I think Stygian Paths was almost custom made for Hellheim. I believe only very high stealth lets you get away, moreso than MR.

So I learned! A bit bitter b/c it could have changed the game in a big, big way. But that’s what the apprentice game is for…learning very painful lessons. Otoh, having the three air queens tricked out with charcoal shields and well behind enemy lines is rather fun for me and hopefully not for Utgard.

Are the odds screwed up in surviving Styg Paths? I would suppose that a 21 MR would be almost a gimme against a 10 pt magic attack? Or does the magic attack start from a base much higher than 10 (I’m judging this from the rule book). Thanks for the advice to avoid it from now on!

Thanks to Boron’s “testmap” and mod it took about 2 minutes to try this out. The results made me go “hmmm”.

I gave 60 Helhirdlings + 40 Valks to a D6 Allfather (yeah, right, like any test with a non-F9W9 Helheim pretender is “realistic”), and had him cast Stygia Paths.

The message said that 14,445,592 troops had died in the attempt. What really happened was even stranger. The “Go to commander” button sent me to the target province, but the Allfather never made it there. All 60 of the Helhirdlings did arrive (but without a commander, so they were lost in the battle). All 40 of the valks were safe and snug at home, back in the garrison.

If anyone of you is interested you can now download Illwinter’s, then Bogus game design’s, oldest and ugliest game from shrapnel for free. It is has a quiet charm of it’s own, semi existent audio effects and an atrocious user interface. It is also pretty fun.

Edited for link: http://www.shrapnelgames.com/Illwinter/CoE2/1.htm

Wha? It sounds broken to me then. If Hellheim can’t do it, basically no one else can either. And the inflated kill count makes it sound like there are some number counters (hexidecimal) rolling over…

The Stygian Gate spell has never worked, as far as I know.

Here is an update on the Great Northern War , brought to you by RMN (Royal Midgard News Inc)

The last turn was busy. I think the game has reached its turning point.

After the initial setback when 3 new nations (Abyssia, R’leyh and Atlantis) joined my war against Man and Giants on the side of my enemies several turns ago, the tide of war has been slowly turning in my favor on all fronts.

Here is what happened this turn in my war against the Alliance of 5 nations:

Giants: After the siege that lasted half of the game, the last castle of Giants have fallen to the descendants of my soldiers who have came to that hostile land long time ago. The Giants are no more, having paid in full for their low treachery.

Atlantis: After heavy fighting in the last few turns their nation is mostly subdued. Only one non-sieged castle left, their God has been killed last turn, 4 castles are currently besieged, the rest of their land conquered. Although I don’t have troops to breach their walls, their threat is mostly neutralized at this moment.

Man: After the long and costly war most of once-mighty Empire of Man has been conquered by the sons of Midgard. All Men castles except one are besieged, all their non-castled provinces are overrun by my troops. Men still have one strong army of Ogres left in the far north, but it has been sitting in their castle for the last 10 turns, afraid to venture out of the castle because of the danger of being annihilated by my teleporting SCs. The strong Man relief force that has tried to break into the Ogre Pocket from the West to link with the surrounded army was destroyed several turns ago in several pitched battles.

Abyssia: After they have attacked me several turns ago, Abyssian armies were quickly driven back with the help of large pool of Midgard reserve troops. I was keeping that reserve in the East to repel possible aggression from the Abyssia or Ermor, which I knew would come sooner or later. After heavy fighting along several borders, in which I lost several valuable Van SCs (good job Abyssia!), the northern part of Abyssia is mostly overrun by my troops, except several Abyssian castles.
This turn my best troops that I have been assembling since the beginning of the game crashed with the elite armies of Abyssia, who came to defend their capital. The result was the largest battle in this game so far for me.The Abyssians fought bravely and I suffered heavier casualties that I have expected. But the odds were heavily stacked against Abyssia and in the end the victory was mine. The fiery inferno that was the capital of Abysian nation is in Mingard’s hands now.

R’lyeh: After they attacked me several turns ago I had to pull back for a while, since I lacked the troops in the far west to repel the invasion quickly. R’leyh has managed to established a beach hold in the West and kill several of my SCs Vans. However they were unable to expand it after initial success, due to me teleporting reinforcements from the other parts of my empire to contain this new threat. This turn I finally had enough troops to throw them back into the ocean and even conquer one of their underwater provinces. I am reluctant to press forward for now, since my troops and SCs are significantly less efficient underwater, and have to possess very high MR to resist the mind powers of R’lyeh. Nevertheless I think I should be able to slowly press forward on their front, or at least to stop them from crawling on my land provinces once again.

There are only two neighbor nations left that are not fighting me - Ermor and Ulm. I am expecting Ermor’s undead hordes to attack me any turn now, and I have been preparing my defenses accordingly. Of Ulm’s power and intentions I know little, but I don’t think they represent a large threat at this moment, due to us having only 1 border province.

All in all things look bright for the Midgard’s future.

Well so much for the “combined assault” with Ermor then… I’m not quite sure what happened there - did Blair (Ermor) play me, or was this just a case of one stale turn too many? All’s fair in Dominions, so no hard feelings either way.

My hope had been to avoid bearing the full brunt of the Midgard forces (SC’s including Ice Devils and AQs) and provide something of a distraction while Ermor (who is quite significantly more powerful than Abyssia at this point) chewed up the Midgard backfield. However, as Stormy notes above, that’s not what happened.

Interestingly, this game has been like one of those early Bruce Lee movies - Midgard has had several neighbors bent on fighting, but they’ve conveniently done it 1 by 1 by 1, leaving Stormy in a surprisingly good position. Ulm’s still percolating to the south, after the Ulm+Ermor= No more Jomon war, but Midgard owns almost the entire north half of the map. I won’t be around to see the finish, but it should be entertaining.

Lanka

Greenstone Armor fails
To protect the dead Giant
As it failed before

Huh?..

You have to know what Greenstone Armor is to get it :).

Indeed. :)

Nice haiku SelfishGene. Are you playing as Jomons by any chance?

I had it sometimes before i believe, gotten from an npc troll? i gave it to an ally as compensation…

Very true.

If you and Ermor would attack me at the same time I would be hard pressed to contain you both with all other wars going on. Should it occurred, I was hoping to dig in on your+Ermor common front around the lake after your attack. In preparation for that I’ve heavily fortified that narrow front and I’ve been keeping 80% of my reserve forces there. I was also hoping you and Ermor would get in each other’s way to some degree, trying to move through the narrow bottleneck province.

But at the same time I was mentally prepared to give up 8 or so eastern provinces to Ermor in case of your combined attack, since I didn’t think I had enough forces to contain your two nations on two remote fronts, while fighting everybody else. Sacrifice of that eastern long strip of land would be quite painful for my empire, but it would allow me to shorten my home front dramatically while gathering troops for a counterattack, and while at the same time repelling (hopefully) your combined attacks on my home front around the lake.

That was my original plan. But since your troops attacked me first, I’ve decided to change it. I can tell now that I have thrown everything I had including the sink at you over the last few turns. :) The idea was to try to inflict maximum damage on your forces before tidal waves of undeads would arrive and smash at my border provinces. It was a bit of gamble, since it left my border castles almost empty for few turns. My main target (which I did my best to hide from you with diversion attacks and with flying/sneaking troops) was your capital, since I knew that taking it would deal a strong blow to your war machine, partly because it would take away immortality of your nasty vampire lords. Last turn the plan succeed, so now I can bring part of my forces back to defend against upcoming Ermor’s attack. I have also used this time to reinforce my remote SE front against Ermor, so now he will have to fight hard for that eastern strip of land.

BTW I have to compliment you on your vampire lords tactic. From 6 nations that I fought in this game, you have found the best way to counter them so far. My favorite tactic of using teleporting mini SCs vans proved to be very costly and ineffective against you, once you began scripting your vampire lords to kill my SCs with blood magic.

Hello Nick, could you switch to 48H autoturn again? And btw did i ever said thank you for hosting?

Thank You

Could Banefire, Shirley and Bommerlunder please be put on hold until Tuesday?

I’m off on a business trip tomorrow.

Banefire is back online in its new West Coast location and will be resumed on Tuesday per request above.

Hm, I can’t seem to access it…

Hmm, it doesn’t seem to be Tuesday … :)

Done.

Didn’t think of it when I came back from vacation because as soon as I played my turn the game started going again and hosting every day or so even without forced autohosting. I must say it’s a pleasure to play with the group we’ve got in Lanka, one of the fastest flowing games of dom I’ve ever been in.