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October 18th, 2004, 08:50 PM
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Corporal
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Join Date: Feb 2004
Location: Michigan
Posts: 67
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Re: Jotunheim: Niefelheim AAR
I will try to update at least a turn a day, but I only have a couple hours after work to play each day and I am realizing this takes a while  . I will see what I can do, though.
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October 18th, 2004, 09:14 PM
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Corporal
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Join Date: Feb 2004
Location: Michigan
Posts: 67
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Re: Jotunheim: Niefelheim AAR
TURN 3:
NOTE: RP Total and research additions listed at beginning of turn summary is the status of both when the turn ends.
Provinces: 1
Treasury: 268
Income: 219
Upkeep: 38
RP Total: 31
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 5
Research
Conjuration:
Alteration: 1(+31)
Evocation:
Construction:
Enchantment:
Thaumaturgy:
Blood Magic:
Gem Income
Fire:
Air:
Water: 9 (+3)
Earth:
Astral:
Death: 6 (+2)
Nature:
Blood:
~ Alteration 1 completed.
~ Pythium has made the Patriarch named Bartholomeus its prophet
~ C’tis has made the Lizard King named Ishkur its prophet
~ Angerboda the Great Hag appeared at the gates of your Castle
!!! Holy cow! I didn’t even take luck and got her already. My Last game under Luck 1 it wasn’t until probably turn 25 or so before she showed up as my first hero. She is a 3S, 3D, 2N, 3B mage with 13 research. This is a great surprise and satisfies many uses that I will want eventually including a 3S mage!
Ferdinando’s Footmen were recruited by Marignon.
The Elephant Corps are now available, Hannibal commands 5 men for 80 gold
NOTE: In the Province reports the Pop, Inc, Res, and Supplies will only update every 5 turns or so. I will also add a , and new defender numbers after the previous if there are new reports.
J=Jotunheim, I=Indep.
J 3 (207) Yldemir – Capitol – 100/0 (29560, 208, 80, 409)
I 1 (208) Farsen Forest – Forest – 70, (50) Militias/Archers/Light Infantries
I 1 (218) East Farsen Forest – Forest – (50), 40 Woodsmen/Woodsman Blowpipes
I 1 (202) High Yldemir – Forest – 40, (40) Barbarians
I 2 (195) Oeversee – Forest – 70, 40 Barbarians
I 0 (212) West Farsen Forest – Forest
I 0 (183) North Horslund Forest – Forest
Surprise! More forests, heheh. At least they aren’t swamps  .
Gotvid is my new Niefel Jarl. He is a 3W, 2D, 3H fighting machine.
This turn I recruit a Jotun Gode for 200 gold and save the remaining 68 gold. It will be a couple turns before I move out so I may as well save on a little upkeep and hold the gold to recruit the rest of my first army.
I send Starkader the scout on to (212) and Tunne to (195)
Vaklidun, Gotvid, and Angerboda are set to research giving me 31 total RP in Alteration. At this rate I may hit Alt 3 sooner than I expected.
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October 18th, 2004, 09:33 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Re: Jotunheim: Niefelheim AAR
Keep it up. 
There is never too much AAR's.
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October 19th, 2004, 07:50 PM
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Corporal
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Join Date: Feb 2004
Location: Michigan
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Re: Jotunheim: Niefelheim AAR
TURN 4:
Provinces: 1
Treasury: 243
Income: 222
Upkeep: 44
RP Total: 31
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 7
Research
Conjuration:
Alteration: 1(+31)
Evocation:
Construction:
Enchantment:
Thaumaturgy:
Blood Magic:
Gem Income
Fire:
Air:
Water: 12 (+3)
Earth:
Astral:
Death: 8 (+2)
Nature:
Blood:
~ Vanheim has made the Vanjarl named Hogne its prophet
The Elephant Corps was recruited by Marignon.
Obscuro the Hidden master is now available for 50 gold.
I like to take mercs for paths I don’t normally have, but my pretender now has air this game so I will pass on Obscuro this time.
J=Jotunheim, I=Indep.
J 6 (207) Yldemir – Capitol – 100/0 (29560, 208, 80, 409) 25 Def
I 1 (208) Farsen Forest – Forest – 70,(50),60 Militias/Archers/Light Infantries
I 2 (218) East Farsen Forest – Forest – (50),40,40 Woodsmen/Woodsman Blowpipes
I 1 (202) High Yldemir – Forest – 40,(40),60 Barbarians
I 2 (195) Oeversee – Forest – 70,40,(40) Barbarians
I 1 (212) West Farsen Forest – Forest – (80) Barbarians
I 1 (180) Suddeir Down - Plains
I 0 (183) North Horslund Forest – Forest
I 0 (216) Frostwater – Mountain
I 0 (205) Aeros River – Mountain
Maybe I will try to color code the provinces later on with Argitoth’s new color codes. I will save that for a later turn, though. It looks like a lot of barbarians are nearby. Those can hurt.
I would like to recruit some mages, but 250 gold is the cheapest for Niefelheim so I will have to wait until my 1st army is formed. This turn I recruit 1 Niefel Giant and 1 Jotun Spearman. This takes all but 8 of my resources and leaves me 63 gold for next turn.
Freke is my new Jotun Gode and I set him to become my prophet.
I leave Starkader the scout for one more turn in (212) to get more information on the large number of barbarians there. I may have to go South in my expansion first due to this roadblock. I send Tunne the scout South to (183).
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October 19th, 2004, 07:53 PM
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Corporal
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Join Date: Feb 2004
Location: Michigan
Posts: 67
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Re: Jotunheim: Niefelheim AAR
TURN 5:
Provinces: 1
Treasury: 240
Income: 222
Upkeep: 45
RP Total: 13
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 7
Research
Conjuration:
Alteration: 2(+13)
Evocation:
Construction:
Enchantment:
Thaumaturgy:
Blood Magic:
Gem Income
Fire:
Air:
Water: 15 (+3)
Earth:
Astral:
Death: 10 (+2)
Nature:
Blood:
~ Alteration 2 is completed.
~ Abysia has made the Demonbred named Togaric its prophet.
~ Jotunheim has made the Jotun Gode named Freke its prophet.
Victor’s Villains were recruited by Marignon.
The Elephant Corps appears to be gone… I never did trust those elephants  .
Obscuro the Hidden Master was recruited by Pythium.
Gynter Blukraft’s Sonnenkinder is now available, 30 men for 150 gold.
J=Jotunheim, I=Indep.
J 6 (207) Yldemir – Capitol – 100/0 (29750, 222, 80, 438) 25 Def
I 3 (208) Farsen Forest – Forest – 70,(50),60,30 Militias/Archers/Light Infantries
I 2 (218) East Farsen Forest – Forest – (50),40,40,60 Woodsmen/Woodsman Blowpipes
I 1 (202) High Yldemir – Forest – 40,(40),60,40 Barbarians
I 4 (195) Oeversee – Forest – 70,40,(40),30 Barbarians
I 2 (212) West Farsen Forest – Forest – (80),(70) Barbarians
I 1 (180) Suddeir Down - Plains
I 0 (183) North Horslund Forest – Forest – (50) Militias/Light Infantries/Archers
I 0 (216) Frostwater – Mountain
I 0 (205) Aeros River – Mountain
I 0 (166) Horslund Forest – Forest
I actually like that there are many good site provinces nearby to start this game. Hopefully it will allow me to get some good gem income going early and the income levels also seem to be decent. Also, these forest provinces seem to be a great population level (most are about 7k) for blood hunting and being so near my capital and in the corner of the map should allow my growth scale to help offset the pop decrease and keep the hunters safer.
I recruit another Niefel Giant and 1 more Jotun Spearman.
I send Starkader the scout on to (216) and Tunne the scout to (180).
Vaklidun with his winter wolves (1 per turn while in cold province), Gotvid with the 8 Jotun Axemen, 1 Jotun Spearman, and 1 Niefel Giant and Freke my Jotun Gode prophet head to (208) to attack. This seems to be the easiest surrounding province and should have around 45-50 defenders based on the reports. Hugin the Herse will stay behind to bring more troops to the next province.
I set the Axemen, Spearman, and Giant in the middle of the placement area with hold and attack nearest orders. Vaklidun is set at the rear top scripted with Quickness, Breath of Winter, Air Shield, attack closest. Gotvind will cast Quickness, Breath of Winter, attack closest and is set at the rear bottom. Freke is set to cast Divine Blessing, Fanaticism, and (cast). It is my hope that my giants will absorb any missile fire with their shields until buff spells are cast, then all will meet the charging enemy at about the same time.
Angerboda will continue to research Alteration with 13 RPs.
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October 20th, 2004, 05:45 PM
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Corporal
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Join Date: Feb 2004
Location: Michigan
Posts: 67
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Re: Jotunheim: Niefelheim AAR
TURN 6:
Provinces: 2
Treasury: 259
Income: 240
Upkeep: 52
RP Total: 13
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 7
Research
Conjuration:
Alteration: 2(+13)
Evocation:
Construction:
Enchantment:
Thaumaturgy:
Blood Magic:
Gem Income
Fire:
Air:
Water: 18 (+3)
Earth:
Astral:
Death: 12 (+2)
Nature:
Blood:
~ There was a battle in (208) Forsen Forest.
Battle Results: There are 28 Militia, 15 Archers, 7 Light Infantry, and 3 Commanders. It looks like my scout was right on with his report of 50 defenders. I figured that Vaklidun and Gotvid would move out to attack at the same time, but Gotvid moved a turn earlier. I guess I figured on turn 2 that Vaklidun would cast BoW and Air Shield and Gotvid would cast BoW and wait until turn 3 to attack and that its movement would be done since it casted at least one spell in round 2, even though he would have had quickness. It seemed that Gotvid attacked turn 2 in the replay.
The battle still went well, however, even though Gotvid charged ahead and fought alone for a couple turns. The archers continued to target my axemen and spearman even though my two main commanders were far ahead of them as the battle went on. In the end I had no losses and Vaklidun and Gotvid escaped without any afflictions and landed in 3rd and 4th in the Hall of Fame. Gotvid got the heroic quickness skill for his reward.
At the start of the battle, Vaklidun’s stats were 198 Hps, 14 Prot, 30 Morale, 19 MR, 4 Enc, 31 Str, 15 Att, 19 Def, and 16 Prec. Not too bad with no equipment after dominion strength is up some. I will try to get him and Gotvid to attack at the same time next battle and not get so far ahead to get surrounded so easily.
Ferdinando’s Footmen were recruited by C’tis
Obscuro the Hidden Master is gone and seems Pythium sent him to an early death.
Gynter Blukraft’s Sonnenkinder is still available, 30 men for 135 gold.
J=Jotunheim, I=Indep.
J 6 (207) Yldemir – Capitol – 100/0 (29750, 222, 80, 438) 25 Def
J 4 (208) Farsen Forest – Forest – 70/11 (7280, 34, 32, 126) 5 Def
I 2 (218) East Farsen Forest – Forest – (50),40,40,60,40 Woodsmen/Woodsman Blowpipes
I 2 (202) High Yldemir – Forest – 40,(40),60,40,30 Barbarians
I 4 (195) Oeversee – Forest – 70,40,(40),30,50 Barbarians
I 3 (212) West Farsen Forest – Forest – (80),(70),30 Barbarians
I 1 (180) Suddeir Down – Plains – (20) Heavy Infantry/Heavy Cavalry
I 0 (183) North Horslund Forest – Forest – (50) Militias/Light Infantries/Archers
I 0 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I 0 (205) Aeros River – Mountain
I 0 (166) Horslund Forest – Forest
I set province defense to 5 for my new province. I would like to get it to 10 at least before possible remote province attacks, but should be okay with 5 for a while.
I recruit another Niefel Giant and 1 more Jotun Spearman. I will try to recruit as many giants for my first army before they head off South. Then, I hope to be able to afford some mages for a few turns.
I send Starkader the scout on to (205) and Tunne the scout to (166).
My main army will continue on to (218), another surrounding capitol province. I add Blessing to the end of Gotvid’s script hoping it will synch his attack up with Vaklidun. Hugin takes the newly recruited Jotun Spearman and Niefel Giant and joins the battle in (218).
Angerboda will continue to research Alteration with 13 RPs.
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October 20th, 2004, 07:01 PM
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Corporal
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Join Date: Feb 2004
Location: Michigan
Posts: 67
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Re: Jotunheim: Niefelheim AAR
TURN 7:
Provinces: 3
Treasury: 273
Income: 288
Upkeep: 59
RP Total: 13
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 9
Research
Conjuration:
Alteration: 2(+13)
Evocation:
Construction:
Enchantment:
Thaumaturgy:
Blood Magic:
Gem Income
Fire:
Air:
Water: 21 (+3)
Earth:
Astral:
Death: 14 (+2)
Nature:
Blood:
~ Caelum has declared war on me.
~ Hugin the Jotun Herse was struck straight in the heart by an arrow. He survived but got an ugly wound.
~ Arcoscephale has made the Hero named Anthromachus its prophet.
~ T’ien Ch’i has made the Prince General named Hou Tu its prophet.
~ There was a battle in (218) East Forsen Forest.
Ugh, I hate that seeking arrow spell (I assume that is what hit me). How did they know where I was?
Battle Results: There are 26 Woodsmen, 18 Woodsman Blowpipes, and 1 Druid. I realize the enemy are all ranged units and I should have changed my giant units to attack right away. Also, Gotvid ends up casting Quickness and Breath of Winter in the first round, decides not to cast Blessing and attacks right away in round 2. I suppose this is because my Jotun Gode cast Divine Blessing in round 1 and Gotvid was already blessed and the heroic quickness allows him to charge off again on his own, heheh. With his 44 AP, he gets to the Woodsmen in a hurry. The blowpipes appear to be 2 AP damage with paralyzing poison and precision 0. It doesn’t appear that any of my units are hit with it, though. The sole druid casts sleep a lot also to no effect. I end up routing the enemy again with no losses and no afflictions to my commanders.
Gotvid ends this battle with 96 fatigue and the wraith swords will not come soon enough. I better get construction going soon. He has also taken over 1st place in the HoF.
Gynter Blukraft’s Sonnenkinder was recruited by Marignon
The Brave Breakers are now available, Grom Brave Breaker commands 30 men for 150 gold.
J=Jotunheim, I=Indep., Mg=Marignon
J 6 (207) Yldemir – Capitol – 100/0 (29750, 222, 80, 438) 25 Def
J 5 (208) Farsen Forest – Forest – 100/0 (7280, 34, 32, 126) 5 Def
J 2 (218) East Farsen Forest – Forest – 70/15 (9680, 45, 30, 196) 5 Def
I 2 (202) High Yldemir – Forest – 40,(40),60,40,30,50 Barbarians
I 5 (195) Oeversee – Forest – 70,40,(40),30,50,50 Barbarians
I 3 (212) West Farsen Forest – Forest – (80),(70),30,60 Barbarians
I 1 (180) Suddeir Down – Plains – (20) Heavy Infantry/Heavy Cavalry
I 1 (183) North Horslund Forest – Forest – (50) Militias/Light Infantries/Archers
I 0 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I 0 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 0 (166) Horslund Forest – Forest – (40) Barbarians
I 1 (165) Tolk – Farm Lands
I 0 (152) South Horslund Forest – Forest
Mg ? (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands
I finally find my nearest opponent, Marignon. It appears that my initial decision to go South first will work out well. I will try to secure as many provinces as I can before Marignon moves North.
I set province defense to 5 for (218). I will try to remember to take a new map screenshot and add province numbers on the next turn I play (which is up to 10 now) to try to make it a bit easier to tell where each province is.
I recruit another Niefel Giant and 1 more Jotun Spearman. I like to have a group of 3-4 Niefel Giants along with 8-12 Spearmen/Axemen for this first army I want to send off to the South. I notice that Druids are now recruitable in (218), but I will need to build a temple and lab first. They are 140 gold each and are 2N 2H mages. This is quite an investment early on and the research gain is minimal (35.7 gold/RP for the Skratti and Gygja and 35 gold/RP for the Druid). I didn’t notice whether Druids were sacred or not though for the reduced upkeep. Either way, I decide to wait a bit before trying to recruit some and with seeking arrows starting to fly it may be good to recruit giant mages for my research so they can survive them. It will be a nice vine ogre factory province possibly later on in the game, though.
I send Starkader the scout on to (193) and Tunne the scout to (165). Tunne will get a report on (165) and (152) and then hang out near the border of Marignon to track its movements.
My main army will return back to my capitol before heading South as that is the only way to go.
Angerboda will continue to research Alteration with 13 RPs.
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