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Humans, Day 61

We have attacked and razed the frostling capital. Half its garrison was in the east quadrant, so we attacked the large city from the west, and made the storming into two battles, lossless for us. Seeing three Ice Drakes hurrying back, we decided not to leave the city intact, since we might be defeated - especially since we didn';t have time to move our air galleys fully inside.

The Undead Galleon is still trapped in Ice, and we shall attempt to destroy it with an air galley tommorrow.

OOC: The ballista plus hasted air galley combo is pretty disgusting and I don't want to do it again. But it's interesting to see just this once how strong it is. And I even had orcish shredder bolts, not to mention the luck of buying the central human city long ago.

Also, the wraiths this game were cool, but they've reinforced my view that unlike Air Galleys, they deserve a mild buff, which I have duly planned for my aow1 ruleset.
TS
TS

[i]Well, it is a pretty nasty tactic.It's almost unbeatable and anyone
can hardly resist. But it is not cheap too. I had to spend a lot of time
gathering gold to buy the Air Galleys. I decided that I should first
rush to the dwarves and prevent them from building a lot of giants,
so I couldn't restrict you in any way. You were not bothered by the
Undead and Frostlings for a long time. This is an evidence that this
game should be played fast and opponents need to be constantly
attacked or you risk to have them developed to a level of invincibility[/i]
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southern: Finally realised I did have the turn; sorry.
It's that time again, I think.
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southern: Also, the wraiths this game were cool, but they've reinforced my view that unlike Air Galleys, they deserve a mild buff,
Agreed that Air Galleys really don't need any extra help, but I'm curious why you think wraiths need a buff.

They're kind of a gimmick unit, being quite squishy but basically immune to a large number of units.
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southern: Finally realised I did have the turn; sorry.
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jyri: It's that time again, I think.
What's happening is that the turns are turning up in my inbox in the ''read'' section, not the unread section. And yet the wrapper is not detecting them, so it must be half-succeeding - reading the email, but not getting the turn.
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Bookwyrm627: Agreed that Air Galleys really don't need any extra help, but I'm curious why you think wraiths need a buff.

They're kind of a gimmick unit, being quite squishy but basically immune to a large number of units.
Wraiths either slaughter everything unopposed or get dumpstered by an enemy with magic weapons, which I think is a good unit concept.

The problem is that apart from pass wall, their mobility is the bog standard 26 movement points. How do you catch someone out with a low/mediocre mobility troop that requires t3 infrastructure? Won't the enemy always have time to react with priests, magic weapons t3, hero with magic weapon, enchanted weapon spell, etc? And do the few times they pay off make up for not being consistently powerful and more mobile, like Demons?

The changes I might make-

MV 26 to 28 is probably sensible, and I would also like to do a radical cost reduction to 30 gold or so, to further differentiate them from 100+ gold Bone Horrors and Demons. That probably wouldn't be enough, so maybe +1 attack or something?

I considered map mobility options, but floating would allow them total sea control, and concealment/invisibility would be absolutely cancerous, albeit hilarious.

Maybe Wasteland Concealment would be cool though, along with giving Doom Priests Path of Decay?
Post edited May 29, 2019 by southern
TS
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southern: The problem is that apart from pass wall, their mobility is the bog standard 26 movement points. How do you catch someone out with a low/mediocre mobility troop that requires t3 infrastructure? Won't the enemy always have time to react with priests, magic weapons t3, hero with magic weapon, enchanted weapon spell, etc? And do the few times they pay off make up for not being consistently powerful and more mobile, like Demons?
Wraiths aren't really about surprises from the fog of war; that is the job of cavalry. Wraiths are about forcing the enemy to counter a very specific threat, and most of those counters are less effective units for general combat (ex. human priest or charlatan instead of human cavalry or cavalier). The wraith threat can't be ignored, most of the answers to that threat take significant time and gold to build, and counters can't really be built in a one-off way the way wraiths can.

If the map is small, then maybe your leader can visit the front line (oh goody) to magic weapon a dude or two. If the map is large, you might be ceding towns to a single unit while spending 6+ turns trying to create a priest that then has to try and catch the wraith (and hope the wraith doesn't win the ensuing fight). One wraith can cover ~36 hexes in 6 turns.

Except for priests, only the Highmen have a solution for wraiths that isn't at least T3. T3 is 500 gold and 6 turns before factoring in the costs of installing and building a single unit. That assumes the race in question has something besides priests.

Amusingly, I'm not sure Undead have a racial answer to Wraiths. I suspect wraiths can't be dominated, so doom priests are out, and I'm not sure the Dread Reaper's Invoke Death ability works on wraiths either.

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southern: The changes I might make-

MV 26 to 28 is probably sensible, and I would also like to do a radical cost reduction to 30 gold or so, to further differentiate them from 100+ gold Bone Horrors and Demons. That probably wouldn't be enough, so maybe +1 attack or something?

I considered map mobility options, but floating would allow them total sea control, and concealment/invisibility would be absolutely cancerous, albeit hilarious.
Demons are a strong flyer, while bone horrors stack with other units and act as both door opener and meat shield for the stack.

The wraith is a special forces unit, not a brawler. Their niche is wiping out unprepared stacks.

If the wraith can catch any enemy that can't kill it, and it can either evade or have good odds of winning against units that can kill it, then it may become too strong.

Even Incarnates are piss poor in a straight fight.

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southern: Maybe Wasteland Concealment would be cool though, along with giving Doom Priests Path of Decay?
I'd suggest not giving Doom Priests Path of Decay. Iirc, Undead towns can farm decayed lands, but no one else can, and there aren't many ways to fix decayed lands. Town income can be badly curtailed and farms can be rendered useless. Undead could make any territory they conquer inhospitable even if it is later retaken by a non-undead race.
Thanks for challenging me on this, my mod won't be any good without this sort of argument. Especially since I am still lacking in experience (i.e. only ever had one game where an opponent made wraiths, never used them myself in PBEM), I will spend time searching the forums for opinions on balance in the old PBEM threads.
I will take this into account.
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Bookwyrm627: Wraiths aren't really about surprises from the fog of war; that is the job of cavalry.
By catch out I merely meant making an attack before the enemy has magic damage ready, not specifically from fog of war. I am surely biased a bit by this game, where I have good vision from towers, and hasted Air Galleys to zoom my priests around, but even so the wraith still strikes me as a slowcoach.
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Bookwyrm627: Wraiths are about forcing the enemy to counter a very specific threat, and most of those counters are less effective units for general combat (ex. human priest or charlatan instead of human cavalry or cavalier). The wraith threat can't be ignored, most of the answers to that threat take significant time and gold to build, and counters can't really be built in a one-off way the way wraiths can.
I disagree on this; priests are a downgrade for general combat, but they're not as big a stat downgrade as wraiths are compared to demons/bonehorror. I guess there's a question to be asked about autocombat, though - will there sometimes be battles (in PBEM autocombat) where a priest+mundane force fighting a wraith+mundane force messes up by having the priests target non-wraiths first, while the undead force kills the priests first, leaving mundane versus wraiths? Perhaps I should test.

The gold and time to make priests is less than for making wraiths, and I'm not sure I agree about wraiths being something you can make as a one-off, because of the way the installation mechanic punishes making different units. If I have to make many priests because the enemy might have wraiths, but has actually switched to demons or bonehorrors, that's not the worst thing. The priest is then a very costly archer with some knobs on, and we all know how good archers are.
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Bookwyrm627: If the map is small, then maybe your leader can visit the front line (oh goody) to magic weapon a dude or two. If the map is large, you might be ceding towns to a single unit while spending 6+ turns trying to create a priest that then has to try and catch the wraith (and hope the wraith doesn't win the ensuing fight). One wraith can cover ~36 hexes in 6 turns.
Enchanted weapons can be cast from 12 hexes away, added to the 32+ movespeed of leaders and that's a lot of ground.

However, I just did a test, and wraiths killed priests 1v1 8 times out of 12, which is far better than I realised. That does force me to strongly moderate my position, it makes wraiths much better than I thought.

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Bookwyrm627: Except for priests, only the Highmen have a solution for wraiths that isn't at least T3. T3 is 500 gold and 6 turns before factoring in the costs of installing and building a single unit. That assumes the race in question has something besides priests.
I was about to say ''but Wraiths are also 6 turns and 500 gold, so what difference does it make?'' But then I remembered that game where I had about 100 archers at one point without upgrading a city.
I've been discussing this from a point of view which assumes the enemies of the Undead have good scouting, and are investing in upgrading their cities. But maybe it's fine for Wraiths to be weak when they're scouted ahead of time by a player that has upgraded cities, because they get to be good in games where you have an undead town tucked away in some cave and the enemy has made 100 archers.
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Bookwyrm627: Amusingly, I'm not sure Undead have a racial answer to Wraiths. I suspect wraiths can't be dominated, so doom priests are out, and I'm not sure the Dread Reaper's Invoke Death ability works on wraiths either.
Does this mean that in an Undead vs Undead game, people could use Wraiths as immovable blockers on the strategic map? Interesting.
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Bookwyrm627: Demons are a strong flyer, while bone horrors stack with other units and act as both door opener and meat shield for the stack.

The wraith is a special forces unit, not a brawler. Their niche is wiping out unprepared stacks.
In my opinion, 26 movespeed and pass wall are a bit feeble for a special forces unit. Physical Immunity is so good, but does it make up for not having concealment like the other special-forces type t3s? Come to think of it, aren't the special-forces type t3s - generally speaking the infantry with concealment, scale walls etc type ability - aren't they generally weak compared to making a t3 flyer or general combat troop? The problem being that installation, and the rarity of t3-capable towns, combine to strongle encourage you to spam beefy t3s as much as you can, I think? Having utility/stealth unit is nice, but cutting into your ''main battle tank'' production, is that ever worth it?

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Bookwyrm627: I'd suggest not giving Doom Priests Path of Decay. Iirc, Undead towns can farm decayed lands, but no one else can, and there aren't many ways to fix decayed lands. Town income can be badly curtailed and farms can be rendered useless. Undead could make any territory they conquer inhospitable even if it is later retaken by a non-undead race.
For some reason I thought decayed terrain gradually returned to its original state. Maybe I was thinking of frozen water, or of a different game entirely.
Post edited May 29, 2019 by southern
TS

Lets get more serious about the turns
If you keep my agony a little bit longer,
I will surrendwer
Humans, Day 63

The last four Ice Drakes are gone.

OOC: sorry about the restart, it's because I've been modding, which because I don't fully understood how they did it in 2001, requires me to repair/verify files when I want to play the game again, which gets rid of the showscene patch.

Also, this time the turn did appear in the wrapper. It seems like the wrapper always reads manually sent turn emails, but sometimes fails to download and announce them.
Post edited May 29, 2019 by southern
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southern: Thanks for challenging me on this, my mod won't be any good without this sort of argument. Especially since I am still lacking in experience (i.e. only ever had one game where an opponent made wraiths, never used them myself in PBEM), I will spend time searching the forums for opinions on balance in the old PBEM threads.
I'll happily argue theorycraft with you to help you come to a decision. :)

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southern: By catch out I merely meant making an attack before the enemy has magic damage ready, not specifically from fog of war. I am surely biased a bit by this game, where I have good vision from towers, and hasted Air Galleys to zoom my priests around, but even so the wraith still strikes me as a slowcoach.
Ah. Because of how basic Enchant Weapon is, magic damage is generally available nearly from the start in an emergency, so you're unlikely to be able to catch an enemy completely helpless against wraiths. Maintaining magic damage across a wide area is a lot harder, though. I'm thinking of Broken Bow here, where leaders could be a LONG distance from the actual fighting, especially if they don't have haste.

Wraiths move at the same speed as standard infantry; they'll exactly keep up with a stack of archers. Goblins, Dwarves, Halflings, and Frostlings move slightly slower (24MV), while one of the big Highmen advantages is faster infantry (30MV).

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Bookwyrm627: Wraiths are about forcing the enemy to counter a very specific threat, and most of those counters are less effective units for general combat (ex. human priest or charlatan instead of human cavalry or cavalier). The wraith threat can't be ignored, most of the answers to that threat take significant time and gold to build, and counters can't really be built in a one-off way the way wraiths can.
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southern: I disagree on this; priests are a downgrade for general combat, but they're not as big a stat downgrade as wraiths are compared to demons/bonehorror. I guess there's a question to be asked about autocombat, though - will there sometimes be battles (in PBEM autocombat) where a priest+mundane force fighting a wraith+mundane force messes up by having the priests target non-wraiths first, while the undead force kills the priests first, leaving mundane versus wraiths? Perhaps I should test.

The gold and time to make priests is less than for making wraiths, and I'm not sure I agree about wraiths being something you can make as a one-off, because of the way the installation mechanic punishes making different units. If I have to make many priests because the enemy might have wraiths, but has actually switched to demons or bonehorrors, that's not the worst thing. The priest is then a very costly archer with some knobs on, and we all know how good archers are.
Priests aren't a heavy duty combat unit, considering they tend to get distracted by injured units and their ranged attack only has one shot per round. They are support units, not fodder (archers), speedy (cavalry) or power houses (titans).

Wraiths are a unit with a very specific niche. They get a big stat downgrade from bone horrors and demons because wraiths simply can't be touched by half the units in the game. A single wraith can murder a full complement of 24 karaghs, first born, or nature elementals and then ask for more. They can't be touched by Air Galleys, Ice Drakes, Astras, or Red Dragons, and I'm not sure they can be hurt by Basilisks (Doom Gaze) or Dread Reapers (Invoke Death). A Wraith's whole thing is how numbers and walls mean nothing if you don't have magic, holy, or lightning damage present, and you need it present in large enough quantities to kill the wraith before the wraith kills the source(s).

When I talk about wraiths being one-off units, I mean you send them out alone to do their job. They neither need nor want support when actually fighting. They walk into a battle, murder all the helpless defenders, then move on while a small squad of followers occupies the town during the migration process. You don't send a group of wraiths to take out a target: either one wraith is enough or you send something else. The fact that you can build wraiths means you are only a few turns away from switching to demons or bone horrors, and then you can churn out whichever ones suit your situation.

Priests or whatever that are trying to counter the wraiths usually need to act in groups. A unicorn might be reasonably expected to solo a wraith, but a single priest or fairy is as likely to die as to win. 2 swordsmen with Magic Weapon are a reasonable choice if the wraith is solo, but you don't send just one. If the wraith sees counters coming, then they can retreat behind the undead armies until the counters are removed.

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southern: I've been discussing this from a point of view which assumes the enemies of the Undead have good scouting, and are investing in upgrading their cities. But maybe it's fine for Wraiths to be weak when they're scouted ahead of time by a player that has upgraded cities, because they get to be good in games where you have an undead town tucked away in some cave and the enemy has made 100 archers.
If the enemy has good scouting and upgraded cities, then sure, wraiths aren't a huge problem. You still have to be careful to have the countering units in place when a wraith shows up, but the counters are available IF you've spent the resources to make them available. So, how much of that precious gold and time are you going to spend on countering something you might never see in a game, when it could kill you if it catches you unprepared? Magic Weapon gets expensive in bulk and can't be used on archers. :)

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southern: Does this mean that in an Undead vs Undead game, people could use Wraiths as immovable blockers on the strategic map? Interesting.
Theoretically possible, I suppose. As a map maker, you could also create Wraith-Gates.

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southern: In my opinion, 26 movespeed and pass wall are a bit feeble for a special forces unit. Physical Immunity is so good, but does it make up for not having concealment like the other special-forces type t3s? Come to think of it, aren't the special-forces type t3s - generally speaking the infantry with concealment, scale walls etc type ability - aren't they generally weak compared to making a t3 flyer or general combat troop? The problem being that installation, and the rarity of t3-capable towns, combine to strongle encourage you to spam beefy t3s as much as you can, I think? Having utility/stealth unit is nice, but cutting into your ''main battle tank'' production, is that ever worth it?
It is the physical immunity that makes the wraith special forces; 26 mv is standard infantry speed and pass wall lets the wraith into a city/tower. The terror it inspires is because of the specialized tools required to kill it, not the fact that it can vanish from view. A stack of giants/titans/warlords is scary until it runs into a single wraith. You don't spam wraiths (they die too easily once the counters are in place); you make a handful and use them strategically. Wraiths are a short detour for a town that is mostly making demons or bone horrors; if a horde of archers is descending on your town, then a single wraith will do more to save it than a single demon or bone horror.

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southern: For some reason I thought decayed terrain gradually returned to its original state. Maybe I was thinking of frozen water, or of a different game entirely.
Path of Life, the Life magic spell Rejuvenate, and an Altar of Life's explosion will heal decayed lands, and I think that's it. Artifically frozen water does revert, and croplands will automatically rebuild as well (if the terrain and city type are appropriate).
TS
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Bookwyrm627:
Thanks for that, you moderated my attitude to wraiths a lot.

It'd be interesting to hear what you'd do, if you were interesting in modding, to rescue the Charlatan and the Musketeer from the dumpster (assuming you agree that they're awful currently).

I've been toning down or removing many of the changes my mod makes, and what I have in mind now for them is-

Charlatan: True Seeing, Vision I/-/II, Cost 64 to 36
Musketeer: HP 5 to 6, Marksmanship -/I/II to II/III/IV, cost 45 to 20