Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
The Choosing - 3rd Beta Comments
(03-16-2016, 05:10 AM)VballMichael Wrote: Very cool encounter. 12 soldiers went in and 13 died. Smile

Approximately a dozen went in . . . 13 died.  Someone stowed away on a horse.  Maybe under the maiden's cloak?  Smile
Lord Thanatos
Reply

(03-16-2016, 05:25 AM)Lord Thanatos Wrote:
(03-16-2016, 05:10 AM)VballMichael Wrote: Very cool encounter. 12 soldiers went in and 13 died. Smile

Approximately a dozen went in . . . 13 died.  Someone stowed away on a horse.  Maybe under the maiden's cloak?  Smile

I thought I changed that text to "a dozen or so troops" but apparently not. Will try to get to it over the weekend...
Reply

As natural adventurers, our kingdom has access to every unusual sighting that we may
encounter in the realm. Wizard Raveneye (Power-5) decided to stay behind in camp and will
not be a factor in assisting the patrol. Wizard Rykala (Power-2) decided to stay behind in
camp and will not be a factor in assisting the patrol. A patrol consisting of Captain
Major Sirus the Fox and a dozen or so hand-picked troops rode ahead to investigate the
sighting. It had been decided that there would be no plan to retreat. The patrol was
willing to take great risks to uncover what might be secreted ahead. Without a wizard
present, the force was at a disadvantage. The patrol continues to follow a peculiar path
through the area. The course they follow is certainly not direct as it winds and twists
and almost doubles back upon itself. After almost four hours of progress their leader
remarks how the path has taken them through such assorted terrain and how frequently they
have an excellent view of where they have been previously. Series of large chambers, some
showing signs of recent habitation by some type of uncommon creature. Abruptly a group of
over 40 bandits with assorted weapons and armor race forward to do battle. In the first
moments of battle 5 warriors were slain by this fiendish enemy. With a bold shout, the
patrol's heroes attacked with rage. The conflict was furious. The swarming bandits proved
to be a very formidable opponent. The contest raged on, its outcome in doubt. By raising
the Dwarven Axe of Farin, the Captain Major Sirus the Fox infused his patrol with boldness
and propelled them forward. Blows striking with great force, more blood was let from the
side of the patrol. The next few minutes saw 5 warriors perish. Hope ran high, though, as
the foe was weakened. The next few minutes saw 4 soldiers lose their lives, but the enemy
had been weakened. Finally the swarming bandits had been destroyed. The valiant patrol was
victorious. With the bandits slain or routed, the group continues its foray and they find
gold, silver, and gems worth 10,000 gold. Unfortunately, the Warlock Captain Major Sirus
the Fox was found dead in the vanguard with many wounds. In the martial tradition of the
Warlock kingdom, a courageous hero has risen in this engagement. He is Centurion Sirus the
Fox. Upon completion of the battle, the patrol finds a shiny black amulet. It is an Onyx
Amulet. Gives possessing emissary (political or agent) the ability to Demonic Gate (pass
through military groups at pop centers without the possibility of detection) with an 8
area range, use Order #351 rather than #350.

Okay so the Warlock parents seriously believe Sirus the Fox is a good name to have. I would think they should find a different name as that leader doesnt have a long survival rate.
Reply

Sirus the Fox does indeed seem to be common name in the WA culture. Are there others like Smokey the Bear or Shaggy the Dog?
Reply

Curious mr SA did you see a report for your NK city being scouted? No reason to be alarmed I used a 888 spell and saw no anti Scout defense on my end so curious if it was on your end or if it should have been? Expected Order trait I believe it is that tries to block scouts for SA
Reply

DU

Apologies to all, I have quite a few things I would like to provide feedback on this turn. First the battle report with the SA. I didn't see anything from the SA and had only a few minutes to get my orders in. If we wanted to keep that SA group alive then I failed miserably Sad

Battle between the 1st Druid army group and the 1st Sacred Order full division in the

forest of area GG:


Druid Sacred Order

Commanders
Commander Sirian Bluewood Lord Commander Kevin Trueheart
Captain Helix Starborne Marshal Stanis Storm
Marshal Will Whitesword

Wizards
Power-4 The Talisman None
Power-1 Cassandra

Brigades
3 Druid Veteran 1 Sacred Order Elite
1 Druid Regular 2 Sacred Order Veteran
2 Minotaurs Veteran 1 Sacred Order Regular
3 Minotaurs Regular 1 Westmen Veteran
1 Wood Elves Veteran
1 Apes Veteran
1 Centaurs Veteran

Combat Factors
None Excellent Leaders
Low Morale
Light Attrition

Tactical Selection
Standard Battle Plan Fight To The Last


The 1st Druid morale was boosted due to the valor of the Minotaur brigades. The 1st Druid
force was enforced by the brute strength of the Apes among them in the forest. Early in
the day, with a hand signal from its commander, the 1st Druid army group leapt ahead to
engage the defensive position of the 1st Sacred Order full division commanded by Lord
Commander Kevin Trueheart. Aware of the political situation that had declared the Sacred
Order to be hostile to their kingdom's ideals, the Druid troops were invigorated and
gained a morale boost as they prepared to fight their declared enemy! As the most
important group of their nation, the troops are visibly heartened by the presence of the
first Druid's banner! As the most decorated group of their people, the troops are
noticeably emboldened by being under the first Sacred Order's colors! As the attackers
crossed the sparse woods, the battle began.

- Archers -

The Sacred Order was resolute and grim. They would, as their proud tradition provided,
Fight to the Last. Retreat was not a consideration. Missle fire from both sides did
negligible damage. The Druid effective archers and the skillful bows of the Sacred Order
force initiated their attack. The Druid ranks inflicted minor casualties upon the Sacred
Order lines as the Sacred Order caused minor damage to their foes.

- Magic -

Druid wizards dismounted barely beyond the range of defending bowmen and began an animated
spell. Power-4 wizard The Talisman muttered a few words in a foreign tongue, he then
directed with great effect a series of phantasmal forces and deadly pyrotechnics into the
ranks of the enemy. Power-1 wizard Cassandra began sorcerous incantations in an unknown
tongue. Looked upon the heavens and gestured violently. Suddenly winds of gale force drove
across the battlefield, reducing the accuracy of enemy missiles by about half, but also
reducing the accuracy of our own missile troops. The mages did not appreciably effect the
outcome of the battle.

- Cavalry -

To this point, neither side could claim a decisive advantage. Quickly, Commander Sirian
Bluewood led the Druid lightly armored but skillful spearthrowers down upon the lightly
armored but skillful spearthrowers of the Sacred Order. The Druid ranks inflicted
significant losses upon the Sacred Order ranks in response, the Sacred Order dealt out
light losses to their foes.

- Infantry -

Now the time had come for the main body of each force to clash. The Druid fearless
shortsword wielding warriors confronted the Sacred Order light footed warriors to
determine the outcome of the battle. The Druid ranks claimed devastating casualties upon
the Sacred Order lines in return, the Sacred Order dealt out minor casualties against the
enemy.

- Combined -

Hour after hour passed, yet none could tell which side would be the victor since both
forces were evenly matched. Despite all that had preceeded at this moment, the battle
outcome was still in doubt. Now all remaining troops of all types hurled themselves into
the thick of battle to settle matters in decisive fashion. The battle continued long past
all expectations. By now, the full remaining compliment of each force had been hurled into
the fray, feverishly struggling and bleeding these long hours seeking the glory of
victory. The Druid light footed warriors challenged the Sacred Order fearless shortsword
wielding warriors to decide the battle. The Druid ranks caused heavy damage upon the
Sacred Order ranks in response, the Sacred Order claimed light casualties against the
enemy.

- Conclusion -

With higher than expected losses, Lord Commander Kevin Trueheart had no choice but to
order the Sacred Order force to withdraw. Losses in retreat for the Sacred Order were
minor. Sacred Order casualties were put at 100%. The group was destroyed! Druid casualties
were put at 14.54%. All Druid leaders survived the battle. Sirian Bluewood distinguished
himself and has been elevated as a Marshal. Fighting gloriously was Helix Starborne, who
once again has won further glory. He is now a Captain Major. All the Druid wizards
survived the fray. The troops are eager for more victories: morale is up!

Observations on the battle report:

1) It's not clear at all that a magic spell that is supposed to reduce missile damage, but is cast *after* the archery phase, does anything??

2) I ordered flanking maneuver but got the following message. But I did have Centaurs in my group.

1st Druid Was unable to execute the Flanking Maneuver. Not all criteria required for
the tactic were met so a Standard Battle Plan was executed. Reason:
Flanking is only valid for kingdoms with the Riders Trait (or if Centaurs,
Huns, Rohirrim, Warg Riders in group).

3) If SA ordered fight to the last, why is the battle message saying they ordered a retreat. Great opportunity for a message about how general so and so was the last man standing until turned into a pin cushion blah blah blah.

4) Nothing in the battle report about my zombies! I want the SA to know after being trounced that their fallen have become part of my army!

Here's my final OOB:

Brigade Type Experience Number Morale Attrition Defense

Druid Elite 1 125% 7.3% Average
Druid Veteran 3 124% 9.3% Average
Minotaurs Elite 2 125% 13.6% Good
Minotaurs Veteran 2 125% 16.0% Good
Minotaurs Regular 1 123% 16.0% Good
Wood Elves Veteran 1 122% 34.3% Average
Apes Elite 1 118% 34.3% Average
Centaurs Veteran 1 125% 22.8% Good
Apes Regular 2 102% 0% Average
Zombies Regular 5 102% 0% Average

5) It doesn't look like any auto-reorg is happening - which I approve of. I'm going to reorg a brigade of regular apes (or maybe zombies?) next turn and see if that replaces my depleted elite minotaurs Smile
Reply

Hmm better brigade promotion than I expected. It appears the DU will be harder to remove from the forest than first claimed.

How is your feel of the kingdom?
Reply

LI would you like to check if the TY gets 2 extra when trying for ESO?

I figure you take control or drive neutral the region should make it so I am only meeting 3 of my 5 points for a major ESO.

Any mages with high level mages out there want to come and mop up my army group? See how much you can do using a 250% modifier plus my 33% more susceptiblity trait?
Reply

(03-16-2016, 04:42 PM)Netstrider Wrote: DU

Observations on the battle report:

1) It's not clear at all that a magic spell that is supposed to reduce missile damage, but is cast *after* the archery phase, does anything??

2) I ordered flanking maneuver but got the following message. But I did have Centaurs in my group.

1st Druid              Was unable to execute the Flanking Maneuver. Not all criteria required for
                           the tactic were met so a Standard Battle Plan was executed. Reason:
                           Flanking is only valid for kingdoms with the Riders Trait (or if Centaurs,
                           Huns, Rohirrim, Warg Riders in group).

3) If SA ordered fight to the last, why is the battle message saying they ordered a retreat. Great opportunity for a message about how general so and so was the last man standing until turned into a pin cushion blah blah blah.

4) Nothing in the battle report about my zombies! I want the SA to know after being trounced that their fallen have become part of my army!

Here's my final OOB:

Brigade Type        Experience     Number     Morale     Attrition     Defense

    Druid                Elite            1        125%         7.3%       Average
    Druid                Veteran          3        124%         9.3%       Average
    Minotaurs            Elite            2        125%        13.6%       Good
    Minotaurs            Veteran          2        125%        16.0%       Good
    Minotaurs            Regular          1        123%        16.0%       Good
    Wood Elves           Veteran          1        122%        34.3%       Average
    Apes                 Elite            1        118%        34.3%       Average
    Centaurs             Veteran          1        125%        22.8%       Good
    Apes                 Regular          2        102%           0%       Average
    Zombies              Regular          5        102%           0%       Average

5) It doesn't look like any auto-reorg is happening - which I approve of. I'm going to reorg a brigade of regular apes (or maybe zombies?) next turn and see if that replaces my depleted elite minotaurs Smile

1) As mentioned many times, be assured that if a wizard's spell affects a battle in a certain way (like reducing missile damage), it is being factored in despite the battle report not displaying the text until later. Yet I verified this anyway in the administrative battle report and your wind storm had its effect as it should.

2) The code is working properly regarding the Centaurs. Please read the Companion Dossier document listed on the Help Guides link and it'll say that you need two brigades to trigger a flanking effect (your group only had one). Also, the new website would have detected the error before the turn ran today. I tested it and it does display the error. If the validation text on the website detects a problem, it's probably a good idea not to ignore it. If you have any questions about an error then ask support/forum.

3) The various TAC options affect the degree of damage that your group will receive before retreating. There is no TAC that is at 100% damage (which would destroy your group) though such a TAC does exist secretly within the code for pc's only.

4) There is a message in section IV (with wizards/agents) since Raise Zombies is a wizard spell but I could throw something in the battle report about it.

5) Auto-reorg of your group only occurs if you reach 70+% attrition then it'll automatically reduce your group in size to be below that limit.
Reply

Had an interesting turn. Three sea battles, only one of which I was looking for. One was an interrupted trade mission and the other was just normal troop movement. I initiated the other when I showed up at an unusual encounter with somebody else. Here was the score:
9 fleets of Pirates splendid triremes vs. 3 fleets of Cimmerians sleek galleys - result, Pirates 0 sunk, Cimmerians 2 sunk.

3 fleets of Pirates galleys vs. 3 fleets of Atlantians sleek galleys. - result Pirates 2 sunk, Atlantians 2 sunk. Seems to have been an equal fight even though the Atlanian ships were marginally better. Also, I got my 20,000 bonus despite the fact that the battle was a tie.

3 fleets of Atlantians sleek galleys vs. 5 fleets of Pirates sleek galleys. Result - Pirates 1 sunk, Atlantians 2 sunk.

Overall the three battles gave me 60k gold plus the 18k I got for the encounter. A very nice turn for piracy.
Reply



Forum Jump:


Users browsing this thread:
2 Guest(s)

Powered By MyBB, © 2002-2026 Melroy van den Berg.