Showing posts with label Drakes. Show all posts
Showing posts with label Drakes. Show all posts

Friday, December 24, 2010

Sablestone Delta, Loyalists versus MysteryExclamation's Drakes

I was second-player this time around, and I was happy to be able to jump forward and get to the forward keep on the first turn. Distributed my recruits between there and village-grabbers in the original keep.

ME was playing drakes, and with more drakes than Saurians. I went as fast as possible, and during the last part of the day, I lunged deep into enemy territory to take out a Saurian Augur on the first turn. Indeed, I played very, very aggressively this whole game.

A few thoughts on the match-up:

With standard recruiting patterns, the loyalists have the advantage in damage and health because of the abundance of piercing damage, etc. Drakes can use saurians against piercing folks, but they fall easily to normal guys in the loyalist army (note that they are basically slightly-better/more-expensive fencers with no HP). The other tactics they can use involves being careful about when and where to place attacks, hitting the piercing units with Burners' ranged attacks, and outright killing them before the can retaliate. There are many tactics, but the limiting factor is that they all involve the drake player choosing his or her battles.

I didn't want to let MysteryExclamation choose her battles. Instead I pushed forward hard and made the biggest bloodbath I could. Bowmen shot Clashers, Spearmen stabbed everything, and calvary ran around finishing things off. When the dust settled, I held the position, and had gotten a Spearman to become a Pikeman, which is golden against drakes. Of course, by then I had killed about twice as many drakes as I had lost units, so the game was pretty much up by then.

Back to winning!

Tuesday, November 30, 2010

The Freelands, Drakes versus MysteryExclamation's Knalgans

Woo! Drakes! I like drakes!

I started this game off on a relatively lousy note - I saw an Ulfserker on a village, and my Drake Fighter could fly over to him. The chance to kill him was about 70% or so. I figured that 17 gold worth of Drake was worth risking against 19 gold worth of crazed short-guy. But then he died, badly, and I couldn't even finish off the Ulfserker. (This is like... on my third turn. I figured she would start screening better once other units caught up.)

So that was disappointing. Night fell after that, so I mostly retreated, but I did send out my scout to distract people on the north-west. Only the gryphon could get to it in one turn, but it managed to hit twice, which was annoying. I recruited night troops, since ME had gotten close enough for me to use them right away. I then jumped Poacher with Saurians - Saurians might be annoyingly fragile to most things, but they do have 20% resist to pierce and to arcane. I didn't mind a few arrows, and the melee attack was pathetic too. He died.

I also sent up a saurian to distract the fighter and the thief who were coming down the middle, hitting the thief while he was on flat terrain. Not so great. And the dwarf hits twice and kills him. Boo! Hiss! I do get some measure of recompense when I saw his thunderer leave the mountain and miss a saurian. He had a sixty-percent chance to kill there, but I figured she wouldn't do it, because the thunderer would definitely die the next turn, and a thunderer costs more than an Augur. Him missing and also exposing himself was delicious. He did hit the other Augur when I attacked him the next turn, but the other augur had enough health not to die right away. More importantly, I finished him off with the Skirmisher, because he was on 30% terrain, not 60% terrain. That's a clean +75% damage.

Since ME couldn't see that side now, I snuck my Clasher up that way. I was rewarded when an unprotected Ulfserker wandered into view. 99.3% chance to kill, anyone? On the other side, ME attacked my castle, killing a skirmisher with good luck. This is me on the losing side. My retaliation killed the dwarf, but couldn't finish off the (now highly experienced) Thief. I did level the Skirmisher, though. (ME said it didn't count, because it was only a saurian.)

Her retaliation was a bit worse than expected - the poacher and the gryphon hit my scout, as expected, but the gryphon hit twice and killed the poor thing. This broke my screening, and let the Ulfserker do its thing on my drake burner. Burners are expensive!

I really did want to kill that experienced Thief, and lo! I happened to have a level 2 skimisher with move 8 (The lizard runs like a horse...). I also had a clasher, which paired up nicely with the ulfserker, and my leader chopped the poacher to 1 HP, and then I finished it with a Augur.

ME recruited 2 guardsmen during this time. I don't like guardsmen. They are obscenely tough, but they don't really fight back. I'd rather have a unit that will make my opponent pay in blood for overcoming the position, not just one that holds it for a while, but eventually dies, dealing minimal damage. There are merits to the guardsmen, but... well, I kept this in mind.

Embarassingly, the thief and the gyrphon were able to kill the level 2 ambusher, partly because the gryphon hit twice. Silly double-hitting gryphon! And the gryphon also leveled up. Choke on a pluot, but I'm not going to let him get away with that. (Particularly since it had it's back to the wall, one of the few cases where cornering is made easy. However (killing the thief with the clasher), I could only do this by blocking with a saurian Augur and my leader. The Augur was high experience, but the Gryphon Master would have to hit twice to kill it... and if he didn't, it would level up, letting my kill the Gryphon easier.

Yeah. Hit twice. Good grief, Gryphon, every time you attack, you seem to double-hit.

The plan was to hurt him with the leader, then finish him off with the clasher, almost leveling it. However, I hit the wrong leader attack (the 11-3 attack, rather than the more-likely-to-seriously-injure-but-not-kill 17-2 attack. (2/3 hits is more likely than 2/2 hits), and killed him.

One poacher attack later, my leader was down to 14/62 HP, and beat a hasty retreat. A lousy retaliation by the clasher and the augur was unable to finish off the poacher, and it retreated with 2/30 HP. I then recruited one of everything, except for a scout, and found myself in that possition again - the one where ME's units are spread across the map, and all of mine are at my base (with slightly more, in this case, not less). This usually results in a bloodbath, and my victory.

This time was little different, save that the bloodbath took a damn long while, due to the silly guardsmen who refused to die. First I slaughtered a gryphon and a thief, then when the dwarf guardsmen moved off the mountains and stole my villages I... attacked the guardsmen. And attacked them some more. My entire army was attacking them (save for one guy who gave his life to distract everyone else from stealing all my villages while I was so occupied).

I then marched up the side, and slaughtered everything in my path with a horde of drakes. If you have enough drakes to surround someone, they are probably going to bite it.

Eventually I got to her leader, and, killing everyone around him, brought him down to very little health.

...and then it disconnected. Go figure. But Christy and I both count it as a win - I had covered her base in drakes, so she could not recruit, she was at low health, and could not escape, and the only units unaccounted for was a badly-wounded gryphon, who couldn't gank my (inordinately beefy) leader if he tried.

Thursday, November 18, 2010

Caves of the Basilisk, Drakes versus MysteryExclamation's Northerners

http://www.4shared.com/file/2Tx2BoJG/2p_-_Basilisk_ME_Fixed.html

So a few nights back, I was playing truth or dare with the folks on vent. Since Truths are easy, I went for Dares. Kallaster dared me to... well, let's just look at the chat.
What can you draw from this? Well, I had a series of objectives. Lose the game, and make it look like it was fair. At the same time, show in the game that I could have won, but threw it.

11/16 22:48:22 Kallaster: I dare you to play a game of Wesnoth with someone and purposefully lose.
11/16 22:48:31 Kallaster: *evil*
11/16 22:48:35 Yineth: screenshots or it didn't happen
11/16 22:48:40 Nil Athelion: Screenshots?
11/16 22:48:44 Kallaster: mmhmm
11/16 22:48:44 Nil Athelion: I can give you a bloody replay.
11/16 22:48:45 Kanhef: (This is why legalese is so convoluted, to avoid ambiguous interpretation)
11/16 22:48:47 Kallaster: :D
11/16 22:48:54 Nil Athelion: Or computer-cam a replay.
11/16 22:48:54 Kallaster: yes, replay
11/16 22:49:03 Nil Athelion: With commentary.
11/16 22:49:09 Yineth: < 3
11/16 22:49:29 Nil Athelion: Do you want me to make the other person think that I am playing hard, or do you want it to be obvious that I am throwing the game?
11/16 22:49:40 Yineth: playing hard :3
11/16 22:49:44 'Nil Athelion' has left the chat.
11/16 22:49:48 Yineth: >.>
11/16 22:50:05 Nil Athelion: Kall, what is your opinion.
11/16 22:50:07 Nil Athelion: ?
11/16 22:50:09 'Yineth' has left the chat.
11/16 22:50:21 Yineth: Bye bye Dopples
11/16 22:50:54 Nil Athelion: (Also do you want me to lose by leaving my leader open to assassination, or by over-all defeat?)
11/16 22:51:12 Nil Athelion: (Actually, it would have to be over-all.)
11/16 22:51:25 Nil Athelion: (None of the players I play against are really good at leader-ganking.)
11/16 22:51:30 Nil Athelion: (It's sort of my specialty.)
11/16 22:51:35 Nil Athelion: Okay.

I decided that I shouldn't make tactical mistakes, but rather sweeping strategic mistakes.

Mistake 1: Recruiting all pierce-vulnerable drakes, and only Fighters and a Burner.
Mistake 2: Doing a very ill-advised attack through the middle, where the great mobility of Fighters is negated.
Un-mistake 1: MysteryExclamation is playing Northerners, who have very little pierce.
Un-mistake 2: I send a fighter around the side - she doesn't notice, and he grabs all the villages.
Un-mistake 3: I slaughter her attack on the side.
Mistake 4: After slaughtering her attack on one side, I ignore the other side, save for the village-grabber (who I send to an early death).

By the time all the drakes are dead, I'm making 24 gold a turn... so I'm really winning. Her level 2 turns what should have been me scaring her off into... well, she loses her water-mobile level 2. I fight back a bit, and wind up with three level 2s, all saurians.

Mistake 3: So I decide not to recruit units until my current attacking force is done. Should put a damper on things - plus I have oodles of gold by this point.
Un-mistake 4: I seem to be winning. I crush the center, and dominate one of the sides.
Mistake 4: I don't take villages. It would have been seriously easy just to claim all the villages and let her run out of units, even against my guys.
Mistake 5: I don't kill her leader, despite the many opprotunities to do so from my level-2 magic-users. And everyone else, really.
Un-mistake 5: I still seem to be winning - even with her recruiting a few people, I still have most of the villages, and she's too busy to take them back.

...time to get tactical - I pit my magic-users on bad terrain against a high-HP unit in a village. Looks like he's going to die anyway, but I hold back my nearly-level-2 Clasher on the side, and give her enough time to kill them, leveling up some of her units. Also do things light attacking with low-health level 2 guy, using pierce-vunerable drakes against pierce-happy Goblin spearmen, etc. I even manage to bother up the battle in the west.

Un-mistake 6: She sees my Clasher. Now I have to attack with it, or everything looks silly. He has a chance to kill her leader outright. Awkward. Fortunately he fails, and "merely" levels up. I attack her leader again (she has more health now), and let her forces surround and kill my level 2 (rather than running off to a village and getting support.

And now it's just a matter of making it look real.

Mistake 6: I have 190 or so gold. I buy only six saurians with it. That's going to be my excuse for having no waves of re-enforcements - I was building up Saurians with all my money. Or something.

Mistake 7: I split my unnecessarily meager forces between two fronts, rather than using their skirmishing and range to concentrate power and kill things.

Mistake 8: I get my leader trapped out on the front-line (in the cave) so he doesn't look stupid not recruiting anything.

...and then I lose! Simple as pie! Kinda!

Are you happy now, Kallaster?

Monday, November 8, 2010

Hamlets, Drakes versus MysteryExclamation's Rebels

http://www.4shared.com/file/9NDKYqwg/2p_-_Hamlets_Christy_replay.html

So Drakes are probably my best race, all told. But, as I am lead to believe, my Drakes game is... different than most. I have a heavy predilection towards Drake Clashers, with their glorious 6-4 pierce attack, buttload of hitpoints, and good resistances. However, the way drakes are mainly played takes advantage of their mobility, and of their ability to pack a high density of attack power into a few open hexes of attack. Consequently, I've been trying to recruit units other than Clashers, Augurs, and Skimirshers. Like Burners, or like Fighters.

Thus, for this game, I tried to recruit a good mix of units. I did get two Augurs by accident. I also tried my best to measure out how to get a good second turn of everyone getting to villages. It worked... alright.

The lead-up to the first battle started more or less as planned. I jabbed at an isolated Scout to drive him off for the night, then retreated. (The scout jab was so he didn't prevent my retreat, and also target of opportunity.)

However, this got a bit derailed. I can't stem my blood-lust, apparently, and there was this juicy mage... right... there... So I killed her, taking one more unit than I expected. I put the Saurian on the far end, because it was night, and the thing was chaotic, right? Well, I neglected to put it on good terrain, and the different between 40% defense and 60% defense is him taking 150% more damage, and dying. To a shaman!

But after a mediocre assault on her side, I found that the majority of her forces were on relatively bad terrain, all clumped together. I decided that, since the sun was about to rise, I should trap them there, killing as many as possible. It was the reverse of my augur - now they were on 40% terrain, with measly elven hit-points.

Well, despite relatively high kill chances for a lot of my attacks, nobody quite managed to die, surviving with 7, 1, and 1 hitpoints. Also my leader managed to miss all 3 times against the archer, which was embarassing, since the archer had only 19 hit points. Silly mountains. Otherwise I would have been able to finish off the Scout with my Augur, and then use his square to finish off the fighter (or the Shaman) with my Burner.

Things after that went... pretty badly. My Skirmisher, the one who only hit the Shaman 1 out of 4 times, despite a 60% chance to hit, happened to be both at the edge and on bad terrain. He got shot four times by an archer, speared once by a Merman... and then killed by a shaman. A shaman who leveled up from it. Into a Druid.

Druids are... bad mojo. Not only do they have slowing attacks, which seriously mess drakes up, but they also heal 8 hitpoints a turn to everyone around them. "But Nil, don't villages do the same thing?" Well, two things: First, a druid can move with the troops, healing them every turn, and secondly, a village only heals one person for 8 HP. A druid can heal up to six people, each for 8 HP. That's a good 48 HP, more than a Drake Clasher. Even half of that (which happens more often), is 24HP, which is about 2/3 units worth of HP. Getting two units of HP every three turns is... not what I wanted.

On the bright side, she hadn't slowed anyone yet, and it was day, and I was Drakes. I attacked with my leader, who hit once, then with my fighter, who hit once, and then (cutting down the wounded scout) with a Clasher, who hit once. That's 10 attacks against a 40% defense. It hit at half of the average number, leaving the Druid at 6 HP. One more hit - is that too much to ask for?

On the next turn, MysteryExclamation opened up with an Archer, and with help, killed my Fighter, releasing the druid from her hard pin. She ran away, to heal and fight (okay, heal others) another day.

Except... ME took a really long time on deciding the placement of her fleeing units. Suspiciously long. Checking my units, indeed, one of the forward Fighters had a move speed of 7, just enough to get him in range of of her Druid. My wounded Drake was in range to kill one of the wounded units screening the Druid, and so I was off! I slew the wounded unit, and flew past his corpse with my other drake to slay the foul witch. Druid. It worked. (I also freed my leader from being pinned, so I could move down and get back to my castle to recruit.)

Well, it worked, except that instead of having roughly equal losses on both sides, I left myself exposed and took heavy losses the next turn. As in, both my Fighters died, including the one that was almost leveled up, and then she killed my healing Augur and a Clasher. This left me with my leader and one Drake Burner against her entire army. She had 7 units, and her leader. Drakes are tough cookies, but that's pushing it, especially since drakes are uniformly weak to pierce (Clashers aren't technically weak to pierce, but they are resistant to almost everything else).

What to do? Well, I thought I was going to lose, but perhaps the situation wasn't that bad. Losses on both sides were roughly equal, albeit because the Druid counted as a lot of money lost, even if she didn't have to pay to recruit it directly (she paid 15 for a shaman and got a druid, rather than paying 35, the actual value of the unit - leveling up makes you money, you see. And that's not counting the insta-heal).

I got back to my castle, and suffered an attack by a spearman on my leader, which put the unit 1 xp away from leveling. I got to my keep, and recruited a bunch (two) of pierce-resistant Clashers, a Burner, and an Augur. Woo, built-up money!

However, on the next turn, the spearman attacked again and leveled up. Fortunately her horde of units was still only entering my field of sight (specifically, killing my original drake before he could level up). I attacked her level 2 with an Augur, my leader, and two drake clashers. That's 13 attacks of 6 damage each from the melee units, and a 5-3 magical attack. Understandably, he went down like a brick of bags. He also gave one of my Clashers half the XP he needed to level up (Clashers take 32 XP to level up, and a level two gives 16 XP, twice that of a level 1).

The next few turns were... tense, but the sun was rising and she was attacking with Elvish Fighters and Mermen Hunters. My Augur held out admirably against three attackers (finally on good terrain, see?), and then I killed one of them with my experienced Clasher, and then another with the mighty fire attack of a Burner and a Clasher's massive attack. Her counterattack almost killed my experienced Clasher and my Augur, but they lived with a little health.

Now, here I had options. As previously mentioned, leveling up heals the unit fully. I wasn't about to sit around and heal via villages when she controlled the majority of the map - it was live or die, kill or be killed. ...I used my leader to weaken a Fighter, then killed him with my Clasher, leveling it up into an Arbiter, and then used a Clasher to weaken the (primarily ranged) Hunter, and finished him off with a magical attack (70% to hit, one hit needed, but if the opponent got an attack, they would have a 60% chance to kill me. But 60% of 30% is only a 18% chance, so you can see where attacking is handy - the Drake case was very similar). I finished off another unit with my Burner and a Clasher, using that obscene Drake attack power to my advantage.

Suddenly I was winning again. She may still control most of the board, but I had more better units. A Clasher is nothing to trifle with, and I sheer outnumbered her now. With Drakes!

I swept upwards, wanting to take back my villages and end her economic advantage. My Clasher's enormous 18-2 attack worked wonders against any elf with less than 36 health (I.e. all of them), and my units were still clumped together. She recruited a Wose, for whatever reason (more on that later), and I killed that. I chopped up Archers as they came by, etc. She didn't do a very good job of grouping up for a counter-attack, and I carried onwards up the map.

I was leery of making the same mistake as her, and so when I pressed near to her castle, I made busy getting villages and converting my field advantage into an economic advantage. Her leader, a Druid, came out of the castle to fight or die, since without the money she was going to lose anyway.

One of my Arbiters killed her in two hits.

Victory!


(Notes: Woses are a questionable choice against a Drake player - this is not just because fighters and burners deal fire damage, but also because because they only deal impact damage, to which every drake has a 20%-30% resistance. Additionally, Woses are slow, which means drakes can avoid them until they can grab a burner to attack with, and since drakes are fast, they have a sight-range that sees Woses moving into forests to hide. What's more, Woses are resistance to Impact (40%), and pierce (60%). However, every Drake unit has a blade melee attack, so there isn't even that advantage. The only thing they can do is slaughter Saurians, who have 26 and 22 HP, a 10% weakness to impact, and happen to melee in pierce and impact only. (And a ranged attack of cold, but why the Augur is attacking rather than running away is beyond me).)

Saturday, October 30, 2010

The Forest of Fear, Knaglan Alliance in free-for-all

http://www.4shared.com/file/Fway-vPz/User_Map_replay.html

My little brother (9 years old) wanted to play a game against me. He made a 4-player map, and the settings were changed so that each player gets 5 gold a turn, on top of villages.

Due to map design, I started in an inhospitable icy hell, where most of my units moved at a crawl and had lousy defense (except for snowy forests and snowy mountains, where I had defense, but still moved at a crawl). I first moved over to the border, since I knew there were lovely mountains there, and my dwarves would like them. Then I didn't have to fight in snow. Since it was a local game, my little brother saw this, and immediately attacked me, since I looked to be more of a threat. he has a semi-successful battle against me before he called it off to fight on his southern border. By which I mean I didn't attack his drakes for a turn, and then he decided to attack me again because I was "right there". Hmm...

I then fought him a bit, and he decided to actually go and fight the southern battle.

So I stockpiled dwarves on the border there, eventually threatening his leader so he would stay peaceful. Meanwhile, I used my income to build lots of griffins and attack over the ice and the river to down south, taking two villages and farming the northerners for experience.

Eventually I figured I had a good enough position on him that I would win any fight we fought, and I started stealing villages with my griffin. He recruited units to man the flat hexes next to the mountains, and then we went to war a bit after that.

I won the battle, naturally, and claimed his villages. I then sent my trapper around to the keep nearer to the battle, but wound up with so much gold by the time I got there, that I wound up recruiting griffins anyway.

Lots of griffins. SO MANY griffins. I was swarming the enemy units with griffins. I had more griffins than I knew what to do with.

And really, once you have that many griffins, there's not much that's going to stop you. Not a bunch of northerners anyway.

I drew their leader out, and swarmed him with griffin masters. It only took three.

(I recruited 25 griffins that game, I lost 2 normal griffins, and two griffin masters. By the end of the game I was making 63 gold a turn. That's 2.625 Griffins a turn, worth of cash. I didn't really care about losses at that point.)

Friday, October 29, 2010

Den of Onis, Loyalists versus MysteryExclamation's Drakes

http://www.4shared.com/file/Ba5v6PPy/2p_-_Den_of_Onis_replay.html

Okay, this battle went less than well for me, and I'm not exactly sure where I went wrong. No huge strategic flaws, though I probably should have recruited more Bowmen. I don't know, though. I'm never comfortable with having the same alignment as my enemy, even though that happens a third of the time. (Or a sixth, actually, since I prefer not to play mirrors, as I don't get to enjoy the differences between the races when that happens.)

I've been trying to get into the habit of using more fencers, so I recruited one instead of cavalry this game. Figured it was better in closer quarters. However, I still don't understand how to use them. I did fine that the skirmish was really amusing in that I could walk past people to corner them, as I did with the glider. I should keep note of being able to use them for mobile ZOC. The main thing I hear is for them to slip behind lines and finish off wounded units, then be able to slip back. This seems dubious to me. Also wouldn't work against drakes (wounded saurians, maybe). Other things I have been told include using it for harassing villages. I was going to do that, but then I ran into the glider, and hunted it instead.

Spearmen do, of course, work wonders against drakes, particularly fighters. However, I felt I had to keep them on the offensive, to avoid Burners coming in, and attacking them despite their little spear attack. I probably should have figured out ways to keep them on good terrain, though.

I am a fan of gathering experience on my units. However, this is hard against Drakes, as each Drake is built like a tank, and resists things that are not Pierce or Arcane. Except for Clashers, which resist things that are not Arcane. At least they don't dodge well?

I recruited a mage to burn out skirmishers. Magic works around their high defense, and they are a little bit weak to it to boot. However, I lost my mage (20 gold!) to some funky business. If I had more troops, I could have protected it.

In the end, I lost to economy problems. I did manage to finish off ME's wave, but there were Clashers coming up the Den, and all I had was a Red Mage (who deals fire damage, which is wholly ineffective against drakes) and a heavily wounded Spearman, who was three experience away from leveling up, due to all his failed attacks against that level 2. Seriously, he should not have missed 6 attacks in a row. That's just sad.

In other news, Cavalry is not that great against Drakes. I tend to use cavalry against Northerners, both in Horseman and Cavalry variants because they are resistant to blade, and weak to pierce, something that the Northies only can deal from two fragile units. In the Drake's case, the Drakes themselves are resistant to blade, and the expensive horseman is too much at risk from getting skewered. The Drake Clasher has the third most powerful melee attack in the game (After the Horseman's charge, and Wose) and during the day can deal a full 36 damage to a Horseman. Worse (in my opinion) are the Saurian Skirmishers, who can use their titular skirmisher to simply wander behind lines and use their pierce attack to skewer the hapless Horseman. Horsemen get wounded. They charge, their opponent deals double damage... even an Bowman's 4-2 attack turns into a 8-2 attack, the same as, say, a fencer (Well, actually a little different, but ignore that). Horsemen get wounded a lot. While doubling both your attack and your enemy's attack pays dividends whenever you have more attack power than them, it's still going to hurt you, and then there's always going to be a Skirmisher driving a spear up your horse.

At the end, I felt my only option was to gamble on level up my units. I had lost so many villages that I couldn't recruit much at all, and if I just played normally ME would grind me into dust, slowly but surely. However, a streak of bad luck kept me from getting the Pikeman I was dreaming of...

And so I wound up all losing and stuff. Sad cookies. (And the internet died and killed the game, but I don't think there was much chance of me winning then.)