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NO- Order checker working 100% right. One thing that was confusing me was once you select a movement square from the dropdown you can't go back and edit it. I understand this now.
Lost a village to the Tyrant kingdom and got a nice report regarding his Trolls in the group.
I used 5 groups to scout most all of region 10 in 2 turns. I like the extra group.
My first combat will occur next turn when I attack a village. Soon I hope to set up some group combats.
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WA T2- Overall it went well, I have a substantial part of region 3 with control of the region next turn barring two extremely bad dice rolls. Took a human village this turn so I am only missing where the human town is. Wizards are starting to progress and using them to scout the region for artifacts. I am on an enigma US (hoping for a P2 and not the portal to the kingdom of the Stouts) and moving to another US next turn. Overall the extra orders from forethought are really helping curb the bite from the low starting influence.
Being that this test is short I really need to push my wizard development and focus less on artifact hunting. That being said i will still have 1/3 of the region scouted by the end of t3 and probably have it completely scouted by t5.
Anyone in dire need of food and willing to purchase it should message me as I have extra.
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TY
Turn went well. Released a trap I set for our friendly neighborhood Lizardmen. took a Nomad village. Got to see some nice added verbage to the battle results. Seems my group as a division is already to badass to earn promotions fighting a village. Likely has to due with the three trolls each adding 10% to my strength vs PCs.
Found the hidden capital of the illusionist and I brigade sized group as I was making my way through his region. I actually have a full division and a brigade sized group there because I have to many trolls to put them all in one group. I know the hardship of being a Tyrant. The IL does have a division on my village in his region.
To IL. Since I do like my village I propose a deal I leave your capital alone and you leave my village be lets say for the first 6 turns. To help you in your decision remember the TY with siege engineering can siege a town in only two turns and that all emmies are more likely to be caught.
Oh hey mr lizard my army is hanging around in the swamp looking for trouble.
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(03-02-2016, 09:03 PM)Jumpingfist Wrote: TY
Turn went well. Released a trap I set for our friendly neighborhood Lizardmen. took a Nomad village. Got to see some nice added verbage to the battle results. Seems my group as a division is already to badass to earn promotions fighting a village. Likely has to due with the three trolls each adding 10% to my strength vs PCs.
Found the hidden capital of the illusionist and I brigade sized group as I was making my way through his region. I actually have a full division and a brigade sized group there because I have to many trolls to put them all in one group. I know the hardship of being a Tyrant. The IL does have a division on my village in his region.
To IL. Since I do like my village I propose a deal I leave your capital alone and you leave my village be lets say for the first 6 turns. To help you in your decision remember the TY with siege engineering can siege a town in only two turns and that all emmies are more likely to be caught.
Oh hey mr lizard my army is hanging around in the swamp looking for trouble.
Lord Alz - "Jeff"
Arch Mage of the Ancient Ones
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03-03-2016, 01:14 AM
(This post was last modified: 03-03-2016, 01:15 AM by Lord Alz.)
Turn 2 as Illusionist
Sounds good to me Tyrant. Pray tell are just moving through the fair vales?
First two turns went relatively average, I did use the stir unrest order using 2 gov to help a low power duke flip one of the cities. Order 11 went off as expected and just organizing, really disappointed my capital was found so early.
Lord Alz - "Jeff"
Arch Mage of the Ancient Ones