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The Choosing - 3rd Beta Comments
#81
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.
Reply

#82
Pretty non eventful turn for the Nomads.   I attacked a human village with 4 brigades.   Took 11.4% damage.  All brigades are still listed as regular.   Any greater damage and I would have lost an entire brigade.  Morale did not increase.  My top leader did train.


One thing that I did learn:  The order checker will allow you to recruit from a village.   The turn processor will not.   I thought maybe it might work in 3rd cycle so I tested it out.   It might be nice for new players if the order checker only allowed recruiting from towns and cities.
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#83
The Choosing Release Clock:  7 Days?

Mike is trying to get a list of remaining changes in place by weekend.  I am trying to get all the documentation for 3rd Cycle in place.  If I haven't mentioned it, Frost Lord is working on a new, stand-alone, 3rd Cycle Player Aids package.  Lord Diamond is working on mapping (rather than map) updates, so we can choose from 24 kingdoms, and perhaps a few new icons.

But we still need to see more battles of all types:  Group vs. Group (hopefully somewhat evenly matched), PC battles, and Unusual Sightings.

We really have not had much of anything come in to support@ regarding actual bugs, but several suggestions, etc. come in.  Anything new after this week is almost certainly in the next release.

So let's please get a lot of feedback on kingdom feel, on good and bad with battles (some new text not in code yet), new tactics.   So sometime before Friday if possible, please send in your impressions here on your feel for your kingdom, independent of the circumstances of this game (ie, whether you were attacked on turn 2, etc.). 

If we have successful turns 5, 6, and 7 this coming week, and we do get the feedback, and the coding and rules writing done, we might begin to provide signups for the beginning of 3rd Cycle: The Choosing, beginning on the weekend.  But I need to do the initial threads for 3rd Cycle signups, and we have some promised positions.  If I did promise you a position, or if you just deserve one Wink 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....
Reply

#84
From this last turn the order checker does not recognize that when you recruit a champion unit it will start at regular so it flags that you do not have that unit in you group if you go to transfer later in the turn.
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#85
I am happy to meet up with even numbers if other want to have "fair fights". Most my troops are actually not that strong individually. Basically troops vs troops. Maybe full division vs full division. No mages. Fine if someone wants to try different tactics
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#86
(03-08-2016, 03:16 AM)Hawk_ Wrote: Pretty non eventful turn for the Nomads.   I attacked a human village with 4 brigades.   Took 11.4% damage.  All brigades are still listed as regular.   Any greater damage and I would have lost an entire brigade.  Morale did not increase.  My top leader did train.


One thing that I did learn:  The order checker will allow you to recruit from a village.   The turn processor will not.   I thought maybe it might work in 3rd cycle so I tested it out.   It might be nice for new players if the order checker only allowed recruiting from towns and cities.

I can add the check for a village but that will only work if your kingdom had ownership of the pc at the start of the turn. The order checker/validation code only knows about data from your previous turn, it's not aware of all the pc's on the map so it wouldn't have detected the error in your particular case where you just conquered the village with your group earlier in the turn.
Reply

#87
(03-08-2016, 04:47 AM)Jumpingfist Wrote: From this last turn the order checker does not recognize that when you recruit a champion unit it will start at regular so it flags that you do not have that unit in you group if you go to transfer later in the turn.

That's a bug that I'll need to fix. Was setting Companion recruits to Green instead of Regular much like normal recruiting from a pc (which is always Green). Thanks for finding it.
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#88
1st Druid Unable to recruit companion troops at a location where a popcenter or
sanctuary exists (Area AF).

1st Druid Unable to recruit companion troops at a location where a popcenter or
sanctuary exists (Area AF).

Can the order checker flag this error?

The new commands doc has this blurb in one place:

"However, special troops that are acquired with Order #565 may be summoned inside a sanctuary regardless of terrain" Which contradicts the error message I got regarding sanctuary.

But the same doc does say you can't recruit on PCs.
"Use this order to recruit companions in the specified terrain anywhere on the map excluding areas with PC’s (must be “in the wild”) starting on turn 4 at the earliest."

So it's my mistake but having to look in multiple place to pull together all the rules makes it hard for the player who has a few minutes to review orders. The kingdom dossiers have all the information you need about the ability/restrictions to 565 except this one bit. Can you add it there and put all the rules in one place where the player can find them?
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#89
AM

Hey, Sacred Order!
Want to fight? I think it would be interesting to see how an Amazon full division would do against a Sacred Order full division in the plains.
Reply

#90
(03-08-2016, 05:06 AM)Jumpingfist Wrote: I am happy to meet up with even numbers if other want to have "fair fights".  Most my troops are actually not that strong individually.  Basically troops vs troops. Maybe full division vs full division. No mages.   Fine if someone wants to try different tactics

I believe you have a 12 brigade group with a P4 Wraith that can reach RY this turn.  I can have a group with 9 or 10 brigades there this turn with two P2's.
Want to?
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