month, no travellers bring word from afar of events in distant lands.
Rimdriva's Acashic Record ritual upon Ivenmoor reveals three(!) magical sites: the Azure Academy (1 water gem), where Azure Mages (2W, 100g) & Initiates (1W, 60g) may be recruited (in the accompanying lab); the Sun Ridge (2 fire gems), with accompanying watch tower fortification, and a Farm of Plenty (+25 supply).
The level of supply in Ivenmoor is only sufficient for roughly 45% of my army there, so starvation, disease, and opportunistic afflictions run rampant amongst the troops. I am appalled to think what the situation would be like without the Gift of Health, as over half this army is afflicted in spite of it.
Again I sense a powerful ripple in the magical weave of the world. The sudden concentration of astral magics from the realm of Mictlan loudly bespeaks of their having undertaken the ritual of Stellar Focus. I am untroubled by this event, since it does not affect my realm, and Mictlan is my ally of circumstance in our mutual conflict with Vanheim.
Vanheim summons a score of Black Hawks using the ritual Call of the Winds to attack The Promised Land. As in previous months, the defending Jotun militia easily eat the fowl assault, with much appreciation. I am very pleased to see my foe expend five precious air gems per month in such futile gestures.
Jorgun Teleports to Imictan directly into a battle with three dozen barbarians, plus their leader. Seventeen of the savages manage to escape my wyrm's feast, never to be seen again.
Marignon attacks the 30+ amazons of Polgrave (who also have a Garnet Priestess, a Garnet Sorceress, and two gryphon riders) with a force of a score of flagellants led by a witch hunter, and a mixed force of ten pikeneers and eight light infantry led by an inquisitor. The riders suicide against the pikes, but the amazons in turn slaughter all the flagellants. When the savage ladies reach the ranks of the pikes and infantry, the army of Marignon routs after losing three of the infantrymen. Marignon suffers a few more losses of infantry and pike as they flee from the rapidly pursuing amazons.
Swanuth the Firbolg, commanding an army of 20 Jotun spearmen and 8 vine ogres, attacks the independent defenders of Saeborea, which muster 2 mounted commanders, 1 priest, 21 heavy cavalry, 19 heavy infantry, and 4 fanatics. The Gift of Health, made strong by my dominion in this province, provides an 80% boost to the health of the Jotuns (+24HPs), allowing them to take the cavalry charge with ease. Swanuth, at the beginning of the battle, immediately flew behind the cavalry to disrupt the enemy's plans and draw their commanders into battle. In the image below, you can see the situation several rounds into the battle with Swanuth having just slain the second (and Last) mounted commander. The first is already fleeing from Swanuth's helm-generated aura of fear, and the priest was slain a few moments before. Sending the firbolg alone into the enemy rear was a calculated risk that in this instance paid off in greatly reducing the amount of damage the Jotuns absorbed before the enemy fled. Swanuth did receive a chest wound, and lost two-thirds of his health, before winning the fray. Were it not for the Gift of Health he would have died from the number of hits he took.
Caelum attacks Vanheim in Emryc. Caelum musters their Vampire Queen pretender, 3 ghosts, 6 lamias, and 10 wingless against the defenders who can only muster 2 herse, 1 heavy cavalry, 7 light cavalry, 5 huskarls, and 4 barbarians. The Caelum pretender, after a few defensive preparatory spells, summons 4 Ghost Wolves each round for the remainder of the short conflict, as the Van forces are no match even for the lamias and ghosts Caelum began the battle with.
Ulm attacks Jorgun in the province of Imictan, having expected to encounter only independents. Ulm fields a commander of Ulm, 1 heavy cavalryman, 5 black plate infantry (w/shields), 4 black plate infantry (flail), 19 assorted infantry of Ulm, 8 heavy infantry, 18 barbarians, 10 amazons, 3 light infantry, 19 crossbowman, and 8 archers. My wyrm begins the battle with a large amount of health (406HP), due to the combined effects of dominion and Gift of Health bonuses, and a very impressive regeneration rate of 41HPs which makes him nigh-invincible to anything but magic, which the Ulmish force completely lacks. Against this living scaley juggernaut is an Ulmish army that is suffering from extensive starvation, and averages just 6-7 morale (and only 3-4 amongst the missile troops). First to become wyrm-food is the lone horseman, who reaches my avatar after Jorgun has completed all (4 rounds of) preparatory spellcasting. Next up on the dinner menu is a course of barbarian stew, flavored with amazon, and with a side helping of infantry. For dessert, a light portion of missileers awaits. By the end of the battle, when Ulm has had their fill of filling my wyrm's stomach, Jorgun has accounted for 41 of the 95 Ulmish troops. (Killing 1 heavy cavalryman, 4 assorted infantry of Ulm, 1 heavy infantry, all 18 barbarians, 6 amazons, 2 light infantry, 7 crossbowman, and 2 archers.) Jorgun, in the carnage of two battles this month, accrues another 56 kills and 42 trophies to his fame.
Rod the Firbolg, leading a company of 18 Jotun spearmen and a bodyguard of 5 vine ogres, along with 4 priests carrying Sceptres of Authority and with one vine ogre apiece as bodyguards, attacks Vanheim's province of Gipha. The meager 4 PD is easily overhwelmed. Upon occupying the province, I learn that Vanheim had discovered a magical site, a BLasted Heath (2 air gems). Reducing Van's magical air income, and adding it to my own, is a double blessing.
Mictlan attacks Vanheim in Ragdan. Mictlani forces: 2 Mictlan priests, 1 fiend of darkness, 1 spine devil, 13 eagle warriors, 5 warriors, 2 slaves, and 1 blood slave. Van forces: PD of 2, plus a mobile army of 1 commander, 3 heavy infantry, and 12 light infantry. The Vans are annihilated, but it costs Mictlan 8 of their eagle warriors.
Ulm attacks Pangaea in Nicia. Ulmish forces: 1 commander of Ulm, 4 black plate infantry (flail), 2 infantry of Ulm (w/shield), 4 barbarians, 1 light infantry, 9 crossbowmen, 2 archers, and 4 sappers. Panaean forces: 1 centaur commander, 6 satyrs, and 3 harpies. A victory by Ulm is a foregone conclusion. Only the centaur and a single satyr escape.
A brief recap of the strategic situation on Orania is in order. The following are ongoing wars that I know about for certain:
- Abysia vs. Machaka. (Machakan capital beseiged)
- Ulm vs. Pangaea ... and now Jotunheim.
- Vanheim vs. Atlantis, Caelum, Jotunheim, and Mictlan.
Atlantis may also be at war with Arcoscephale, and/or R'leyh, as I have witnessed large armies of theirs move southwards, never to be seen again. As of this month, I have surpassed Pangaea in number of provinces, and I have tied Vanheim for the #1 position. I lead all other categories by a significant margin, excepting army size, in which I rank #5 (up from #8 Last time I looked).
My researchers achieve mastery of the seventh level of Construction.
My realm has:
- ___9 Dominion max.
- __23 Temples
- __43 Provinces converted
- 1077 Treasury.
- 1770 Income. (+130)
- _664 Upkeep. (unchanged)
- 28 Provinces controlled
- Saeborea: Dom=5, PD=0, Unr=39
- Jotunheim: Dom=9, PD=25, Unr=0
- Zenthra: Dom=7, PD=20, Unr=2
- Eribon: Dom=4, PD=10, Unr=0
- Gwyrth: Dom=8, PD=17, Unr=0
- Iron Range: Dom=6, PD=10, Unr=0
- Saetica: Dom=4, PD=20, Unr=0
- Black Alps: Dom=8, PD=10, Unr=0
- Rim Mountains: Dom=3, PD=20, Unr=0
- Ancyrna: Dom=6, PD=20, Unr=0
- The Promised Land: Dom=2, PD=20, Unr=0
- Bel: Dom=4, PD=10, Unr=0
- Ashikaga: Dom=3, PD=20, Unr=0
- Pythium: Dom=8, PD=10, Unr=0
- Barra: Dom=5, PD=20, Unr=0
- Robber Home: Dom=4, PD=20, Unr=0
- Hoburgdorf: Dom=7, PD=20, Unr=0
- Man: Dom=4, PD=20, Unr=10
- Feral Woods: Dom=9, PD=10, Unr=0
- Ultima Typhia: Dom=8, PD=20, Unr=0
- Well of All Waters: Dom=8, PD=10, Unr=0
- Agenor: Dom=0, PD=9, Unr=10
- Kepess: Dom=4, PD=20, Unr=0
- Melma: Dom=4, PD=20, Unr=0
- Herghendorf: Dom=2, PD=20, Unr=0
- Imictan: Dom=5, PD=0, Unr=15
- Gipha: Dom=1, PD=0, Unr=11
- Ivenmoor: Dom=1, PD=20, Unr=0
Gem income is:
- +_8 Fire (08)
- +_7 Air (08)
- +11 Water (18)
- +_7 Earth (22)
- +24 Astral (23) (includes 17 Clams)
- +_3 Death (07)
- +11 Nature (14)
Magical knowledge (stars denote schools being researched):
- 7-Conjuration
- 3-Alteration
- 7-Evocation
- 7-Construction*
- 6-Enchantment
- 5-Thaumaturgy
- 0-Blood Magic
- 347 RPs (of 408 available at labs)
To be continued in Part 2 ...
[ March 13, 2004, 18:14: Message edited by: Arryn ]
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March 13th, 2004, 10:15 PM
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Re: Jotunheim:Utgard AAR
Question regarding regeneration. Does it only work when the unit is below its base HP?
I ask this because in my recent Orania SP game as Atlantis (V2.06), I also used a Wyrm. However, it doesn't seem to regenerate during battle. That is, say I check at the beginning of the battle that it has 323 HP, regen of 32 per turn. A few turns later, it took some damage and dropped to 277 say. It stayed at 277 until the enemy routs (hard to say if it regenerates in between, with all the fighiting, but unlikely as enemies are also unlikely to cause exactly 32 damage every turn).
So now my pretender is simply chasing down the routing armies, without them fighting back. IT took several turns before the enemy routed, and each turn I check my pretender and find it always at 277 HP.
Another unrelated queston. I wished for Doom Horrors, GoR them, then I send them into battle. They will attack on first turn, then usually do nothing the second turn and/or third turn, and sporadically attack the enemies for the following turns regardless of enemy types (even militias). This seemed rather strange, as they have no encumberance and always fatique at 0, so they can't be unconscious. Is this how they are suppose to be? Never seem other units behave this way...
Sorry for going OT on your AAR Arryn. Keep up the good work... tasty Ulmish troops, the wyrm must have very strong stomach acid to digest all the metals ^_^
-Gateway103
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March 14th, 2004, 12:53 AM
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Re: Jotunheim:Utgard AAR
Quote:
Originally posted by Gateway103:
Sorry for going OT on your AAR Arryn. Keep up the good work... tasty Ulmish troops, the wyrm must have very strong stomach acid to digest all the metals ^_^
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It's like eating a lobster. You crack them open, and then suck the insides out of the shell. Actually, I'm not a huge lobster fan.
I suppose now it's time for me to point out, "I told you so." I told you Ulm was up to no good.
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March 14th, 2004, 12:57 AM
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Re: Jotunheim:Utgard AAR
Great writeup!
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March 14th, 2004, 12:06 PM
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Re: Jotunheim:Utgard AAR
Gateway103:
I have noticed inconsistent regeneration by my pretender. Some rounds he'll regen and some he won't. (In his Last battle there was a 2-3 round stretch where there was no regen, with the damage level remaining constant -- very much against the odds as you've observed -- then it suddenly kicked in and from then on kept working as it should.) Does not appear to be any pattern. I have not reported it to IW, but I'm fairly sure there's a subtle bug in their code.
The wyrm uses the metals as "fiber" in his diet to keep "regular".
Norfleet:
Ulm was planning to attack the indies regardless, and we both knew it. What I've actually done is trigger a war with them where I wouldn't have had one otherwise for at least 3-4 more months at worst case. I decided to do what I did not because of your paranoid fears but because my main army was in a convenient place to smack them. Had Ulm not gone after Imictan on the same turn I did, there would have been no war. But, based on my experience with Vanheim at Man, once you contest a province with an AI, even if the AI attacks you and not the other way around, a state of war exists. So I thought it best to be prepared. I had no desire to war with Ulm, but neither do I relish their continuing to gobble up the "loose" provinces near me. So I struck first, and let the chips fall where they may.
Condors:
Thanks!
[ March 14, 2004, 10:19: Message edited by: Arryn ]
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March 14th, 2004, 07:01 PM
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Re: Jotunheim:Utgard AAR
Turn #39, Early Summer of Year 4
Growing pains.
Part 2 of 2
Priests are recruited in Melma, Herghendorf, The Promised Land, and Pythium. I raise the PD of Agenor by 1 (to 10), and of the Well by 3 (to 13). I raise 20 PD in each of the newly-conquered provinces of Gipha, Imictan, and Saeborea. A new temple is to be built in Agenor. These preparations drain the treasury of 1076 coins.
Taxes remain at zero in Agenor to finish quelling unrest there. I reduce the taxes of Man and Gipha to 60%, Imictan to 40%, and Saeborea to zero to quell unrest in these provinces.
The Ivy King Thomm continues a monthly ritual of Awakening Vine Ogres, at a cost of 1 nature gem each month. The Norna Rimdriva alchemizes 4 nature gems into 2 astral pearls, then prepares to invoke the ritual of Acashic Record upon the province of Imictan, for which I allot all 25 of the astral pearls in the treasury. Two Seithkona each forge an Endless Bag of Wine, expending all 10 of my remaining nature gems. The Skratti Tunne forges another Clam of Pearls at a cost of 10 water gems. The Enchantress Ulga forges Winged Boots, for which I allot 5 air gems. The Enchantress Pladina, using a Dwarven Hammer, forges another Dwarven Hammer, at a cost of only 15 earth gems.
Swanuth the Firbolg, in command of 20 Jotun spearmen and 8 vine ogres, moves from Saeborea into the independent plains province of Isurian, ostensibly defended by a score of fanatics and light cavalry.
The priest Gunthamun, with 4 newly-summoned vine ogres, moves from the Black Alps to Saeborea. The commander Theag, in Ancyrna with 5 troglodytes, will rendezvous with Gunthamun in Saeborea.
Tahmar heads from Pythium to the Well, with the intention of picking up the half-dozen longdead giants the seithkona Urd is presently commanding.
My wyrm Jorgun will attack the Ulmish province of Arnbeg, which is reported to have approximately a score of black plate and heavy infantries.
The priest Arnold will move from Hoburgdorf to Imictan so as to be in position to erect a temple next month. The priest Amalarik, with an escort of 3 Jotun spearmen and 1 Jotun huskarl (spear-armed), heads out from Ashikaga to Herghendorf.
The priest Erkeborn moves from Kepess to Gipha, as does the priest Totila from Agenor.
Commander Stark moves from Agenor to take command of the fortress at Man.
Rod the Firbolg, leading a company of 18 Jotun spearmen and a bodyguard of 5 vine ogres, along with the priests Konrad and Donner (carrying Sceptres of Authority and with one vine ogre apiece as bodyguards), move west from Gipha to attack Vanheim's province of Betane. Four more priests from Agenor, and one from Man, will also rendezvous in Betane for the battle. Resistance is expected to amount to no more than a half-score of light infantry.
I split the main army in Ivenmoor into three smaller forces. Commander Ualgo (now carrying a Sceptre of Authority), with 19 Jotuns plus a bodyguard of one vine ogre and one Jotun axeman, is to attack northwest into the plains province of Clon which Vanheim appears to be defending with only 7 light infantry. The priests Albrecht and Geiserek (carrying Sceptres of Authority and with one vine ogre apiece as bodyguards), presently with Rod the Firbolg's army in Gipha, will join Ualgo in the attack upon Clon.
Bove is given the Winged Boots that were forged Last month, and commanding 26 Jotuns, will attack northwards into the Ulmish plains of Wold, along with the priest named Erkeborn (carrying a Sceptre of Authority and with a bodyguard of one vine ogre and one Jotun axeman).
My prophet Grymis takes command of the remaining 25 Jotuns, plus a bodyguard of one Jotun axeman, and moves northeast to attack the Ulmish forest-covered mountains of Kratas, where a score of barbarians and raptors await.
My plan is bold, striking Ulm simultaneously in three locations along my northern border before they can amass forces to threaten me, as well as striking Van at two other weak points along my northwest border, while they are momentarily preoccupied with fending off the Mictlani. And I continue my southward expansion before Arco or Pangaea can take the unclaimed provinces on that border.
Turn #39 plotted movement (1174x1002)
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