our experimental FA GB game has ended on turn 20 with a victory for the Free People. For me it was great fun, although I am very sorry that the game ended this early, since I was poised to strike really hard in the next turns…
I am eager to swap files and chat over what has happened, especially with those players I removed from the game
Do we want to set up a yahoogroup for this?
Hope to hear from you soon!
Final standings: South Kingdom 2000, Ragnarok 1467, Night Watch 1283
Bernd,
player of
Lancre Witches
Night Watch
Trollslayer Clan (took over on turn 9)
This was a great game and I want to thank all of the players for forty weeks of fun! There were ups, downs and surprises that had me laughing, crying and ritualistically stabbing seventeen goats to a gristly red pulp in honour of the game.
…Well, maybe I didn’t do all of those things, but it was definitely one of the most enjoyable games I have ever played. I too would like to exchange XML’s and talk about the game.
Congrats to the FP, I concur that this was a very enjoyable game and was genuinely surprised it ended so early with no DS players playing on, I was informed I was the last DS player and although my nations were in good shape I did not have the heart to continue alone.
I was making good progress in South Mordor as Clan Crushbone and had a great brawls with the Night Watch who I thought were eliminated and Helio afterwards.
My other nation Heart of D’vinn was well protected at the start and combined to make live difficult for the Trollslayers, but well done Bernd on keeping them alive, especially afterwards when I picked up the NK. I though they were out and took my foot off the gas.
The Exiles made life difficult for the NK later, and I am afraid I just was not able to beat this nation into shape quickly to enough to help my beleagured DS allies out in time.
Yes most enjoyable - I played the Ragnarok and Helio. Most of the game I spent trying to get the Babylon nation out of the game who was most tenacious. Eventually turned my attention southwards battling there against defending the lands I had built up fighting 2 nations with one is hard but GREAT fun.
I found the Perceive Secrets spell (and other info spells) very useful in this game. Meant that I could attack and defend where I chose a lot but sometimes a surprise army turned up! Kept an eye on Aamoss as he was a pain but my own agents should kick in soon (missed a few targets earlier).
First game where I tried the recruit MA from a Kingdom that you are friendly too…
Interestingly Emis seemed to fail a lot 525ing. Very few kills over all as well (looks like NK had 3!). Weird that. Probably lack of information.
Any chance of getting another FA gunboat game going? I see the current FA game is having a slow go filling up.
Also, can someone refresh my memory on the setup rules for game 140? I believe the map was divided into regions and there were limitations on how close your nations could be to each other.
And lastly, were folks happy with the setup rules? Any changes you’d make? It sounds like it was a great game!
Made a few large errors which led to an early exit for my Two Nations. Babylon Project and Morhai Union. Got swamped by the SK early on and had Clint beating me up in Mirkwood.
Could have held on longer too but I decided to sacrifice the nation to help the other one I took over… Who got knocked out on same turn from 400 troops seiging their Capital ???
Basically my entire plan and strategy failed when 50+ Comm couldn’t get my tax rate above 52% on turn 1 and then my inability to place any camps with 40 Emmis became really infuriating.
Hmm, this thread was here for a while! Shows what happens when you don’t check the boards.
I played the Stormcrows and Moonriders, clashing with the Night Watch along the Eastern edge early and in combat in the Misties right away. I took over the Kildiranaru on turn 13, but carelessly let them get special serviced - and they didn’t really have a chance by that point anyway.
I knew the Night Watch had a hidden capital at 4428, but I never got a chance to reveal it; the Lancre Witches weakness squads did better than I would have expected against my commanders, even after I killed two of them in challenges. Being able to focus two nations’ resources against me clearly helped the Night Watch survive, though they were also up against at least one other nation besides mine out at the SE corner of Mordor. I had early military success - burning their upgraded town on turn 3 and leaving them few population centers beyond their hidden capital - but had too much trouble getting secondary commanders into my armies, leaving them too vulnerable to the weakness squads.
The Stormcrows were supposed to be a character nation, benefitting from the North Kingdom’s nearby presence to get away with less of a military nature. That didn’t work; I slipped up on the army movement and let the Exiles of Stone onto my capital while it was defended by only 400 HI, 100 LC, so they were eliminated on turn 10 after presumably making a nuisance of themselves with agents but not succeeding in any assassinations.
Neither nation got their choice of starting capital - it didn’t matter too much for the Moonriders, but the Stormcrows were supposed to be in the inaccessible nook at 2307/2308 rather than the relatively exposed 2213.
I might try it again sometime, though the setup ends up feeling awfully random - and I worry that the 20% market adjustment and free hiring of armies are clearly the best special abilities for the scenario, to the point where other designs are workable but likely to lose if placed in close proximity to a nation designed for rapid military action.
Still, I wouldn’t have given much credit to a weakness team nation and that approach worked fairly well against me.
I was eager to chat with the moonriders player since I was quite surprised when I took that nation out. I had prepared for a much longer war when I found you had no backup and the weakness squad had cleared out your capital for my army to destroy. I noticed you had some 60 p mages and I wondered why you did not learn reveal capital. There were times when I only had my hidden capital and two camps in Khand. You and Clan Crushbone played by Pauly had taken anything else. Your main problem (lucky me) was that Pauly thought I was out and did obviously not know my hidden capital. Once he moved a large army away to the north while I feared he would be going for my capital to kill of my recruiting.
Meanwhile I had sent my emis to the area where lancre witches were located and placed lots of safe camps there, also upgraded one to a MT, so the Night Watch would not have been out but without me having a recruiting base khand would have been yours.
Man was I pissed off by your challenges! The first was quite even but in the second challenge I had a 2250 arty while you only had a 750… nevertheless I had created so many mages that I was able to replace the losses soon, also was quite lucky with teleport casting ranks so I had little problems to move the squad around on the map. Jumped from Khand to Lindon one turn
Sitting on the very eastern edge of gondor, my weakness nation was quite safe from enemies. had it come under military pressure it wouldn’t have been able to support my other nation(s) as it did, so I was lucky there, too.
Tell me if you want to swap pdfs, we could put them into a zip file.
Yeah, I kinda screwed that up. I didn’t think you’d have enough mages to do a kill in one turn after seeing just the 57-point hits in previous turns, and I’d learned healing spells to stop the two-turn kills.
I noticed you had some 60 p mages and I wondered why you did not learn reveal capital. There were times when I only had my hidden capital and two camps in Khand.
They started out as one M50 and two M40s - I had one of them on the path to Reveal Pop Center but not in time. They were pretty busy conjuring mounts, too. I probably should have prioritized Reveal PC over the healing spells, but I was convinced I’d be able to hold off the weakness squads a good long time with heals.
Man was I pissed off by your challenges! The first was quite even but in the second challenge I had a 2250 arty while you only had a 750.
If it’s any consolation, Grimnir had the Orb of Dark Seeing, so his challenge rank was 101 going into that.
Tell me if you want to swap pdfs, we could put them into a zip file.
OK, I just sent off the zip files to your geekmail address.
From my third nationTrollslayer Clan I have just included the last turn, that nation was quite dull. I took it over in turn 9 on the verge of extinction due to attacks form Heart of D’vinn (Pauly again) and NK, I gave them some backups from Lancre Witches and managed to stop the enemy armies with the weakness squad (after I was done with you). They never really recovered, I prepared a large cav army but before that was ready the game ended
Had I known that the FP were already winning I’d never taken it over, but I thought it important to keep up opposition in the northeast. Could have saved me time and money…
That address is dead - my new one is the same username, but @fusemail.com instead. I may have that viewable in my profile here, I don’t remember.
Had I known that the FP were already winning I’d never taken it over, but I thought it important to keep up opposition in the northeast. Could have saved me time and money…
Yeah, I’m not really sure there was any point to taking over the Kilder… nation I got. Stole some gold from your Lancre Witches, tied up some Sun Country and SK forces, but didn’t actually achieve anything.
Still, it’s tough to organize a concession in a Gunboat game.