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southern: Ironic - it's also the reason I decreased ram HP to 8 in mine, because I like the idea that sometimes a single ram isn't enough.
I also gave Rams/Catapults etc 26MP, as historically they were typically built on site during a siege and not carried great distances.
I find the AI too easily pushed away with weak, slow rams in tactical combat. But actually I guess that doesn't happen in PBEM, and would in fact be the opposite where it's only humans attacking AI with single rams in tactical... in which case, I would agree with the weaker ram to help the AI repel human players instead.

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southern: The lizard invasion has failed.. but a Stoneskinned Wyvern takes revenge! then flees wounded.
My two worlds are polar opposites - one is almost fully under my control, and the other I'm in serious trouble lol.

Also Blackcat, I had a Ram 2 turns away from the level 4 city, in anticipation of a possible Glow spawning and almost certainly killing my beat up Eagle Rider. I can't believe it killed your Glow in one hit lol.
Post edited September 28, 2020 by IniochReborn
That eagle will be spoken of in hushed tones around frostling camps as a way to keep the troops in line and the little frostlings abed. Man that eagle gave me a beating. Got unlucky in a monster lair, lost a good amount of archers and then wasn't able to repel the onslaught of ponies ahah.
I was trying to draw out my loss of the other world to the Lizards, but I'm not even sure I can hold it in time to produce a Ballista, let alone finish installing it. And so the scorched earth tactics begin - we burn down our level 4 city, as well as the Builder's Guild next to it and every other location within reach, to inflict a more certain delay as our productions churn along in our other world.

TS
The Halflings acknowledge defeat at Lizardman hands - under the noonday sun, at least. They do so by razing their own holdings before they fall to my hands.

We look through a scrying-pool, to see little of the murky possible world where it is Halflings and Frostlings who contend for the Nathyazik Oasis. A tower flies the frostling flag, but a Halfling champion is in the sky on eagleback.

As for our contest against the Frostlings - we take a good battle against them; maybe I can begin to seize their holdings tomorrow.

Both the Frostlings and Halflings declared war on me formally - several halfling troops and a halfling hamlet rebelled.

OOC:I think this iteration of the map, the musketeer-pike garrisons were a little too strong, making them not a reasonable option until after the enemy on the level has been defeated. Would be slightly more interesting with a musketeer removed from those 2hex towns.
Post edited September 29, 2020 by southern
Agreed that the musketeer cities are a little too daunting while trying to fend off invasion.

Frostlings-

Our brave warriors hold strong in our main base while nordic lights fill the sky. The lizards either retreat or attempt to lay a clever ruse. Seeking to go on the offensive to reclaim lost lands, we extend the frozen branch to the halflings as a sign of peace.

TS

Also Inioch as an aside, when you customize your leader we can start up Heartwood Forest.
Doing a restart because I just cancelled 3 turns of production by accident with this laggy mouse.
We raze the Frostling capital in the noonday world.... ack, but bringing everyone to do it was foolish, as they perished at the hands of Nordic Glows. Only the commanding hero, a little to one side, survives and escapes. Additionally, the Frostlings under my comand hear of the atrocity and begin deserting. Literally, into the desert
Post edited October 01, 2020 by southern
If the Frostling Leader can make it to our world, we offer refuge and a city.

TS
Now that the Teleporters are being used, the map is confusing.
Ouch. Attacked a single Wyvern with a Stone Skin/Enchanted Weapon Ice Drake and two Eagle Riders and it almost killed them all lol. Then luck swings in my favour as I kill three archers with a single Eagle, to capture a level 4 city that will produce a Basilisk next turn, I actually don't know how production works in Classic turns; in Simultaneuous, all units are produced at the dawn of a new day. Hopefully the Basilisk is produced before you can attack and not at the beginning of my turn lol.
I think normally units appear at the start of the player's turn, but on this occasion it appeared at the start of *my* turn - probably because I'd initiated it. So swapping ownership of a town doesn't delay production.
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IniochReborn: I actually don't know how production works in Classic turns; in Simultaneuous, all units are produced at the dawn of a new day. Hopefully the Basilisk is produced before you can attack and not at the beginning of my turn lol.
Units are produced at the beginning of the turn of the player that queue'd them. If you capture a city that is producing something (in this case a Basilisk), you can get a small bump in production by queueing up something to start when it finishes.

In this example, if you queue'd an archer to start after the basilisk completes, then the basilisk would finish on Southern's turn (helping defend the city against him and anyone between his and your turns) and at the start of your turn the archer would be finished. I suspect you need to have the gold in your treasury to start production off-turn for this to work, though; I imagine the gold is deducted when the production of the archer starts on Southern's turn.
Thanks for the useful info on Classic mechanics!

Halflings

The shipyard we built finally pays dividends as our ship allows our heroes to reach the teleporter with enough movement points to surprise a couple Lizard heroes. We rob them of their items and return home to quell a Lizard uprising near our capital.

TS
Just barely, a stack of archers gets into position to attack the Frostling leader unexpectedly - now only the Halflings remain to oppose Lizard rule.
gg Southern, I was trying to draw your forces closer on the right side by revealing my leader. Did not think they would come that close ahah.

Best of luck to the both of you