03-08-2016, 02:49 AM
The Lizard King
Loyal readers will recall my kingdom had important decisions, being at the Tyrant capital, he who invaded Synisvania in full force and tricked me at my rightful city of Jukanta, taking advantage of my trusting nature. (Luckily, all but the Guiding Spirit of the Lizard Kingdom are considered to have the trait of Cunning.)
So I toiled with the choices a bit. Ultimately decided a Siege on the capital couldn't be maintained with anticipated Tyrant multiple armies arriving. Could siege, then move same turn to Jukanta. Could move to my own capital as T5 is next and having reinforcements already in the main group could be worthwhile.
Attack the Tyrant Capital! #150, Tactic #3 - Determined. Now, I have two P2 wizards and one P1 (who completed The Rite of the Magi in route). The phases are Long Range Missile (LRM), Battle Magic, Short Range Missile (SRM) and then consecutive Storm Phases. I knew I wanted some sort of Shield, but considered Valor as well - both are Power 1 spells for the Lizard King. Population Center battles have the PC attack with 50% of its value in LRM (so a PC with 15k defense would "shoot" 7500 points at LRM, which is effected by traits on both sides, spells, etc), 75% at SRM, and then 35% for each storm phase, each with the remaining available strength: so starting at 10k defense and taking 20% in LRM, Magic, and SRM, a PC would have 8k for the first storm phase. All gross damage numbers are divided by the defense. Capitals have advantages to the defense rating and the effective strength. I think that was the difference in the battle. The Lizardmen lost, because the non-cunning Guiding Spirit underestimated the defense rating of the PC from capital and Tyrant Traits. So for example, choosing between P2 Firestrike or Shield or Valor, I was thinking I would rather have my full impact in before short range missile, rather than a benefit spread out, especially if this might not get many storm phases. With the density concept in place for battle spells, a P2 Firestrike would do 700 x2 x 1.25 = about 1700 x2 wizards or total of 3400. I forgot that its not just defense value as on the report, but the defense rating, which for a PC in general is about like the exact average of brigades so around 1.5, representing the defenders are not regular warriors, but have the protection of their defenses. A capital though, especially with traits such as the Tyrant has, might be close to a 2.0. That means 3400 of magic damage is going to only do 1700 to the capital. Also remember, PC's do not retreat - the attackers have to eliminate 100% of the PC defense value, but at even determined attack, before traits, a group retreats at 55%.
Attack by the 1st Lizard Men army on the Tyrant town of Gor, located in area RX
of Synisvania:
Scouts had reported earlier that Gor contained a solid outer wall, many
strategically-placed field ramparts, and an impressive high wall replete with many towers
and battlements housing cauldrons (for boiling oil) and many ballistae. At the first light
of dawn, Major General Great Wyrmikan commanded his 1st Lizard Men army to advance upon
the town. Supporting the typical defenders were legions of of the Tyrant royal guard! It
became obvious to the attacking troops that Gor's defenses would be enhanced by not only
these troops' additional combat abilities but also by their superior tactical and
strategic planning capabilities used to defend their capital.
Due to the ruthless nature of the Lizard Men, the town's defenders were shaken by fear against a possible attack. Due
to the industrious nature of the Tyrant, the town's battlements were reinforced against an
attack. As the most important group of their nation, the troops are visibly heartened by
the presence of the first Lizard Men's banner! As the attackers swept over the flat
grasslands, the first missles sang out. In the initial minutes of battle, defending
missilers were deadly accurate and quickly tempered the onrush of the invading force. The
Lizard Men ranks caused light losses upon the town's garrison. Lizard Men conjurers
dismounted just beyond the range of defending bowmen and began an elaborate spell. Power-2
wizard Sakana glowered intently and issued indecipherable utterances. A massive ball of
fire sped toward the main ranks of the enemy and exploded! Power-2 wizard Yellowskin threw
back his hood and gestured in an animated fashion. A massive ball of fire sped toward the
main ranks of the enemy and exploded! Power-1 wizard Malkan threw back his hood and
gestured in an animated fashion. A faintly visible blue shimmering began to surround the
troops and noticeably lessened the effectiveness of the arrows of the defenders. The
Lizard Men mages caused noticable losses upon the protectors. Early in the battle,
defending missilers were awesome in the total bloody havoc the wrecked upon the
disorganized attackers. The Lizard Men ranks caused noticable casualties upon the town's
defenders. As the battle developed, it was learned that the industrious nature of the
skilled craftsmen bolstered the defense much greater than earlier reported. After a few
hours of ferocious combat, the attackers were able to clear defenders from the outer walls
and began to press on to the main defense. With higher than expected losses, Major General
Great Wyrmikan had no choice but to order the Lizard Men force to withdraw. The Lizard Men
became somewhat panicky in their exit from the battlefield. The town defenders were able
to successfully repel the Lizard Men attack in Gor! Lizard Men casualties were put at
71.57%. Unfortunately, the Lizard Men General Deep Ripples was found dead in the vanguard
with many wounds. Despite our kingdom's special healing abilities, our skilled physicians
could not save him. Great Wyrmikan demonstrated tactical awareness and has been recognized
as a Commander. All the Lizard Men wizards survived the fray. The toll of battle has
diminished the group's morale.
Loyal readers will recall my kingdom had important decisions, being at the Tyrant capital, he who invaded Synisvania in full force and tricked me at my rightful city of Jukanta, taking advantage of my trusting nature. (Luckily, all but the Guiding Spirit of the Lizard Kingdom are considered to have the trait of Cunning.)
So I toiled with the choices a bit. Ultimately decided a Siege on the capital couldn't be maintained with anticipated Tyrant multiple armies arriving. Could siege, then move same turn to Jukanta. Could move to my own capital as T5 is next and having reinforcements already in the main group could be worthwhile.
Attack the Tyrant Capital! #150, Tactic #3 - Determined. Now, I have two P2 wizards and one P1 (who completed The Rite of the Magi in route). The phases are Long Range Missile (LRM), Battle Magic, Short Range Missile (SRM) and then consecutive Storm Phases. I knew I wanted some sort of Shield, but considered Valor as well - both are Power 1 spells for the Lizard King. Population Center battles have the PC attack with 50% of its value in LRM (so a PC with 15k defense would "shoot" 7500 points at LRM, which is effected by traits on both sides, spells, etc), 75% at SRM, and then 35% for each storm phase, each with the remaining available strength: so starting at 10k defense and taking 20% in LRM, Magic, and SRM, a PC would have 8k for the first storm phase. All gross damage numbers are divided by the defense. Capitals have advantages to the defense rating and the effective strength. I think that was the difference in the battle. The Lizardmen lost, because the non-cunning Guiding Spirit underestimated the defense rating of the PC from capital and Tyrant Traits. So for example, choosing between P2 Firestrike or Shield or Valor, I was thinking I would rather have my full impact in before short range missile, rather than a benefit spread out, especially if this might not get many storm phases. With the density concept in place for battle spells, a P2 Firestrike would do 700 x2 x 1.25 = about 1700 x2 wizards or total of 3400. I forgot that its not just defense value as on the report, but the defense rating, which for a PC in general is about like the exact average of brigades so around 1.5, representing the defenders are not regular warriors, but have the protection of their defenses. A capital though, especially with traits such as the Tyrant has, might be close to a 2.0. That means 3400 of magic damage is going to only do 1700 to the capital. Also remember, PC's do not retreat - the attackers have to eliminate 100% of the PC defense value, but at even determined attack, before traits, a group retreats at 55%.
Attack by the 1st Lizard Men army on the Tyrant town of Gor, located in area RX
of Synisvania:
Scouts had reported earlier that Gor contained a solid outer wall, many
strategically-placed field ramparts, and an impressive high wall replete with many towers
and battlements housing cauldrons (for boiling oil) and many ballistae. At the first light
of dawn, Major General Great Wyrmikan commanded his 1st Lizard Men army to advance upon
the town. Supporting the typical defenders were legions of of the Tyrant royal guard! It
became obvious to the attacking troops that Gor's defenses would be enhanced by not only
these troops' additional combat abilities but also by their superior tactical and
strategic planning capabilities used to defend their capital.
Due to the ruthless nature of the Lizard Men, the town's defenders were shaken by fear against a possible attack. Due
to the industrious nature of the Tyrant, the town's battlements were reinforced against an
attack. As the most important group of their nation, the troops are visibly heartened by
the presence of the first Lizard Men's banner! As the attackers swept over the flat
grasslands, the first missles sang out. In the initial minutes of battle, defending
missilers were deadly accurate and quickly tempered the onrush of the invading force. The
Lizard Men ranks caused light losses upon the town's garrison. Lizard Men conjurers
dismounted just beyond the range of defending bowmen and began an elaborate spell. Power-2
wizard Sakana glowered intently and issued indecipherable utterances. A massive ball of
fire sped toward the main ranks of the enemy and exploded! Power-2 wizard Yellowskin threw
back his hood and gestured in an animated fashion. A massive ball of fire sped toward the
main ranks of the enemy and exploded! Power-1 wizard Malkan threw back his hood and
gestured in an animated fashion. A faintly visible blue shimmering began to surround the
troops and noticeably lessened the effectiveness of the arrows of the defenders. The
Lizard Men mages caused noticable losses upon the protectors. Early in the battle,
defending missilers were awesome in the total bloody havoc the wrecked upon the
disorganized attackers. The Lizard Men ranks caused noticable casualties upon the town's
defenders. As the battle developed, it was learned that the industrious nature of the
skilled craftsmen bolstered the defense much greater than earlier reported. After a few
hours of ferocious combat, the attackers were able to clear defenders from the outer walls
and began to press on to the main defense. With higher than expected losses, Major General
Great Wyrmikan had no choice but to order the Lizard Men force to withdraw. The Lizard Men
became somewhat panicky in their exit from the battlefield. The town defenders were able
to successfully repel the Lizard Men attack in Gor! Lizard Men casualties were put at
71.57%. Unfortunately, the Lizard Men General Deep Ripples was found dead in the vanguard
with many wounds. Despite our kingdom's special healing abilities, our skilled physicians
could not save him. Great Wyrmikan demonstrated tactical awareness and has been recognized
as a Commander. All the Lizard Men wizards survived the fray. The toll of battle has
diminished the group's morale.



send a message to support and remind me why. We will likely have two games to sign up for: one Anon and one Alliance (team) game for the first two. Again, wait for it....