So since Dom 3 is being discussed
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Username17
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We got our turn in. The final battle with Arcocephale was both explosive and yet fairly anticlimactic. The Forge Lord had sent most of his army out of the castle the previous turn and he fought the final battle by casting Fire Storm and camping in the castle with a minimal interference force. Many casualties were had on our side. Even more would have been had if Soulforger had set himself up in the back corner so that our troops had longer to slog to get to him.
Interesting note: Arco's god was actually slain in hand to hand combat with our initial Centaur Commander. That's like destiny or something.
And finally: we were totally serious about just wanting to expand our country by a couple provinces since we were in last place and had nowhere to expand into as we came from a tiny island and Arcocephale was blocking us off to the North and South. Once it was declared to be an endless battle to the death by Arco, we fought it as such. But really we just wanted a few more provinces, not the whole thing.
Ah well, Greece is united.
-Hoogla Khan
Interesting note: Arco's god was actually slain in hand to hand combat with our initial Centaur Commander. That's like destiny or something.
And finally: we were totally serious about just wanting to expand our country by a couple provinces since we were in last place and had nowhere to expand into as we came from a tiny island and Arcocephale was blocking us off to the North and South. Once it was declared to be an endless battle to the death by Arco, we fought it as such. But really we just wanted a few more provinces, not the whole thing.
Ah well, Greece is united.
-Hoogla Khan
- Avoraciopoctules
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Awesome finish. Next time I try and turtle in my capital with a damaging battlefield-wide spell going, I'll try and take your advice. And I'm totally giving my starting commander a Longbow of Accuracy to try and sort-of replicate the pretender kill next game I'm in.FrankTrollman wrote:We got our turn in. The final battle with Arcocephale was both explosive and yet fairly anticlimactic. The Forge Lord had sent most of his army out of the castle the previous turn and he fought the final battle by casting Fire Storm and camping in the castle with a minimal interference force. Many casualties were had on our side. Even more would have been had if Soulforger had set himself up in the back corner so that our troops had longer to slog to get to him.
Interesting note: Arco's god was actually slain in hand to hand combat with our initial Centaur Commander. That's like destiny or something.
There was an option for things to have gone differently.FrankTrollman wrote:And finally: we were totally serious about just wanting to expand our country by a couple provinces since we were in last place and had nowhere to expand into as we came from a tiny island and Arcocephale was blocking us off to the North and South. Once it was declared to be an endless battle to the death by Arco, we fought it as such. But really we just wanted a few more provinces, not the whole thing.
Ah well, Greece is united.
Avoraciopoctules wrote:By the way, Frank, I was looking over some of my recent posts and I realized the way I've been playing might be annoying. I'd like to apologize if you've found my way of playing Arco abrasive. If you'd prefer that I approach things differently, I would be willing to make some shifts in my thinking. I'm having fun, but that's no reason to sabotage other people's enjoyment if I can avoid it.
Avoraciopoctules wrote:I ascribe to a relatively simple philosophy. Dominions is a nice game in moderation, but it makes people act like jerks. If I suspect that a course of action risks making me succumb to this trap, I will generally try and avoid it. And I think I put up a token resistance in those regions I did not cede to my more diplomatic neighbors. Admittedly, I could have been much better about bothering to script stuff, but my mages killed numbers of tiny men a decent portion of the time.FrankTrollman wrote: almost as bad as the horseshit with Arcocephale deciding to give away half their empire and magical artifacts rather than negotiate or fight when we came over the wall demanding territorial concessions.
There was even a degree of negotiation attempted when I made a post specifically enquiring as to whether my playstyle was offensive, and expressing a willingness to approach the game differently if that were the case.
- angelfromanotherpin
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- angelfromanotherpin
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- angelfromanotherpin
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- angelfromanotherpin
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Huge numbers of longdead and casters vs my pretender's Earthquake spam, I think. There may have been more going on that I didn't catch. I didn't get an exact count on how many of the commanders were mages vs mound kings, but there were quite a few mages. Also, his Oracle pretender had teleported in for the fight, and we got it as well. /gloatK wrote:Jumpin' Jesus on a pogo stick!
How did that happen? And did Ermor lose 61 mages or 61 BS troop shuttlers?
It's a palpable hit, but I have no idea how long it's actually going to take Ermor to recover.
- angelfromanotherpin
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- angelfromanotherpin
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Username17
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The answer sounds like it was a combination of the Phoenix Pyre, the Communion, and the Earthquake.
Here's how it works:
Hence: the fiery chain reaction that blew up the entire army.
-Username17
Here's how it works:
- Communions distribute spell fatigue from the masters to the slaves. Also, the slaves use their own casting fatigue whenever fatigue is distributed to them. So the slaves get a lot of fatigue is what I'm saying.
- Communions also duplicate any buff cast by any master onto all the slaves.
- Phoenix Pyre is a buff that makes the beneficiary explode in a giant fireball when killed and then suffer a bunch of fatigue and com back to life if their fatigue isn't too bad.
- Earthquake does a modest armor piercing attack against everyone on the field.
Hence: the fiery chain reaction that blew up the entire army.
-Username17
That's potentially a not-inconsiderable hit for Ermor, because he was using his cap-only dudes for communion masters last time, meaning he's out a bunch of dudes he can only replace at a rate of one per turn.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
On the other hand, he can easily come back with that many troops and mages in 3 turns tops. They just might not be the same quality of mages.name_here wrote:That's potentially a not-inconsiderable hit for Ermor, because he was using his cap-only dudes for communion masters last time, meaning he's out a bunch of dudes he can only replace at a rate of one per turn.
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Username17
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Judging from the graphs, that was 7 turns of troop production or near abouts. Obviously more than that in mages. But also judging from the graphs, he could do that twice more right now before he ran out of troops.
Remember: Dominions is basically a zero sum game. You don't need to have a shiny army at the end of the game, you just need to reduce your opponents to zero. Ermor is still the most powerful position, though I'm sure that battle hurt more than he expected it to.
-Username17
Remember: Dominions is basically a zero sum game. You don't need to have a shiny army at the end of the game, you just need to reduce your opponents to zero. Ermor is still the most powerful position, though I'm sure that battle hurt more than he expected it to.
-Username17
