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Tigrans, Day 70

Yesterday was most excellent, but today was even better. Another foe has been dispatched. The choke point was not much of a choke. And we even secured new troops for our armies in the process.

Now we must decide where to march our elephants of power. If only we had a way to move our short legged, new friends a bit faster. Hmm, what to do, what to do?

TS
Nomaden, Tag 71

I did the only reasonable course of actions I could perform.

Turn sent.
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southern: Dwarves, Day 70

We continued running away, but unfortunately failed to raze the teleporter.
Razing the teleporter would have been pretty awesome. Good strategy idea! Sort of sucks that it didn't work though. You could have had your Wizard, six short friends, and a fast moving tank on an adventure to find a new home. And with a two day head start, I would have had a tough time tracking you down.
Dwarves, Day of Defeat

Damn, I was expecting my stacks to fight together against the units teleporting through. Are battles through teleporters and tunnels always 1v1 or something?

Anyhow, well played Cats!
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southern: Dwarves, Day of Defeat

Damn, I was expecting my stacks to fight together against the units teleporting through. Are battles through teleporters and tunnels always 1v1 or something?

Anyhow, well played Cats!
It's the same as with cave entrances it seems.
Mimo too thought all stacks will defend the staircase but only the one on it did.

GG.
I didn't like this map.

Tigrans, Day 71


Today the world acknowledged what the Egyptians have always known... It's a Cat's world, deal with it. Three things...

1) Prowlers are awesome as body blows. Because they have wall climbing, the AI tries to kill them first rather than the more powerful and deadlier units in a stack that need to wait until the doors are busted down. And Prowlers can be cranked out cheaply, one per turn. Wow.

2) Being neutral on this map gave me a huge advantage. When I finally got up the courage to attack the human towns near me, instead of it being my four stacks against their three, it ended up being six stacks against one! The stupid humans preferred to fight for me rather than the folks defending the towns and cities. This definitely was not intended and let me avoid major losses around Turn 40ish when I was finally expanding my empire.

3) I got lucky as hell against the Dragons I fought early in the game. I was able to recruit dozens of low level Tigran shooters to my side and all of them died defeating the Dragons in my Hard Nature Quest. I would have disbanded them if they hadn't died, so it was the perfect battle.

Charts from the game are attached. With an XL map in play, I went hardcore structure and population building. And obviously built one huge ass army along the way as well. Never had more than 400 mana to my name though...

Great game. Good map selection. Onto the next one.

Mimo
Attachments:
armies.jpg (248 Kb)
mana.jpg (248 Kb)
winning.jpg (245 Kb)
Units with 3-shot ranged attacks seem to struggle with Accuracy compared to the much more consistent performance of Crossbowmen.

Tigran blade-throwers have 12/2 instead of Archery's 8/4 which is a nice compromise between the archery and crossbow style. I definitely have a fondness for that unit.
Notice how I got tiny in armies fairly short time after map start. There I was left with only my hero and leader and only 1 not-fully developed town to build more units. Not the optimal position to be in. And then I lsot my fairly good hero (and the backup one) when they got attacked by stupid wolves when they were standing next to ruins full of tier 4 units and those ruin units decided to join the fight. :-/
Gave me much enjoyement. By the time I was able to do anything at all, mmo already controlled big part of map and I lost fairly high amount of units when I killed Goblins and I would be no match at all for him, so to not waste time of both of us I surrendered.
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Vitek: Notice how I got tiny in armies fairly short time after map start.
Yeah, around Turn 8 or so. Right around when Catermune was eliminated by neutrals.

I lost my Wizard six times in the first 9 turns assaulting the only town near me that was attackable. I never took troops with me, just kept sending my Wizard and taking one enemy unit with me. Then on the seventh assault, I finally doubled my industrial base which made a huge difference.

Feel free to load up the map and try it as Tatz. I have no idea how I lucked into doing well. I was certain I was going to the same route as Vitek and wither away to nothing. This was a hard ass map, no question.
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southern: Units with 3-shot ranged attacks seem to struggle with Accuracy compared to the much more consistent performance of Crossbowmen.

Tigran blade-throwers have 12/2 instead of Archery's 8/4 which is a nice compromise between the archery and crossbow style. I definitely have a fondness for that unit.
The lower damage units like Tigran shooters and Halfling slingers gain extra value with Marksmanship or Enchanted Weapon. When your damage goes from 2 to 3, that's a 50% increase! Much bigger deal than going from 4 to 5 (25% increase).