Excellent quote! So, I’ll write to the WorldWar host and tell him to shut 'er down.[/quote]
So, Qt3-WorldWar is officially over? We all surrender to Caelum?[/quote]

It ended when my Juggernaut rolled over Caelum’s Demilich and turned him into fresh, undead roadkill. THat was sufficiently frightening enough to make his last remaining unit, his prophet, to RUN AWAY! Unfortunately, he had no friendly places to run “to” and, thus, sealed the fate of Caelum’s run for Global Domination.

Oh yeah, I gotta right up my AAR on this…

ron_debry: I cant remember now what was in Talath Pass I’d have to go back and check… but what I actually did was split my forces somewhat equally between the 3 remaining forts in the area, with about 2/3rds of my fiends going to Northern Harluaa (since a big chunk were coming from Eastern Mhair and thats the best they could do.

To be honest, after the last turn, I completely lost track of your army (and more importantly, your big commanders), except for some stuff you left behind in Harluaa. I couldnt figure out where you had gone. I was kinda hoping you would post here and tip your hand maybe… I was not expecting AT ALL the battle in Northern Harluaa… that I happened to have my most potent commanders there was pretty well a fluke, brought about more by geography than anything else.

I did not think for one second your main strength was in Northern Harluaa. There is no lab there… its just a watchtower to boot. I felt for sure that had you not ported out you would be in Southern Harluaa, where you had a castle and a lab.

If your AQ is actually still beseiged in Northern Harluaa then I’d say the game is almost up. Terrific fight though! My army was HORRIBLY scripted, and I think primarily your lack of a staff of storms won me the battle since it let my fiends envelope you right away.

I dont know WHAT my tartarians were doing in the back there… nor my VLs. At least my empowered VL got off some successful soul-slays!

Feeding Frenzy (Pan)

Well, I’m just about done here. Even though Mictlan is attacking Caelum from the south, Vanheim makes good progress against me in the north and will soon destroy me. I asked that he withdraw, but he of course refused, so I’ll soon be down for the count, hopefully taking as many of his brood with me as I can :D

This has been fun the last few turns, but this map is way too big for me. Good game, everyone.

Feeding Frenzy (Vanheim) - A phantasmal wolf in the right place at the right time, and Mictlan’s Belphegor dies. Of such tiny chances are battles made.

The rest of the game, however, is still shaping up to be a massive learning experience. To the point that I’m wanting to start another game to apply what I’ve learned here.

Faeruntest: Good game Pythium… I took down your air queen this turn.

I did not have time to watch the whole battle yet, but it must have been a max. length one… my entire army retreated except for two tartarians.

I will have to watch it to try and figure what the heck happened!

Faeruntest (Ermor):

Wow, only a few of us left still playing.

Pythium, I am sorry to see you go, that is for sure.

It sounds like you guys are throwing around some high powered stuff. I had been busily aggressing (and getting aggressed by) Pangea, now that he has gone AI, I should be able to make some headway.

Faeruntest (Man) - The war against C’tis continues. I’ve liberated Jotunheim’s capital, but several forts behind my lines must now be slowly reduced. Unfortunately this progress will probably be wiped out when his forces start to arrive, since they’ve been freed up by the fall of Pythium.

Am also experiencing an infestation of devils in my homeland, and was rather surprised when some castles sprouted this turn. Am calling in the exterminators. :twisted:

Heheh… yep either I have a good foothold in your heartland or I just built you a bunch of nice castles. The jury is still out! ;)

Congrats to Atlantis, who enslaved the mighty Ice Devil Bune. A bad day for Ctis…

A devestating troop combo for Pangaea?! I’ve heard Pangaea referred to as many things before, but never Devestating… Enlighten me, oh master – what is this wonderous combination?

Ivy Kings, leading (and bodyguarded by) mechanical men. The kings cast Charm repeatedly while the mechs slice and dice. Even against good MR, sooner or later a few of the Charms take hold. This was what killed Caelum’s mixed troll/tartarian/caelian army led by their pretender with the Forbidden Light. Only reason I didn’t lose my own tartarian/longdead army to charms is that he didn’t have mech men on my front at the time.

Ghost Riders, even in massive numbers, just get chopped to bits against this. Earth elementals have pretty poor odds of getting through the bodyguards. Manifestations just get charmed. The only thing I’ve found that works is to Wind Ride the kings to some place where you have a couple dozen longdeads on patrol. But that’s expensive, and if they’re being escorted by harpy scouts or centaur hierophants, you risk wasting the gems.

Admittedly, it isn’t Pangaea-specific - but they probably can implement it quicker than some.

QT3FeedingFrenzy (Mictlan)

Caelum is essentially out (I caught his vicious Doom Horror stack last turn, and his Pretender this turn); he’s only got a couple of provinces left. And I’m wondering if Vanheim is AI? I killed his Pretender this turn and got the “You killed our God!” message which the AI sends.

Is everyone ready to bow down before the sovereign power of the mighty Smoking Mirror of Mictlan?

Vanheim is AI. If Caelum’s truly out, then it’s just Abysia and Mictlan.
I’m tempted to have a go at it just to add to your micro-management stress level, but I really have issues with the Dom2 two-player endgame, so I’m willing to yield.

I can confirm that Caelum is out - in fact they where never really in… :roll:

Whoa, Pan is still hanging out in the trees in this game :D That being said, I am willing to concede (I’m going to assume “bow down” is pig latin for “concede”).

Sorry, I thought Pan went AI a few turns ago. Not a slam on your playing, just me being sloppy on looking at the nation flags on the intro screen :)
I was looking forward to hitting you in a few turns- want to stick around for that?

Sure. I’ll stick around as long as somebody still wants to play.

But why attack me when Mictlan is so far ahead of everybody? Just for the hell of it? :)

As an aside, this map is crazy. It’s way too big. It feels like work and that is not cool. The smaller maps are much more enjoyable.

Faeruntest (Man)

Atlantis seems to be using ghostriders to good effect, and has crushed two C’tisian armies, throwing back C’tis’s invasion.

Meanwhile, the infestation in my provinces is growing :( . It has sprouted hundreds of fiends, plus a fair few titans, an air queen and a ridiculously empowered vampire lord.

I also have an army in a castle about to be stormed by over 400 fiends :? .

However, thanks to a bequest from Pythium I managed to overwrite C’tis’s Arcane Nexus. Hopefully this will enable me to claw my way up to Great Power status.

Took a look at the turn. Have to say that Soapy is under the gun. Not that being under the gun is anything new for C’tis.

Atlantis is throwing around a lot of gems. And now Man has the Nexus. Could be bad for Soapy.

Don’t know how you guys do it. These turns take literally hours. Like more than one. To do a ‘perfect’ C’tis turn would take over 2 hours maybe as much as 3. Crazy!

Faeruntest (Ctis): I admit I am quite slapdash in my turns… going for the most powerful possibly minimum micro-management armies… and its hurting me. But i cannot bare to do as much micro as I probably need ot do… my only hope is that my opponents are suffering form similar levels of exhaustion :D… Faerun… Never Again…!

Atlantis put enormous effort into destroying my largest non-fiend army… first he dropped 5 murdering winters (150 water gems) and 2 flames from the sky (50 fire gems) on it, killing over 100 units out of 250. Then he flung 13 castings of ghost riders at it (65 death gems), killing another 70 units. The remaining decimated force, denuded of gems, faced off against a 250-strong Altantean army and was destroyed to the last man, taking only 80 or so Atlantean scum with them.

The only positive aspect is that Atlantis spent surely many times more than the worth of that army to destroy it, and it was, at least, not an army I was relying on to any great degree.

With Man in control of the Nexus I face (I feel) once more an uphill battle. The Nexus is the great equalizer here… it instantly catapults Man’s gem production to highly comeptetive levels. Should be interesting!

Faeruntest (Atlantis)

Hey cool! I finally managed to get an account on this forum. So…

I thought I would go ahead and give a truthful report of the smashing of the C’tis army over the past two turns. And yes, I did invest a massive amount of gems into killing those two C’tis armies. But it was worth it to put a complete stop to any plans that the lizards had for righteous fish territories in the south!

C’tis was invading me with two huge armies, trying to retake a province I took from him several turns ago. Army 1 had 2 fully outfitted Tartarian Cyclops, a powerful Vampire Lord, and maybe 5-10 other assorted commanders, all with full artifact sets. There were some 215 fiends of darkness in Army 1 and no other troops of any kind. Army 2, which was one move behind the flying Army 1, had about 550 ground-pounders. Maybe 40% were vine ogres and 25% were mechanical men. The remaining hundred or so troops were assorted stuff like trolls, earth gnomes, fire elementals, and other odd things. Army 2 was led by many commanders, including 2 tartarians, an earth King, and a fire king. Those commanders had some artifacts, but not all slots were filled like in Army 1.

Army 1 seiged my castle two turns ago. I hit it with 5 murdering winters (150 water) and 2 flames from the skies (60 fire) which caused exactly 150 deaths. I followed that up with 11 ghost riders (55 death) which killed the remaining 65 fiends plus the 4 commanders that survived the earlier barrage. That was a huge win for me because of the massive C’tis gem requirement to summon and outfit the army in the first place. It was 265 gems well invested for me, especially since he lost some unique artifacts which I managed to forge back.

Army 2 seiged the same castle last turn. Again, I hit it with 5 murdering winters and 2 flames from the sky. The Army 2 targets were more numerous and quite weaker than Army 1, thus making the artillery barrage more effective. I killed exactly 253 troops with those 7 spells. That was followed by 13 Ghost Riders which killed about another 100 troops. I then broke the seige with an Atlantean army consisting of 20 commanders and 241 troops. He had 12 commanders and 195 troops left, but they were all injured from the earlier artillery barrage. The battle went favorably for me and I easily killed both tartarians, the earth king, the fire king, and the other 8 commanders. He had 3 sea trolls retreat which died anyway because there was nowhere to run. I lost 1 commander and 81 troops in this battle. Again, I felt quite happy with the 275 gems, 81 troops, and 1 mage to kill 550 troops plus a lot of powerful enemy commanders.

Thus, C’tis expansion in the south has come to a screeching halt. The loss of those 800 troops of his should set back his plans a bit. But I know he will be back in the future. I do hope to take a few lizard provinces before then.

Anyway, these turns are getting quite long lately. Fighting wars takes a lot of effort on such a huge map. But it sure is fun! I am glad my RL settled down enough for me to have the time to do decent turns these past few weeks. But my turns are taking over an hour each time even when I only do the bare minimum!

I echo Soapyfrog in saying I will never play Faerun again, unless there is a victory condition of some kind. It is a GREAT map but is just too darn big!!!

Panther