Surely since it’s one of my forts and I have men in it I should always be able to see what’s besieging me? I thought it was linked into the bug where my scouts aren’t giving me reports on what’s going on half the time.

I’m sure you are right Mercutio. I’m positive it is linked to scouts not showing reports. Scouts have been unreliable since turn 50 or so.

Alright then, the beseiging army consists of around 250 units of elite warriors, slave warriors and sauromancers. A huge tartarian Cyclops was seen towering over the army. This army is led by Crawler, the Vampire Lord.

;)

No way Sir! I’m not peeking over the wall, Sir. YOU peek over the wall!

Sir.

Faeruntest (Ctis): Turn 113

Disaster in Suldophor (again)! After beating off 11 castings of ghost riders and enslaving a marauding AQ (not sure what that fight was all about…), the assault on Suldophor turned into a charnel house, over 300 units dying on either side. Unfortunately, the waves of Ctsian vine ogres and angels were destroyed before the waves of Atlantean shamblers, vine ogres, draconians, etc… 29 Ctisian commanders died in the retreat as Atlantean armies cut them off in a well planned operation. An enormous disaster that may see the collapse of the central front!

Elsewhere Ctisian forces met with moderate success. Operation “Smother Man” continues, laying the blanket ever thicker. The Doom Horror continues to terrorize the walls of Myth Drannor, although Man’s effort this turn to destroy it came alarmingly close to success… as always the Doom Horror’s achilles heel lies in its lack of elemental resistances.

The struggle continues!

Modtest (Atlantis):

The Air Queen was supposed to cast wraithful skies and retreat. I had no idea she could be enslaved so easily, as she never even got in a single move.

At least the AQ and the GRs caused your tartarians to use up all the gems and therefore had none available for the castle seige. Had you been able to cast army of gold plus fog warriors, I doubt I would have won the battle.

And so, another 3 fully outfitted Tartarians, 4-5 Firbolgs with nice artifacts, maybe 8 angels of the host, and another 15 or so sauromancers from C’tis bit the dust. But I know there are a lot more where those guys came from. I lost 3 commanders (what use is that idiotic Sandals of the Crane anyway???) and another 300+ troops.

The battle for the south seems to be stabalized now, pretty much a stalemate. I have been wracking my brain trying to come up with a strategy to make progress, but none seems apparent. Perhaps the undead Ermor hoard invasion will help beat back the relentless lizards. Perhaps not.

Also, any advice from anyone on how to kill a doom horror would be greatly appreciated. It is unfortunate that I can’t ever use an astral mage on the offensive because of the unbeatable Nexus/Strands.

  1. Horrors are vulnerbale to elemental attacks. Frozen heart, incinerate, orb lightning or just plain lightning bolt are all good examples. Since a GoR’d DH has only 2 misc slots a DH can resist maximum two out of three elements, and usually its less due to the need to boost MR or boost regen.

  2. unresistable spells or spells that generate effects even when resisted. Drain life, leech… petrify is handy but hard to cast.

  3. Moon blades, flambeaus… melee weapons that hit really hard. Moon blades are outstanding… they are cheap, are magical so no problem hitting ethereal, and they do 2x damage vs magic beings (i.e. horrors). 3 or 4 thugs with quickness and boosted AR wielding moonblades will dice up a Doom Horror no problem.

  4. Hope to get lucky and override its MR with a sudden death spell. Disintegrate, enslave mind, mind hunt (assuming its alone), unravelling (I think?) etc etc. Use of rune smasher and spell focus highly recommended.

  5. lots and lots and lots of undead.

Note: Doom Horrors do not have a lot of hit points actually (75 or something?), at least not until they get in a bunch of drain life attacks.

the best way to kill doom horrors imho is a couple of mandragoras with their sleep vines coupled with an ivy king for charming. The mandragoras put the doom horror to sleep, but probably won´t kill it and eventually it will fail a MR roll.

Crash man you rock. You were screwed in this game rather badly by an alliance from before the game started yet you survived and you are still a force. Impressive play and perseverance in the face of heavy odds.

Mercutio, Kudos. You did a great job with those air mages. Always tough. Nicely done.

Faeruntest (Ctis): Turn 114

Further military disasters strike. Our forces sallying forth from Mintar are overcome by the power of Atlantean Mages and Priests. Both armies are destroyed, but the Atlantean mages survive to carry the day, whilst the sauromancers of Ctis are slaughtered wholesale. Worse, in a subsidiary operation in Sudulphor (may the name of that province be forever cursed) a precious Doom Horror was charmed by the despicable enemy. hissssssssss

The army besieging Black Jungles was overcome by murdering winters and finished off by ghost riders. However on a positive note, the Tartarian survived and joined a vampire to wipe out a force of frost demons and their Ice Devil commander.

Ermor forces the fortress at Trade Cities, demonstrating the awesome power of disintegrate and the sheer toughness of his commanders, who carried the day despite a massive army of undead being burnt by holy fire and routing the field. The angels made a brave defence and fought to the last holy being.

The war vs Man continues. The besiegers of Elven Court beat off 12 ghost rider castings with minimal loss. Still the strategy of slow strangulation seems to be working.

Ugh. This war will never end… ;)

Thanks Huz.

This has been one heck of a game. I wish I knew stuff going into it that I’ve since learned. I have a feeling that I am spending gems in the most inefficient ways imaginable :)

But hey, that’s part of the fun of learning, this surely plays differently then the sunday blitz games I’d played before this one.

Are you still upset about players talking to each other before the game starts? I thought you got over that a long time ago.

Graeme,

I get the feeling you’re looking for attention here, so I’ll go ahead and give you some.

First: I dont’ think anyone in the game is really upset about anything at this stage, it’s really just about playing with some of the cool toys at this point in the game.

Second: Pre-teaming is bad. It doesn’t really matter if you think so or not, enough other people think so that you won’t find your games filling often if you make a habit out of it.

There you go. Hope that does it for you.

Are you still upset about players talking to each other before the game starts? I thought you got over that a long time ago.[/quote]

Dude, Crash got totally screwed. The players took blesses that were tailored to crush him, they made whomping amounts of priests, they even took varients ( like IF Ulm ) to better attack Ermor.

The end result of that should have been a total waste of Crash’s time since he would be crushed and there would be no maneuvering he could do. I’m saying this not due to me liking crash, I don’t know him from a hole in the wall, but I think what happened to him was uncool.

Anyway, somehow crash survived. Amazing but true. And I give him props for that. Way to go big guy.

I’m just amazed that Huzuurdaddi is still whining about standard diplomacy.

Second: Pre-teaming is bad. It doesn’t really matter if you think so or not, enough other people think so that you won’t find your games filling often if you make a habit out of it.

I highly doubt that your attitude towards diplomacy is particularly common. If you don’t want people to talk before a game starts, then force them to be unable to talk, otherwise you’re simply trying to make unenforceable house rules.

I wasn’t aware that building many, many priests to attempt to take out Ermor before turn 20 was cheating. Especially considering that every one of Ermor’s neighbours knows that who they have for a neighbour. I assume that they took either a F9 or W9 bless. You can hardly call that “tailored”, as F9, W9, or S9 are the only bless effects that can be made cost-effective for nations other than Jotunheim or Machaka.

The end result of that should have been a total waste of Crash’s time since he would be crushed and there would be no maneuvering he could do.

There’s one of your problems. You seem to consider a losing game to be a waste of time.

Faeruntest (Ctis): Turn 115

I am getting my ass kicked! Multiple military disasters on all fronts, from the assault on Elven Court to the multitude of battles on the Atlantis front… A large sauromancer army overwhlemed by elemental spam… several disastrous minor engagements… ouch ouch ouch 1000 times ouch!

I have to come up with something good, becuase this ain’t going well!

After glancing at the turn results this morning before work, I have to completely revise my opinion of Kings vs. Sauromancers. The lizards may be a lot better against GRs, but they are significantly worse in a major pitched battle. I finally discovered that all I need is a handful of Queens to supplement my Kings, and the sauromancers are not so scary. A few Queens on banishment will take the skellies out much quicker than dozens of sauros can make them!

The most interesting battle was the one where all our troops died or ran but I won with elemental spamming against the raising dead. This left three naked commanders to storm the fort and they actually won because nearly all the troops inside had attacked outside with the big army!

It appears that the southern front is stabilized with the utter destruction of the lizards along the entire border these last few turns. I did invest well in excess of THREE HOURS per turn for the past week to accomplish this. Unfortunately, this behavior cannot continue and my turn times will drop drastically to keep me from either going totally insane or losing my girlfriend!

Now, it is time to switch my full attention to Operation Save Man! Plus the side task of Operation Charm Doom Horrors. Assuming I can catch those slippery bastards, that is.

Oh yeah, one other thing.

Once again, the Dice Man is totally screwed up. Any pre-game alliances made without announcing that fact is unethical in the extreme. It is not even remotely in the true spirit of an FFA. Of course, as Grahme Dice points out, this cannot be enforced except by not playing with those particular people ever again.

And losing definitely can be fun, but winning is funner! Even coming in second is a real blast and a good feeling of accomplishment on a map as large as Faerun. You get no points for winning, coming in second, or even coming in last (like my previous attempt at Atlantis). You only lose points by quitting or staling when dying.

Faeruntest (Man)

Another turn, another attack repulsed, this time on my capital. Despite being showered by flames from the sky and murdering winters, the troops rallied again to the call, defeating storm demons, fiends of darkness and sauromancers, and killing two fully equipped tartarians. A tartarian and a vampire lord were also convinced to side with the forces of freedom :)

Unfortunately events elsewhere are not so bright, with a Doom Horror once again menacing Myth Drannor and several other provinces set to fall to fresh C’tisian armies.