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November 30th, 2004, 10:00 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
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Re: Fools Lament II - Newbies Welcome
Quote:
Nappa said:
Grats Yossar, well done. Boy did I learn a ton! I love the innate anti SC capability of CW. However, I have to figure out how to research with them at a much better pace.
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Heh. Research definately isn't easy as CW, but it's easier than, say, base Vanheim. You just have to be more creative about research.... ( Wouldn't it be _nice_ if it was like the original Moo and MoM, where conquering a city might give you some of their tech / magic? )
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Wormwood and wine, and the bitter taste of ashes.
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December 1st, 2004, 01:47 AM
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Corporal
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Join Date: Sep 2004
Posts: 104
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Re: Fools Lament II - Newbies Welcome
do you need the master password to examine the turn files?
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December 1st, 2004, 03:06 AM
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Sergeant
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Join Date: Feb 2004
Posts: 365
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Re: Fools Lament II - Newbies Welcome
Hmm, I just looked at the 2nd to Last turn and it's pretty interesting. I'm really glad I didn't have to fight Tien Chi. That's a lot of Devils and Tartarians.
Everyone did a really good job of spending their gems. I think I was the only one with huge stockpiles. It's just really hard to spend large quantities of fire and water gems.
It's too bad that Ticky Pokey didn't show up for the final battle at Man. I guess I could have sent my ghost king in as well.
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December 1st, 2004, 09:54 AM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: Fools Lament II - Newbies Welcome
Yeah I made a SERIOUS strategic blunder in the Last couple of turns. I should have immediately moved to counter Mictlan's control of one or more of the capitals he held... probably Man or Matchaka. That devil/tartarian army I am quite certain would have held just about anything that could be thrown at it in check.
That and I should have prepared better for the adventure under the sea... I mean, I KNEW there were water queens there I should have brought the tools to deal with them, instead of retreating in ignominy.
Oh well... I was stuck in a "long-term planning" strategy and couldn't snap out of it fast enough to deal with the fact that armageddon had already arrived!!
rex_havok: yes you need the master password to check out any nation other than your own (assuming they had passwords set).
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December 1st, 2004, 11:35 AM
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Corporal
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Join Date: Apr 2004
Location: Norcal
Posts: 102
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Re: Fools Lament II - Newbies Welcome
Yossar what did you use to defeat Mans large vine ogre/Bane lord armies?
At one point in the game I had most of the game covered with spies. But by late mid game they had all but one been found and I was basically blind. Do you continue to send out spies so you can see what is going on? Is there another way?
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December 1st, 2004, 12:20 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: Fools Lament II - Newbies Welcome
I fought and destroyed some large Man armies with my devil/tartarian squad... on two successive turns I destroyed one army consisting of living statues and vine ogres, and then on the following turn defeated an army of some 50+ bane lords, angels, and other commanders.
These battles occured around turn 72 or 73 I think?
The bane lords were not well equipped, so wrathful skies and my well equipped devils cut a swath through them, I think perhaps 12 or 15 of them escaped that battle, to be mopped up slowly over the next few turns. The most dangerous things for me in that battle were the angels, which accounted for two fully equipped ice devils before going down. Flambeaus kill devils dead!!
Coincidently a fire destroyed the lab in the province where my devil summoners were, and I could not re-summon the ice devils for a turn... imagine my relief when I re-summoned them on the following turn and they answered!
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December 1st, 2004, 01:08 PM
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Corporal
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Join Date: Jan 2004
Location: Canada
Posts: 104
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Re: Fools Lament II - Newbies Welcome
The Bane Lord vs devil/tartarian squad battle, IMO, really only worked well for you because of the storm that grounded my flying Bane Lords (and I started them from the back...) - Half of them did not get into battle at all before they all routed...
I think it would have gone in my favor if not for the storm, as I would 5-7 Bane Lords per devil/tartarian.
I think I had 55 total leaders, of which 42 perished foolishly!
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December 1st, 2004, 01:14 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: Fools Lament II - Newbies Welcome
Well I am not sure it would have gone so well for you. With the wrathful skies doing constant damage, I think my SCs (which had good prot and excellent defence stats) would have held their own. Of course, with the turn archives available, one can always test that theory!
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December 1st, 2004, 04:08 PM
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Sergeant
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Join Date: Feb 2004
Posts: 365
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Re: Fools Lament II - Newbies Welcome
Quote:
Nappa said:
Yossar what did you use to defeat Mans large vine ogre/Bane lord armies?
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I think I had two tactics for that. If the bane lords were alone, a whole bunch of ghost riders will kill a couple and then they'll all rout. I don't know if I ever managed it (I tried), but if you can capture all the neighboring provinces with ghost riders/call of the winds then the routing bane lords all die.
Otherwise, any decent lightning-immune army (I used a bunch of mechanical men) with a staff of storms, wrathful skies, and a few support mages casting evocations could handle bane lords and vine ogres. You really don't even need to be immune to lightning if you have a good amount of mages bLasting them.
I also had my own squad of bane lords with herald lances to counter enemy bane lords, but never got to use them.
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December 1st, 2004, 04:21 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: Fools Lament II - Newbies Welcome
The ghost riders dont work against the flying bane lord masses... the bane lords fly into melee and at that point the ghost riders will rarely get damaging hits on them. I did actually cast 3 ghost riders at a group of perhaps 24 bane lords, and they failed to kill any.
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