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November 10th, 2005, 03:03 PM
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Corporal
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Join Date: Feb 2004
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Re: Abysia CB 5.0 AAR
TURN 45
In the northwest on the west continent, Caelum is pushing hard toward the coastal city two provinces south of me. The only way to forestall this is to send the Devils (who are getting a little battered) up against 50 Ichtyids. If they're successful, Caelum’s access is blocked. I can wait a turn and go in with 5 more devils, but run the risk of having Caelum come in behind me while I’m weak.
Since I’ve lost touch with Man, I decide to move immediately. Man may have a problem (war with Caelum?) because in about 10 turns he doesn’t seem to have moved north at all.
((A short digression about my Blood economy. It is very weak and I'm not exactly pushing it hard. A few turns ago I said I had enough Blood Slaves for four Devils. That didn't mean I summoned four Devils that turn. I have one Demonbred raising Devils and one researcher flying them to the front whenever I get a half dozen or so, so the statement indicates my expectation that I have four turns of Devil-summoning before I'm out out Blood Slaves. In the event, as I recall, I summoned one Devil and forged the Sanguine Rod with the other Demonbred.))
In the north, the Amazons are finally crushed. Tempus the Wind Lord, who picks up Precious, sets up a Lab, while the Manticore Pretender flies to the north fort. The Dragon Tamer is there, and the Celestials will arrive next turn. C’tis has moved away from the border, though, so there is no war this season. This sector will henceforth become the "northeast front." The north front has disappeared with the conquest of the Amazons. I own the whole north map edge on the east continent (hurray!).
On my side of the east bridge, I build two more temples to support my dominion. Blood sacrifices continue and seem to be effective, I am holding my own here. No money for new Priests or Warlocks, though. Remote scry turns up a Death gem site here! Gem Income: 7F/2E/5S/2D/2N + 8-9B on average (seems low for turn 45, but it's a low-magic game).
Scores: For provinces, I lead, Ulm is second and declining, followed by C’tis (stagnant) and Pythium (growing); the latter has passed Man. To me, it looks probable that a Pythium/Ulm war is in progress, with Ulm getting the worst of it—probably on the south continent. Man and Caelum may be at war as well.
For income, Man is ahead, growing steadily. I’m second, after a sharp spike up and spike down (blood economy flux, hunting brings unrest, which requires low taxes to fix), then Ulm, Pythium, and Caelum. (Economic advisor shorthand for my condition is that I've "got the bloody flux again.")
For gem income, C’tis leads with some recent big finds, I’m second only because Caelum lost some. Ulm trails me as much as I trail C’tis, and next is Man with about half of what C’tis is getting. (There may be a math challenge in here somewhere.)
For research, Arco leads, Caelum is a clear second at about two-thirds Arco’s value, and Man is clear third. I’m fourth, and growing faster than Pythium, I’m about two-thirds Caelum’s value.
For dominion, Ulm leads, but Caelum is closing the gap. C’tis is third, oscillating but static. I’m fourth, oscillating but growing. Pythium is falling rather sharply. Man is oscillating but static. Arcoscephele has fallen completely off the graph.
For armies, C’tis is looking very scary (if I’m at 1, C’tis is at 18!)--almost as strong as everyone else put together. Ulm and Man are about equal (at about 8), Pythium leads Caelum (about 4 to 3). Arcoscephale edges me into the cellar at 1+. I knew my military was weak, but holy cow! Looks like it’s long past time for me to build more troops!
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November 11th, 2005, 12:53 PM
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Corporal
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Join Date: Feb 2004
Posts: 165
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Re: Abysia CB 5.0 AAR
TURN 46
Be careful what you wish for! In the northwest, Man showed up adjacent to the blocking province I just took, with 120 mixed infantry! Since the Devils took no losses, I think it’s safe to leave them there.
I build up the province defense, bring in my infernal reserves from the west continent fort (5 Devils + 1 Demonbred and gems) and dig in. This might be an important province, because it’s a source of Ichtyids, which I will need in order to go aquatic, plus there’s an Arena site here. It also would make my fort placement awkward, because if I built a base here to maximize Fish Man production, I would overlap the first northwestern base in two provinces. On the other hand, a base here would secure the large coastal town. Looking back, I think I might have been better served not to try the west continent at all, but to have concentrated on the east continent. Consider:
I am badly overextended now and exposed to Man and Caelum both instead of just Caelum. I am suffering in my blood hunting because I don’t have the populous coastal plains of the east continent. If Man and C’tis both attack me, and Caelum joins a general dogpile, it will be very bad for me. I empower my Amazon Sorceress so she can find Earth sites.
It occurs to me that I might be able to use the map names to target magic sites: Godsgrave Mountains might be a Death site, Aeros River might have Air gems, and so forth. I will test the theory this turn. This wouldn’t work in a standard game, because most of the names are randomized, but I haven’t played this map much, or recently, so I don’t know how much of it is designed (yes, I could look at the map text file, but that’s cheating, so I won’t).
On the coast, the large city is played out. Apparently, it can’t support two Apprentices with Sanguine Rods hunting monthly. I need to thin out the hunters, only hunt even turns, or maybe transfer one of the Rods to another blood hunter. Unfortunately, this city and my capital are my only provinces with over 10,000 population, and I haven’t had much luck hunting in provinces under 6,000. Provinces in the 6-10K range are scattered widely and few have Labs, so I would need some Scouts as porters or more money for Labs. It would take some time to reorganize along these lines. My blood hunting strategy is still a work in progress.
In the northeast, I move some cheap Priests into position to build Temples, get the Wind Lord busy scrying for sites, put the Manticore back on research, and add a few units to fort defense. And hope the balloon doesn’t go up this turn.
By the east bridge, the outlying Priests are recalled, and I ramp up research. The blood sacrifices to restore dominion seem to be working, and the new Temples should help hold the dominion line. Also, I suspect the reason I started losing dominion was that the C’tis Prophet had moved next to my province. But now the C'tis garrison has shrunk to 20 Militia and no commander is radiating power, so things ought to be back to normal soon on this front.
I rush slightly to get Blood 4 next turn, must rebalance research then. I also need to let my Death gems build up a little. I could use a few Mentor Skulls for research and Horror Helms for the commanders.
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November 15th, 2005, 02:40 AM
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Corporal
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Join Date: Feb 2004
Posts: 165
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Re: Abysia CB 5.0 AAR
TURN 47
Hmmm. Looking at the Blood 4 spells, I see Call Horror. If I give a Starshine Cap to an Apprentice, he can cast this. Could I nuke a large enemy army by running a single Apprentice and soldier onto the field, cast this spell, then flee while the Horror cuts down their number? Might be a way to preempt a C’tis horde attack—I’ll keep it in mind.
The Godsgrave probe was a huge success! Two sites, 2D1A1W. This gives me unlimited Air scrying as long as Tempus remains, and getting access to Water is a big plus also. I now have sources for all gem types, a major milestone! On the other hand, Aeros River was a bust, so the theory stays only a theory, after all.
On the west continent, Man backs off. I’ll take a chance and send the Devils to grab the last independent province close to the Fish Man province. If I build a Fish Man base, I will need the adjacent province for production. The only danger is accidentally hitting a huge Man force and losing the Devils and Demonbred. Looking at this whole area, I am losing badly here on dominion. I must fix this or my position here will be untenable. Next turn’s priority, though.
In the northeast, I quietly build, scry, and research. The C’tis masses are gone except for a watch group of 50 Ghouls and Tomb Worms, but his Prophet is here. If he starts hurting my dominion, I’ll either have to build a Salamander priest or get the Manticore over there.
The west coast of the east continent has a new development. Arcoscephale (!)--I wondered where they were--has taken the woods province next to the large coastal city south of my holdings. I have to start an offensive here soon or lose the high population centers of the coast. This area is the only expansion zone I have left after this turn. I'm blocked on the west continent by Caelum and Man, and on the east side of the east continent by C'tis. South along the west coast of the east continent is my only growth option.
The God’s Justice mercenary appears at this moment. Perfect! It nearly breaks me to lay out the 400+ gold this turn, but if the bid works I will have a shot at the two Plains provinces along the coast and maybe even the inland town, if Arco doesn’t press. It occurs to me that I wouldn’t have much of a game if it weren’t for the mercenaries. I must play this difficulty level more often and see if I can make it with more of an all-nation army.
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November 16th, 2005, 02:36 PM
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Corporal
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Join Date: Feb 2004
Posts: 165
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Re: Abysia CB 5.0 AAR
TURN 48
The dead prophet’s power is back, so the Anathemant Dragon gets it. Temple count: 14. I must build at least one more this turn (my starting Dominion was 5, at +1 per 5 Temples, one more temple increases me to Dominion 8, making it much harder for enemy priests to preach down my influence).
In the northwest on the west continent, the attack on the independent succeeds in classic manner. My deep set-on draws in the ground troops, then the Devils pounce on the command group. There is just one more open province between Man and Caelum, but going for it is just asking to get hammered. I patrol and preach, instead.
In the northeast, C’tis is back to 110 Falchioneers, Heavy Infantry, and Tomb Guards, led by the Prophet, and my dominion is down to 0 in the target(?) province. I reinforce with a small force of Lizard Men and the Manticore. Might be a mistake, I don’t think this can hold him off if the intel is accurate. Magnus’s Crossbows come up. Sheesh, am I a merc junkie this game, or what? I think I have to…
On the west coast, the attack on independent provinces begins. A scout reports an Arco force of 50 Slingers and Heavy Cavalry, with an Elephant. May be enough to take the big city, if he attacks. Next turn I may have to choose between a coastal plain and a small inland town.
By the east bridge, C’tis has bulked up: 110 Militia, City Guard, and Tomb Worms. Not enough to take me here, I think, but may be enough to block my gutting his nation if he hits me in the northeast. No matter. If he attacks, I will go berserk against his forces, cut off his expeditionary force, and ravage his holdings up and down the east map edge, or die trying. I also think Arco may dogpile him if he does attack me. Too bad we are the wimpiest military forces in the game. I convert most of my researching priests to preaching this turn.
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November 17th, 2005, 12:01 PM
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Corporal
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Join Date: Feb 2004
Posts: 165
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Re: Abysia CB 5.0 AAR
TURN 49
A new arena fight! I didn’t get a chance to buff the Manticore, so I’m not going. Also, C’tis is tying the Manticore down to defensive duties.
On the west continent, I stay defensive. I’ve decided to try for a second fort (in the Fish province), and will start with a Temple because my dominion is so low here. Next, I’ll put in a lab so I can get gems and item production rolling. After that, we will see.
On the west coast of the east continent, I’m off to a rocky start. God’s Justice isn’t that good against Heavy Infantry. My normal troops hit the line slightly first and are ground up, then the mercs start taking hits. Without magic support, I may not have won this (Will’o Wisps surprise me with their effectiveness—I’ve become a fan, plus the graphic is cool). Nonetheless, I advance against the second Plains province, because it’s in range of a small force of Devils I can fly in. Arco just stands there this turn, so I may have a shot at the big city.
On the northeast front, I’m going to build a Lab under the Manticore (province #195), so I can guard and research at the same time. I may even fortify here if the peace lasts long enough. I have scryed a place I already checked—I’m doing this far too late at night. One more turn, I think, and I’ll take a break. Magnus shows up, I stay defensive in the northeast, and C’tis leaves two moderate garrisons. We stare at each other.
Free Nature gems this turn. I can use them! There is barely enough money to cover the mercs this turn. I can’t afford to lose the Wind Master, so I delay the Fish Temple and put the rest of the money into more troops. I also start forging: A Girdle of Might and Horror Helm for the Manticore, and a Wand of Wild Fire for the defense of the northeast or the east bridge.
Current Gem Income: 7F1A1W2E5S5D2N. Gold Income 1,042 this turn. I hit a performance wall and end the session.
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November 18th, 2005, 10:38 AM
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Corporal
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Join Date: Feb 2004
Posts: 165
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Re: Abysia CB 5.0 AAR
TURN 50
New developments on west continent! Man is definitely at war with Caelum. A force of 20 Blackhawks from Man has replaced the Caelum Militia next to my fort. All my provinces within flight range of this province now need to be proofed against this attack.
It’s just as well I didn’t try the Arena. Caelum’s pretender has almost 500 hit points and regenerates 17 per round, in addition to being lightning- and poison-proof. My 230-point Manticore would have been chutney.
On the west coast of the east continent, I can now see why Arco stopped. The big city’s garrison is 100 Barbarians. I divert my attack line into the smaller inland town (20 Militia/Light Cavalry). Apparently, Arco has only a small bridgehead in this area. I have to seal that off as quickly as possible, so I can mop up the remaining Forest provinces on my own schedule.
For the second turn running, the blood hunts are dry. I pull from the sacrifice pool to summon a single Devil this turn. I *must* solve this blood hunting issue. Interestingly, a Blood economy thread has started on the Forum. Just what I needed!
Scores: For provinces, I lead. Ulm (declining), Man (rising), C’tis (stagnant) and Pythium (dip down), form a second tier pack.
For income, I lead, but have spiked down and Man is close behind and growing. Ulm, Pythium, and Caelum form a second tier, and are declining.
For gem income, I clearly lead, with C’tis more than one find behind. Ulm, Caelum, and Man are almost a dead heat, with Ulm stagnant and Caelum spiking down exactly the same as Man spikes up. They are about half me, and C’tis splits the difference.
For research, Arco leads, Caelum and Man are a neck-and-neck second at about two-thirds Arco’s value, and I’m next, chased by Pythium, I’m about two-thirds Caelum’s value.
For dominion, Ulm leads, but has leveled off, and Caelum is closing the gap. C’tis and I are virtually tied, me rising, him declining. Pythium is falling rather sharply. Man is oscillating but static. Arcoscephele has fallen completely off the graph.
For armies, C’tis is still so strong it’s scary (I’m at 2, C’tis is at 18!), almost as strong as everyone else put together. Man and Ulm are about equal (at 8 and 7), Pythium leads Caelum (about 4 to 3). I’ve passed Arcoscephale.
This changes things a little. The Man/Caelum war is going badly for Caelum. The time to strike C’tis is now or soon, before Caelum falls—I have to beat C’tis quickly enough to bolster the west before Caelum goes completely. Should I close the border with Arco and build more troops before striking? I get the feeling that if I go to war now, I will destroy a mighty empire. Stay tuned.
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November 18th, 2005, 12:40 PM
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Colonel
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Join Date: Aug 2005
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Re: Abysia CB 5.0 AAR
may i ask what caelums pretender is just out of interest (you probably said somewhere else)
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