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For the first time with the Trolls, what are good starting strategies? If the answer is "be diplomatic" then please be more specific.
Valtteri
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(06-14-2013, 01:04 AM)Valtteri Wrote: For the first time with the Trolls, what are good starting strategies? If the answer is "be diplomatic" then please be more specific.
Valtteri
I suggest working a deal with the AN to let him have control of the region....he can guard your capital against invaders.
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I suggest attacking the AN with a 3. Don't worry about those Walls of Flame.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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If Diamond has his way, in future games, it's possible the AN wont have a Wall of Flame and the Trolls just might
Standing Order regenerate your troops.
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(06-14-2013, 01:36 AM)Kalrex Wrote: If Diamond has his way, in future games, it's possible the AN wont have a Wall of Flame and the Trolls just might
Standing Order regenerate your troops.
Maybe. Or the AN might get it at P-2. You just wouldn't know for certain. That's what I am advocating.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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06-14-2013, 04:10 AM
(This post was last modified: 06-14-2013, 04:11 AM by kevindusi.)
You want to work out something with the guy sharing your region, the AN. Barring that, you don't want to attack his group at a 3 due to what Lord Diamond is indicating. Walls of flame make for roasted Trolls.
Dave Kuykendall did a decent posting on opening TR strategy. I'd say take a quick look at that. Granted, you chose yet another game where you have a brutal natural enemy, so you have that working against you... that said, get some monsters in your groups, set order 236 as a standing order for any groups you are going to have in combat regularly, and let the good times roll. Get your influence up to make your emissaries worth something and your kingdom more balanced. Send all excess gold to the RA in 107.
-The Deliverer
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TR is an awesome kingdom to play. Get a good start out of the gates, get your influence out of the gutter, and you will have a powerful/balanced kingdom. If you work against AN early, u might grind yourself into worthlessness while other kingdoms prosper. Oh, one last peice of advice, TR forces can't attack magically domed cities. Super annoying, especially when it happens twice in a row...
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06-14-2013, 09:57 PM
(This post was last modified: 06-14-2013, 11:42 PM by paway.)
Some notes from my Troll game:
- I set up special order #236 on 1TR, 2TR, and 3TR as standing orders and have been grateful for them the entire game.
- Since your influence starts out low, your Trolls and Orcs are hungry, and you begin with three groups perfectly suited to conquer villages, I had my High Priestess divine villages in Torvale to start and went after them. It seemed effective. If your ESO and SVC are anything like mine, then getting Substantial in your starting region is just fine.
- Protect your wizards like they are newborn babies. I squandered an Adept early on and have been regretting it every since, as they are critical later on for Dispel Magic.
- As others have mentioned, don't attack other groups with a tactical selection of 3 due to Wall of Flame. In fact, you are better off attacking PCs and largely avoiding other armies. You can take PCs with your groups faster than they can knock them down.
- This is probably obvious, but once you get rolling, you'll want to use 4TR to recruit Orcs into your other armies. If there is an army near your capital (which is hopefully in a Forest square), just 565 4TR three times to activate it, move it to the same square as your active army and 740 them together all in one turn. Rinse, repeat, and you have the most robust fighting force in Alamaze.
Good luck! The Trolls appear to be relatively forgiving, as despite numerous errors and being my second game ever, I'm still hanging around in my Troll game on Turn 19 with more enemies than I have limbs to count them on.
Silent One
Note - monster kingdoms can always summon their creatures from their starting capital, regardless of its terrain.
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(06-15-2013, 12:57 AM)Cipher Wrote: Note - monster kingdoms can always summon their creatures from their starting capital, regardless of its terrain.
I've always been curious about this. What if I'm GI and my starting capital is in the plains. I can recruit from there. I later move my capital, for whatever reason, and then a few turns later move it BACK to where my original capital was. Can I still recruit from there, or is that ruined the first time I move it?
-The Deliverer
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