I'm doing this Velensk style, see how it goes. Wrote this all late, late last night when I couldn't sleep. Slightly sleep-trippy, as a result.
*ahem*
Turn 1:
DS: Not the greatest recruit: Two expensive and situational Urfserkers less than ideal, two footpads on one side less than ideal, and they are not even bought at the edge of the castle. Note that a footpad on 18,5 (the lower Urfserker) could go straight south-west to village 11,9 on the first turn.
Nil: I send my leader onto a village that... I already control. Smooth. Causes my leader to waste the next turn
Turn 2:
DS: Three villages not taken on this turn. Also, there are three dwarves not on villages. Hm. Additionally, urfserkers don't lead attacks very well, due to instantly dying to melee units. Additionally, putting forces in the middle of this map is ill advised, as they do not help control villages. Missed out on 9 gold, this turn - equal to losing half a Dwarfish Fighter.
Nil: I fan out wonderfully, taking every village, save for the one I missed by sending my leader to the wrong village.
Turn 3:
DS: You got the three villages, leaving you only 6 or so gold behind me. Dwarves still going through the caves. Shouldn't you be petrified by the basilisk? Come to think of it, this is a horrible place to fight. But anyway, I don't think those two villages can be taken purely from the cave side. From all my experiences of this map, only the path going through 23,14 is viable, and only if all the other defenders are picking their noses. Also, sending the Footpad back to get a village rather than getting them in the reverse order takes up time as well (though you aren't attacking during the night, so it doesn't really matter).
Nil: I kill the Urfserker, and bring over another skeleton to help fortify the center, just to be sure. (Having two skeletons on the villages is better defense than a DA on one of them.) Unfortunately, this means that my attack force up the western side is purely composed of DAs. On the left side, I peek with an adept, see the leader, and back away. 28-1 damage is absurd.
Turn 4:
DS: Nothing of note. Retreat is better than hanging around the undead during the night.
Nil: Ineffectual Nil is ineffectual. Attacking the Urfserker was probably worth it, given the chances and the Urfserker being more expensive, but that didn't work. I wanted to pin the footpad in the village for the DAs, but attacking was silly (gets healed anyway) and he can always escape out the back. In fact, the most effective part of this turn is doing friggen DA scouting, and finding that the leader has left the village.
Turn 5:
DS: Dwarves come back down again, silly them. Should have sent them around the side. Watching the replay induces hilarity concerning my DA snagging that village - he's one hex outside of the sight/attack range of an Urfserker. And the DA has no back-up at all! Good recruits for ghost-hunting. 50% chance of 9 damage to the ghost, then if it hits, the Urfserker can finish it off. If it doesn't hit, no need to risk the Urfserker.
Nil: Having seen the Fighters and measured their movement (which could get into the water, but not to a village, I opted to leave my skeleton a bit back, as not to be glaringly obvious. I also recruited a ghoul, since being poisoned in shallow water several hexes from a village seems like bad new bears. Also a ghost, as to explore the west without putting my DA in harm's way. And thank goodness, given where the Urfserker is healing.
...In the west, the DA does his thing, not enough, of course. I probably should have moved my ghost out of there, but I figured that night-time combat against an urfserker is probably in my favor, and there's only a 50% chance of getting hit by the Thunderer, and the Footpad doesn't do much damage... yeah, shoulda called off that whole attack there, certainly until I got some skeletons. I am dumb sometimes.
Turn 6:
DS: So I am losing now. I've lost 36 gold of units, and only killed 19. That's a difference of 7 gold. ...which is more than the 6 gold difference between how quickly we grabbed villages, but less when you notice the DA sitting on the village, giving me a relative gain of 4 gold a turn for one turn. Money is dudes, but dudes aren't the same as dudes who are in the right place. My saving grace, of course, is that the two fighters are stuck in the middle, doing nothing and less. Ghost dies, to nobody's surprise.
Nil: Retreating my DAs out of range of the dwarves. The Footpads don't work me right now, not against adepts, so me having some idea how you are attacking is worth it. Probably didn't need two. I've been recruiting skeletons for your Urfs, and I send one to hide in the deep water. Using submerge leaves me very satisfied. Ghoul and skeleton take defensive positions, and my ghost moves up. For some reason, nobody seems to see my DA up there, and I don't want to spoil that I'm doing things on that side.
Turn 7:
DS: I think your footpad sees my DA. I don't know that yet, of course. It would be cool to jump him, but you're Knalgans, and it's the day, so I guess that's not really an option. I wouldn't have retreated so much on the eastern front. You're basically invulnerable during the day. I mean, sure, I could fight you, but after I do 7-2 damage to your guys, you do 7-3 or 18-1 (x2) to my poor DA. So better to get hit and run away... which means on your end that you can hit and I won't fight back. Not sure about your big footpad recruit - I generally have one for each front (for vision purposes and finishing folks off), but Dwarven Fighters are just so wonderful in this match-up.
Nil: Relief for the DA arrives. The ghost is supposed to hold the village, with the other two as back-up. Amusingly, my ghost can't see your footpad because I wanted to keep him back out of sight - I thought you still didn't know about my DA. I position my DAs to dare you to attack. Trading an DA for an Urfserker seems pretty sweet to me. Unfortunately, one skeleton is a bit visible. I also get a bat to have a better idea of what is going on in the east. Nanananananana... bat-cam!
Turn 8:
DS: On the west, not sure what your fighter is doing - dwarves are sucky in water, and a dwarf on flat land has nothing more to fear from a DAs than a dwarf anywhere else. The footpads aren't exactly the high-offense units to drive someone out of a village, either (remember, kill quickly to avoid the village healing mattering).
On the east, I now see what you were doing. Unfortunately, this makes your attack too late in the day. If only those Fighters weren't in the cave, you could have attacked earlier. I mean, this is morning - you should be hitting things already!
Nil: Awkward unit shuffling abounds as I try to figure out how to lure your Urf to his doom. I'm like a siren, but without all the flesh. Ghoul starts up the middle to distract reinforcements... and because I have nothing better to do with it.
Turn 9:
DS: You get your footpad through, causing all kinds of trouble. I figure I'm going to lose the village, because I have to hunt damn Daedryn down. However, you send your leader to roost on a village, rather than having him shoot ghosts with his BFG. On the other side, your attack starts to come together. I dislike putting evasivefoot (that's the move/resistance type) on flat terrain, but in this case it's probably worth it. This sort of screening is how you get Urfserkers to work, after all. (That and having such a strong presence after the Urfing that nobody dares attack the Urfserker. There aren't two level 1s in the game that are worth trading with an Urfserker.)
Nil: I agonize over whether to attack the urfs. But I decide to wait. More unit shuffling results. I also recruit two DAs to help hunt the footpad (and reinforce the west). Wrong units, of course - I probably should have had a DA and a Skeleton, to be better at reinforcing - the DA alone can kill the footpad, come nightfall. Too bad for me. Ghost goes to threaten the cave villages. Rule through fear of force, not force itself, right? Hopefully my one ghost will force two units to roost on those villages.
Turn 10:
DS: And the attack! Surprisingly non-violent. I would at least thrown rocks at the skeleton, and probably bashed it with a hammer. If you had done that, it may have been a fairly fair fight with the Urfserker on the hill. Also, did not really press the attack very hard on the ghost. You roost a guardsman on the hill, but you don't really need to occupy villages when you can shoot a ghost for 14 damage with that gun of yours. A more aggressive attack on the ghost would have been good, expecially since I only have two reinforcements within a turn's reach, and one DA isn't really lethal.
Nil: ...and this is the turn I probably win the game. Kill the footpad with magic (good against his high defense and low hit-points, and then kill both of the Urfserkers.
Turn 11:
DS: This is the turn where you lose the game. You don't run away with the dwarves, and they can't defend against DAs. If the DAs are going to kill you at night, don't fight them. Meanwhile, you doom a footpad and shoot ineffectually at the ghost.
Nil: Kill two footpads and a Fighter, take back both villages: now at 10/16 villages and I have more material than you. Unless I am drastically stupid, you have no chance, and should be making your time.
For those of you who are curious, I did eventually win.
Showing posts with label Knalgan. Show all posts
Showing posts with label Knalgan. Show all posts
Sunday, April 22, 2012
Wednesday, December 29, 2010
Sulla's Ruins, Knalgans versus MysteryExclamation's Northerners
And so it arrived. Another match of me trying to beat her Northerners with my Knalgans. Same as when I lost...
I started this match with a footpad and a gryphon over in my starting keep, then immediately moved east to recruit a bunch of dwarves on the eastern top keep. I then sent them hurdling down the side, and eventually moved my leader to the midway keep on the east side.
Meanwhile, my gryphon and my footpad wandered around grabbing villages and hitting targets of opportunity.
In the east, I holed up on hills and mountains, and ME led a relatively ineffectual assault against my position. My retaliation slaughtered her attack force as it became day, and I moved down a bit, and took up positions a bit further. Dwarf-creep. It was my new tactic against Northies.
On the other side, my gryphon and footpad did will until they ran into an archer and an assassin, who proceeded to kill the footpad. My gryphon ran south, hoping to draw them away from my villages, but they went north. By then, I sent a Ulfserker across, and he arrived just time time to stall their advance. They could out-see him (Or at least the assassin could), so they didn't get mauled, but they weren't willing to go where he could attack. They waited until she sent up a naga, and I sent another unit or two to support. I eventually got her naga in a land-battle, when she took a village with it, and then I was able to drive her away on that side.
On the other side, we fought hard and... bloodily. For the northerners. They couldn't take my hills and mountains, and I would attack at the end of night/start of day. I took a few more losses (three by the end of the game, I recall), and made her pay dearly for every little corpse.
As the battle wore on, I gathered experience and troops, and my stray gryphon grabbed villages.
Soon... victory was mine.
Friday, December 24, 2010
Howling Ghost Badlands, Knalgans versus MysteryExclamation's Rebels
Howling Ghost Badlands is an odd map in that it's basically diamond-shaped from the directions you can start in and, what's more, it actually matters. There's stuff (villages) in those corners, so you ought to fight over them. Also fake villages and villages that are hard to see. What's with that, anyway?
In any even, I started with a good deal of outlaws and other things that move fast, and took over my side of the map quickly. I advanced my leader at the same time, and then grabbed a bunch of dwaves when I got to a forward keep.
I then pressed the attack via dwarves on the west, and used dual footpads on the eastern front to trap and attack an elf. I later followed up with a dwarf. Early on I took a village, and I managed to hold onto the 1 village advantage the whole game (thus I had about 133.33% more villages than my foe my 8 villages to her 6 villages).
I got some good ulf-usage in the cramped quarters of the western battlefield (or against elves in general, really...), but overall the steadfast power of the dwarves triumphed over the pansy elves and their frail human allies. Meanwhile, the eastern front went alright, and I generally distracted people there until her leader got involved. 70% dodge doesn't work against marksmanship. Oh well. Instead, I fled and grabbed villages instead, which worked out pretty well for me.
I eventually crushed her forces on the east, and then attacked forward, took her semi-forward keep, and recruited three ulfserkers with all the money I was getting.
Urfserker > Elvish Marksman
I won.
Weldyn Channel, Knalgans versus MysteryExclamation's Northerners
So... this went badly. Or well, but in the wrong spots.
I recruited dwarves and outlaws. Sent the outlaws down one side, and the dwarves down the other. Turns out that I'm fighting Northerners.
The dwarves do well, but the outlaws get overwhelmed and retreat, then die. Note that I played a bit of mindgames here to convince ME that assassins were a bad idea - they are, in fact, a vital tool to get dwarves out of mountains. My leader is off dicking around somewhere.
ME gets all the villages on the western side, starts to make lots of money. Recruits lots of units. I get holed up in my castle. I get my leader back, and he recruits lots of units... all of whom are stuck at the same bottleneck that ME's troops are suck in. I can't fight my way out, and as time goes on, her controlling most of the villages lets her buy tremendous amounts of units, while I can buy very few.
This tells, and I die horribly to Nagas assassinating my leader slightly before I would have died horrible to northerners overwhelming my forces.
SIGH.
Very embarrassing. I resolved to get better at the Knalgan vs Northerner matchup. Also on Weldyn channel - if there were one front, not two, I would have done a bit better - as it was, she played on my dwarves slow foot-speed, and I couldn't use them to support my outlaws. Don't worry, faithful readers - I won this matchup the next time we clashed.
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.
Monday, November 29, 2010
Cynsaun Battlefield, Knalgans versus MysteryExclamation's Loyalists
Cynsaun Battlefield is... huge. ME and I had never played on it before, and we both were a bit unsure what to do with it all. I grabbed two Gryphons (which never seem to work out well for me), and then a relatively quick-moving assortment of mostly Hodoric troops, plus a dwarf, by accident. I then immediately moved my leader forward, recruited some more when I got to the next keep.
By about then, I started seeing the enemy. I saw a horseman over west, and later the leader herself (White Mage) on the south-east. I decided to move my leader closer to hers, and see if I could hem her in, there. I had an abortative plan to Ulf her, but that was dashed when she full-recruited in her new keep (the south-east one).
I lost all my gryphons pretty quick, but she was unable to send reinforcements to the battle in the West. I had more invested there, and while I lost more units than I won, I secured control of that area while engaging my foe fairly actively from my central keep.
I then proceeded to gather villages while recruiting dwarves for the close-in fighting between me and ME. ME moved up to an even nearer keep, scarcely ten hexes away from my own, and between the white-mage healing and the good defensive position, managed to drive back my Dwarves pretty well.
But I had most of the map, and continued to get more of it. Before long, I was getting 70+ gold a turn, and that started to take a toll on ME. She ran south, and I called in all the village-gatherers, and killed her as my hordes were advancing from the north.
A fairly epic battle, but one that was mostly decided when I killed off the forces on my west. Or, arguably, when I set up shop in the middle of the map, since that made everything possible.
Wednesday, November 17, 2010
Freelands, Loyalists versus DC's Knalgans
http://www.4shared.com/file/KYhE39Tx/2p_-_The_Freelands_DC_replay_2.html
DolphinCheddar's first Wesnoth game against a real human opponent!
I won, unsurprisingly. I was loyalists, and I didn't know what to expect, so I stocked up on spearmen and stuff. Grabbed a Horseman for the Western front. Embarassingly, I forgot to grab a village on my first turn.
I marched forward and took the hills and stuff on my side of the Freeland basin. The sun was just setting, and I had noticed two Griffins on DC's side. Knaglans are neutral, sometimes chaotic, depending on the recruits. Griffins, flying all that, have pretty good defense whereever they are - sort of a fake calvary effect. I kept my troops on the hills, so they would at least survive the night.
DC decided to build up first, and then attack, so she missed attacking during dusk and first watch. She attacked during second watch, but my dawn counter-attack worked pretty well. By then I could see she had griffins and stuff, so I got some Heavy Infantry and brought my leader forward. My leader was the lieutenant, so he gave a bonus to my attackers - I brought down a bird and killed a Thunderer. Meanwhile, I tried to sneak in with my horseman around the eastern front.
I had chosen to ignore the Eastern front, concentrating my troops in the middle. I was sort of worrying about her coming up that side, since I had no intel there, but she seemed intent on attacking in the basin.
During the day, it was a bit of a slaughter - I killed all the troops initally there, and a few troops she sent in to attack as well. In the Daytime, Loyalists are very strong. What can I say.
My horseman got hit by a griffin, and while arguably it could have beaten the griffin (it was on a village), I saw DC's leader (a trapper) leave her castle and wind up on 30% terrain. As it turns out, I couldn't quite kill her leader. My horseman did 22 damage, and attacked twice, but the leader had... 45 HP. 1 too much. I attacked anyway, hit twice, and brought the leader down to 1. The next turn I brought a spearman across to finish off the leader.
And so the game ended!
General strategic notes for DC:
During a favorable time of day, it is the moment to attack. The defending player generally has better terrain, so only when you have the advantage of day is it favorable to attack an entrenched position. In one way of looking, this is what you did wrong - you attacked a fortified position right at teh end of your units' favorable time, and that just went wrong.
A different way of looking at day of time is to say that you don't want to attack an fortified position anyway. Instead, use speed to attack / seize undefended objectives, and draw the opponent off of their hills and out of their forests. If they are out during the night, then they are at their most vulnerable. I prefer to do this during the last part of their favorable period, as to hold land as long as possible. Applied to this situation, my forces the whole night were sitting on hills and defending... only one village. If the griffins had been sent around the sides, taking advantage of their speed, they could have seized villages. If they seize villages, I can't attack them until daytime (grifs are strong...) and then I spend my favorable time reclaiming my own villages rather than counterattacking, and if I can't get back by night, you can seize my own defensive position.
Other errors included tactical things, specifically not checking resistances, all that.
Also leaving the leader out in the open, though that could just be a question of giving up, at that point.
Don't attack loyalists during the day. Maybe Drakes can do it. If they are careful. But if you aren't also lawful, you have no business attacking a lawful army during the day. When dawn arrives, run, run away. If you are faster, you can avoid being attacked altogether.
Anyway, yeah. Oh, and griffins are over-priced.
DolphinCheddar's first Wesnoth game against a real human opponent!
I won, unsurprisingly. I was loyalists, and I didn't know what to expect, so I stocked up on spearmen and stuff. Grabbed a Horseman for the Western front. Embarassingly, I forgot to grab a village on my first turn.
I marched forward and took the hills and stuff on my side of the Freeland basin. The sun was just setting, and I had noticed two Griffins on DC's side. Knaglans are neutral, sometimes chaotic, depending on the recruits. Griffins, flying all that, have pretty good defense whereever they are - sort of a fake calvary effect. I kept my troops on the hills, so they would at least survive the night.
DC decided to build up first, and then attack, so she missed attacking during dusk and first watch. She attacked during second watch, but my dawn counter-attack worked pretty well. By then I could see she had griffins and stuff, so I got some Heavy Infantry and brought my leader forward. My leader was the lieutenant, so he gave a bonus to my attackers - I brought down a bird and killed a Thunderer. Meanwhile, I tried to sneak in with my horseman around the eastern front.
I had chosen to ignore the Eastern front, concentrating my troops in the middle. I was sort of worrying about her coming up that side, since I had no intel there, but she seemed intent on attacking in the basin.
During the day, it was a bit of a slaughter - I killed all the troops initally there, and a few troops she sent in to attack as well. In the Daytime, Loyalists are very strong. What can I say.
My horseman got hit by a griffin, and while arguably it could have beaten the griffin (it was on a village), I saw DC's leader (a trapper) leave her castle and wind up on 30% terrain. As it turns out, I couldn't quite kill her leader. My horseman did 22 damage, and attacked twice, but the leader had... 45 HP. 1 too much. I attacked anyway, hit twice, and brought the leader down to 1. The next turn I brought a spearman across to finish off the leader.
And so the game ended!
General strategic notes for DC:
During a favorable time of day, it is the moment to attack. The defending player generally has better terrain, so only when you have the advantage of day is it favorable to attack an entrenched position. In one way of looking, this is what you did wrong - you attacked a fortified position right at teh end of your units' favorable time, and that just went wrong.
A different way of looking at day of time is to say that you don't want to attack an fortified position anyway. Instead, use speed to attack / seize undefended objectives, and draw the opponent off of their hills and out of their forests. If they are out during the night, then they are at their most vulnerable. I prefer to do this during the last part of their favorable period, as to hold land as long as possible. Applied to this situation, my forces the whole night were sitting on hills and defending... only one village. If the griffins had been sent around the sides, taking advantage of their speed, they could have seized villages. If they seize villages, I can't attack them until daytime (grifs are strong...) and then I spend my favorable time reclaiming my own villages rather than counterattacking, and if I can't get back by night, you can seize my own defensive position.
Other errors included tactical things, specifically not checking resistances, all that.
Also leaving the leader out in the open, though that could just be a question of giving up, at that point.
Don't attack loyalists during the day. Maybe Drakes can do it. If they are careful. But if you aren't also lawful, you have no business attacking a lawful army during the day. When dawn arrives, run, run away. If you are faster, you can avoid being attacked altogether.
Anyway, yeah. Oh, and griffins are over-priced.
Wednesday, November 3, 2010
The Freelands, Knalgan Alliance versus Kallaster's Loyalists
(Replay on other computer. I'll get it... sometime.)
First off, I was using Mesaba's twin sister, and that computer still retained the setting from playing Biophlosion. Namely a relatively strict time limit.
I didn't notice it until after the game, when talking with dear Kallaster. See, I take my turns relatively fast, when I am paying attention, so it never was an issue for me. For her, she was reading unit descriptions, recruiting... and ran out of time. Only recruited a few units on her first turn.
On my end of things I bought three dwarves at the start, and raced them downwards. Freelands has some nice hills and mountains, so I wanted to clog up the middle there. I also sent bandits down both sides, with mixed results.
Kall didn't have enough units at the start, and this showed in her only expanding slowly. I was bearing down on her door with dwarves, of all things, and she had barely gotten her villages. I beat away some isolated units, and set up shop on some nice hills for the day.
During the next night, I just started cutting down her troops, all fairly well. In her counter-attack, she really, really, really should have been able to kill my Urfserker, but somehow it survived... and leveled up. Then her connection died, but by then the result was obvious. I switched it over to computer by accident, and it immediately shot arrows from the Lieutenant to the Berserker. I then slaughtered it the next turn.
So... kinda lousy for a first game with Kall. We need to play a nice proper game without her getting jumped by time-limits all the time.
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.)
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