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November 19th, 2011, 04:00 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Olm, thanks for another very nice post. Nice touch with the bard being strangled with his own lute string (and those unrest causing bastards do deserve it).
And on that note, we can call it a game! I've heard from Louist and he is happy to share the victory with Olm.
I think this game saw some good play all around and I'd welcome everyone's impressions of the game and the format. I'll write up a little AAR describing the misadventures of Pan. 
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November 19th, 2011, 06:59 AM
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Sergeant
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Join Date: Jun 2011
Posts: 272
Thanks: 13
Thanked 6 Times in 6 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Quote:
Originally Posted by Valerius
Olm, thanks for another very nice post. Nice touch with the bard being strangled with his own lute string
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Thank you. The story came to my mind when my Bard was discovered and immediately afterwards my raiding thug in the same province. The Bard died without chance. But the thug did very well and killed most of the PD sending the rest running.
I think Lord Wardens work well in that role against human PD. my standard equipment is a marble armor (or stone boots) a brand a vine shield, a pendant of luck an boots of the messenger.
Quote:
Originally Posted by Valerius
(and those unrest causing bastards do deserve it).
And on that note, we can call it a game! I've heard from Louist and he is happy to share the victory with Olm.
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Great! Peace shall be again in this world, under the rule of Ulm and Man!
Quote:
Originally Posted by Valerius
I think this game saw some good play all around and I'd welcome everyone's impressions of the game and the format. I'll write up a little AAR describing the misadventures of Pan. 
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I am looking forward to it.
I will write some kind of AAR too, and especially some more questions. I learned very much in this game and am very grateful to you Valerius, for answering all my noob questions.
Could you do me a favor and just do one more turn where only your (preferably fully decked out) gorgon breaks siege. I would very much like to see how the tag team I somewhat specialized for her works. just in case I ever happen to meet a gorgon again.
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November 19th, 2011, 10:29 AM
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Private
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Join Date: Feb 2010
Posts: 24
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Thanked 1 Time in 1 Post
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Great story, even though it makes my guys seem evil.
Great game as well!
Look forward to reading some of the AARs.
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November 20th, 2011, 06:43 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Quote:
Originally Posted by Olm
I learned very much in this game and am very grateful to you Valerius, for answering all my noob questions.
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No problem, I'm glad I was able to be of some help. The increase in your skill was very noticeable such that I started thinking maybe I should have sent the gorgon at you.
Quote:
Originally Posted by Olm
Could you do me a favor and just do one more turn where only your (preferably fully decked out) gorgon breaks siege. I would very much like to see how the tag team I somewhat specialized for her works. just in case I ever happen to meet a gorgon again.
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Sure, we can definitely do that. However, I had cannibalized her gear. If you wait until next turn I can send my prophet to a lab and transfer gear. If you don't want to do that let me know and we'll go with what I've got available now.
Btw, one nice thing about the gorgon is that she's got recuperation. So even if she were killed she'd be able to heal afflictions she received in the process. I could also empower her to compensate for the lost magic levels. But even without any magic an awe+0, fear 5, 90 HP (in strong dominion) petrifying unit would still be very useful.
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