Josemas
6582
NewbieRumble…I know it’s a newbie game but I am clearly more of a newbie then most in the game. When I see Kid Socrates say stuff like “of course I took Drain 3, everyone knows Ulm should take Drain 3” (paraphrasing), it frightens me because I don’t know what is Ulm or what is drain 3. I am struggling to figure out Tien Chi because apparently that is what I am.
Also in turn 5 a guy is on one side of my territory and then the next turn he’s on the complete other side, implying that he has a whole bunch of territories in between and all around, also scares me, and HES COMING OUT OF THE WATER!!! So I guess I am more behind then I thought I was in the territory gathering. And other people’s hall of fame people have many more kills then mine. Is that bad, or does it just mean that my leaders aren’t doing the killing?
Anyway I am still having fun trying to figure it all out and hopefully can last long enough that next time we play I know what I am doing. Have mercy!
I think NewbieRumble is to you what the first few turns of PacificDream was to me. “This game is awesome! Why are you all beating me so bad?” I only got out of last place in there when someone else died first.
Ulm is a nation of big armored louts with big swords and shields, and they don’t have much need for those wussy magic casters. In the description for them when I selected them in Dom3, it mentioned that their weaknesses were poor magic and high resource-cost troops. It also said that their smiths were unaffected by Drain scale (Drain affects your research, slowing it down, and I don’t know what else it does – does it make magic harder overall?).
So when I put my pretender together, I used both of those. I knew I’d want Production 3 as a scale, because it gives me like 15% more resources, and I’ll need every resource I can get for my overarmored buffoons. But that takes a lot of points, points that I want to spend elsewhere, so I penalized myself by taking Drain 3, which would hurt my mages’ research. But, as it said earlier, the dwarven smiths are unaffected by Drain, so I’m still getting research! Just not very fast, still.
When I said it seemed like a no-brainer, it’s because when I look at Ulm, I can’t see how you DON’T do this – our troops are INSANELY expensive.
How many territories do you have at this point? I’ve got three, and I think Ulm is a really slow starter. At least I hope they are, because the alternative is that I suck, and I’d prefer to lie to myself a bit longer about that.
dfs
6584
sept
Dangit…Misfortune has really been a pain in the toe. What started out as unrest has evolved into several provinces being hit with vampires and barbarians. Of course my point defense is a bunch of purposeless big guys wandering around. … Just when I start to get everybody in position…Are the seafolk a turn from my capital…Why yes, yes they are.
sigh.
Josemas
6585
Good to know…yeah it seems there is quite a bit to take in.
I have 4 territories, partly because i went one way, then found someone with a bunch of armies, so then went the other way and the backtracking has hurt me.
You’re still beating me, then!
Yeah, I’ve got about 4 territories as well. The lack of graphs is making me paranoid!
The Bandar Log turtle has begun to move. We found our first magic site last season, a low-level Earth site known by the tribal locals as The Gorge. Scouts have been sent out in all directions bearing precious rubies and gold to barter for foreign bananas and movie contracts, but haven’t reached the borders of any other nations yet.
Samurai
6588
Wow. I suck at Caelum. Whoever encounters me first in NewbieRumble please have mercy.
That is all.
The previously-dormant Pretender of Man, Emwyn, has begun to move about the land, searching for magic sites. Meanwhile, a hero who appeared at our gates has found a truly marvelous site. The blind witch of Avalon, Brangwen, has revealed ‘The Shrouded Lands’, which provides 2 astral, 2 nature, and 2 air gems each turn, as well as giving 100 supplies, and increasing Growth.
Heck, we’re thinking of moving our capital there!
jeff01
6590
Sounds great. I’ve never played PBEM, just internet server games, but I’m sure it’s easy enough.
I haven’t seen you, yet.
I do have one thing to contribute to the Septrain comments: WINGS RULE!!!1!1
I recruited a lot of mercenaries in the early portion of Pacific Dreams and regretted it. Maybe you’ll have better results.
I’m having the same problem as you with regards to forts. I’m always hesitant to spend the money on them.
I concur. I am so *ucking tired of seeing his endless troops roaming the provinces. He tried to spy on my capital, but I found the worm and stuck him full of arrows. His head now resides on the end of a pike planted firmly in the ground outside the capital gates.
I’m wondering if the Seeking Arrow I’m sending at him is actually killing any of his commanders.
ddtibbs
6592
You’ve got a couple of them.
The reason I was wondering was because the manual states it does only 8 points of damage. Does not just about every commander have at least 10 HPs?
What happens to units in the commander’s squad if the arrow kills him? Are they left behind in the province from which your army moved? It’s my understanding that the arrow hits before a squad’s move command is executed, but I could be wrong.
What if they arrow doesn’t kill the commander. Does he go into battle (if there is one) with the damage inflicted by the arrow?
Inquiring newbies want to know these answers!
ddtibbs
6594
Not sure about the rest of the questions, but your last arrow took out a commander that was weakened by afflictions, and left the army he was leading stuck (he was the only commander.) Fortunately, it was right on your border. I’ll get someone up there soon to get it moving along.
The danger of not having a commander in charge of your army is that if the army is caused to rout, all of the troops disappear. Or something like that. Maybe all you have to do is attack such an army, and it’ll immediately rout.
As for building more forts, I do it on the basis of whim. Most national units can be summoned out of a fort, so an extra fort can double your output of your national units.
I bet the 8 hp damage is actually 8 + 1 drn. A drn is a “dominions random number” which they describe as an open-ended 6-sided die roll, which means that if you roll a 6 you get a second roll to add to it, if you get another 6 you get a third roll, etc.
Clear? :) It is how most damage is calculated in dominions, and explains how you can have some weapons that do 0 damage (like a fist) or a few that even do slightly negative damage.
This was very amusing! :)
pshhh- wings are nothing: WATER units are where its at.
I seem to have found only one province where you could purchase amphibious units on the entire half of the map- so I am beelining to grab it- and if any of you takes it- DEATH TO YOU!
I am also wondering how aggressive I shoud be: for I have a bunch of units, and people are sitting next to me barely defended- but should I move in so early on a newbie game?
Definitely, I would definitely attack someone. Someone who doesn’t have thousands and thousands of longbows. Millions even.
Yes, so it will still kill a standard 10 HP commander something like 40% of the time. The spell is really deadly a handful of relatively low HP commanders are isolated, at which point flooding the province with Seeking Arrow can be deadly. Otherwise, the gems might be better spent elsewhere.