My only change will be the name – to Dumb Matt.

I will add that to the list of reasons why I am not going to win this game.

Because smart Dave is unavailable?

I’m going to twist that into a compliment!

Found it on a random search in a scribble controlled land. I was stunned b/c I figured with you site searching with your rainbow mage, there’d be nothing to find. Guess, I got a little lucky.

I believe at this point we have all the pretenders and are waiting for Scribble.

GAMESTART

First!

Sorry if Munin gets bogged down after this turn, guys. I had turn one totally worked out, but now I’m sort of flying by the seat of my pants.

Play by algorithm Dave:

Recruit as many as possible of your cheapest unit each turn.

Make peace with all your neighbors and then go to sleep.

Wake up when the game is over.

If I put those ideas together, then I cannot help but achieve victory!

I’m assuming the smart Dave Perkins is going to be busy kicking my ass in the Hero Academy finals!!

That’s what I’ve tried to do in every game so far. I call it The Jigglypuff Directive.

(All I know about Pokemon comes from playing Super Smash Brothers. This does not make me any less of a dork, just one coming from a different direction.)

SpringLion Notes
The plan: PoD SC pretender to expand early, provide regen, and forge earth stuffs.
Aggro early then turtle. No one expects Bogarus to attack. Go for the KILL!!!
Simargl money explosions
Researching like mad-race for artifacts
Mid game is buffing armies and communions raining hell. Blood hunting simargl ravaged sites
Mid-late Storm Demon factories providing new armies
Late-game: tart bombs!!!

Turn 1: Grabbed 3H priest, prophetized starting commander, researched with the pretender. Here goes nothing.
Turn 2: TC awake pretender. Moving PoD and army out to take two. Hopefully. Recruiting cavalry and researchers.
Turn 3: SC lost a battle due to massive crossbow barrage, but ended up with no afflictions. Army did well. Sending them after militia and heavy inf. Sending SC back into the same province to finish them off.
Turn 4: Success. Took two and the lead in provinces. Let’s scare the shit out of everyone. Building up that third expansion force. Should be ready in a couple turns. Taking two more, possibly. Got some Heavy Cav to slog through. Should be able to do enough damage.
Turn 5: Dealing with dfs. Seeing if he’s interested in fighting Patala/pyrhic. Should be interesting to see what comes of it.
Turn 6: dfs is interested in war. We’ve settled borders and put in an NAP-3. Planning on hitting Patala in 5-6 turns. Evil Steve/T’ien Ch’i has made contact as well, I think peacefully. Taking more territory and starting another fort next turn.
Turn 7: SC heading home for an HP boost. Picked up a Never Healing Wound. I’ll need to throw up gift of health as soon as I can and/or forge the chalice rapidly. I’ve got research going up to Thunderstrike and then moving into thaum-2 for communions and site searching. Started building forts at strategic locations lots of chokes on this map. Evil Steve wants peace and a fight against Gath’s giants. Might be a problem for the world at large. Dfs has very few troops according to the score but is moving north through expansion. Should be interesting to see what happens. Discussing borders with Steve currently.
Turn 8: Borders and NAP-3 secured with TC/Evil Steve. Contacted Gath/tenuki and Arco/Juffo and am trying to establish the same on the western front. Tenuki messaged first and fairly peacefully, if with a veiled threat behind it. Pangaea has been spotted west of Patala. Dfs reported elephants backed by atavi archers as the expansion force of Patala. Aiming to nab some indie territories and then just walk all over monkey PD. Should be a good time. Initial expansion army is down to nubbins and nowhere left to go. Retreating to first fort build site to replenish. Hoping Arco will not move in on it. Increased PD there to 30. Arcane probing for more pearls.
Turn 9: NAP=3 secured with Juffo, talking borders. 89 is a chokepoint that I’d like to hold against Arco in the north, but it may be too late for me to grab it. Heading up in that direction and moving towards Patala with a large army and my SC. I might jump the SC to 89 afterwards. Thunderstrikes in two turns, communions in 3. I need to move a mage to my new fort sites to build labs. Second fort started down south on the TC chokepoint. Next research goal after TSCom (and thaum-2 for remote site searching) is Simargl for cash explosion, Dark Knowledging on the way.
Turn 10: Moving to secure the choke in 89 slowly. Hitting 83 next rather than 79 in a ploy to make pyrhic think I’m not going to be attacking him. I’ll take that and then 89, and then move in for some raiding when his armies move to the north to secure the only other indies available to him. Hopefully dfs moves in at the same time.
Turn 11: Moving into 89. I sent a message to Juffo, as he took a province next to 89 this turn and might be moving to try and hold it. I’m hoping he backs down. Patala’s armies are heading north as predicted. I’ve got a lab and temple in place at my new fort site, second fort is 2 months out. First fort finishes next turn and I’ll start pumping out Astrapelagists for the TS Communion. Should be interesting. Holding off on sending the turn in until I hear back from Juffo. OR I forgot to send the turn in and staled.
Turn 12: Moving in on pyrhic. His armies are moving north to grab more territory leaving his backfield exposed. Juffo’s not talking, dfs is quiet. Starting to feel like I don’t have any friends.
Turn 13: Hiring some crossbow mercs. Moving back to lure pyrhic in, hiring astrapelagist, finishing fort 2, have way too much money right now.
Turn 14: OK, pulling pack and watching pyrhic some more. Still no message from him. Recruiting paralyzers. 93 research now, need 215 to get to paralyze. Two turns after recruiting another staret and a master of names. I’ll have allowed him entry into my lands by then and he may be able to rampage. If I meet his armies, I’ll be able to destroy him.
Turn 15: pyrhic has a Destroyer of Worlds pretender way out west next to Pangaea. I wonder if he’s intending to attack someone or just site searching. Luring him in farther, preparing the trap. Let’s see which way he’ll jump . Paralyze this turn.
Turn 16: I’ve hired a ton of decent mercs in the mountain province next to my capital. I’m guessing this is where pyrhic will move his army. He’s usually agro, so he’ll either move there or move where my “army” is now. I’m also sneaking my army and all of my Starets into the mountain province to meet the potential assault or to be in position to attack the plains province where my “army” is now. I’m also moving up troops from the south and aiming to take the Bloodhenge Druid province with my prophet, a small army, and two mages from my second fort. Research is on hold while I aim to kill pyrhic. Also, my blood hunting scouts picked up a good handful of slaves this turn.

Turn 17: Heading into pyrhic’s lands finally. He moved the wrong way and did not run into my army. He’ll have to head for it as I move on his capital now. As soon as his army is in range, I’ll head towards it. If it just spends its time rolling through my countryside, I’ll have to retake lands later. Perhaps he’ll even block my supposed enemies from invading. That’d be hilarious. Aggression level maximum! Death to the monkeys! Recruiting five-fold angels and some khlysti to unrest the crap out of pyrhic’s capital. Here’s hoping it actually works. I’ll also be preaching like crazy.

Turn 18: Time for a bold move. I’m aiming to take 3 of Patala’s territories. One is a light PD territory that I’ll hit with my PoD. The second is a 0 PD territory that I’m going to hit with a scout and a commander. Should be interesting to see if they can take out the three markatas that routed from another army. The third is a spot that troops from pyrhic’s capital and expansion army could reach at the same time, and that’s where I’m sending the bulk of my forces and almost all of my mages. We’re beelining for the capital. Gath has a small force on my border, dfs retook one of his provinces on my border; other than that, no threats detected. Gath has entered the water, which gives him a significant advantage in province number. I hope someone else joins them or he could have a huge source of income with no way for anyone to attack it. Though he won’t be able to make PD, so a few commanders with breathing items could wreak havoc.
Turn 19: dfs says he’s moving in. I expect limited grabs on his part. I’m curious as to whether pyrhic will be attack him or not. I could use some good news. Juffo-Wup has ended our agreement and will be issuing hostile orders on turn 21. Good thing I’m ready for elephants. Recruiting more starets and Masters of Names in order to paralyze like crazy. I’ve got mercs running around with the Army of Patala that need payment this turn. Next turn I’ll put some money into troops. I should be able to hold off Juffo while finishing off pyrhic, especially with dfs’s involvement.
Turn 20: The good news: I took pyrhic’s 4 gem site right next to his capital. dfs moved into pyrhic’s southern fort and a northern territory. Juffo only has 1 100-man army sort of hanging out north of me. I imagine he’s trying to hide it…No real forces elsewhere. I expected a two-pronged attack at least. Bad news: pyrhic stole two of my mercs and has gathered everything he has in his capital for a last stand. I don’t think I can win that battle. I can, however, win economically. I’m planning on backing out into a territory in the bottleneck between us, building PD, a lab, and possibly a fortress to hold against him if he decides to try to come at me. I have to be defensive and cautious or I’ll be out of this game. Also, I’m sending in the khlysti I purchased to cause some unrest. No word from Pangaea about joining in on the war. Gath has a +2 att, +2 def, MR +3 and twist Fate bess. Fire, Water, Astral NINE. Wishing pretender. Master Enslave. Scary stuff.

Turn 21: pyrhic moved out against all hope and my army that was set to retreat scattered. Pulling up everything I can into province 69 for a last stand if he moves his army forward, including teleporting in mages. I’m also attacking his capital and the location with his army with some of my scattered forces. Pangaea pounced and ran into dfs’ forces in the south as well as besieging pyrhic’s western fortress. Lack of communication makes them a potential enemy in the future.

Turn 22: pyrhic has moved most of his forces back to face Jomon and Pangaea. Juffo has swept in with Ethereal elephant raiding parties and two significant forces. I’m moving to intercept the northern force with a paralyze spam, thunderstrike communion, SC Pretender, and bulk of my forces. Yeesh, seeing that written, I’m putting a lot of eggs into one basket. I think I’ll win, but who knows for sure. Building up forces to deal with the other Arco army. Dfs says he’s pulling his forces back due to lack of mage support. Pangaea has a lot of forces deployed in Patalan territory, so hopefully pyrhic will continue to focus westward. I’ve invited Gath into the war against Arco. Here’s hoping I get another ally against my enemies.

Turn 23: pyrhic let his mercs go, as expected. His forces are now concentrated back at his capital. Juffo moved south towards the fort he has besieged. I’ve decided to follow rather than strike back at his capital in order to keep my forces in a position to defend my capital. No sense overextending like I did before. I’m moving up mages from the south to form a secondary strike force.

Turn 24: Vengeance of the Dead is an excellent remote attack. I took out Juffo’s prophet in spite of tons of banishments sent at the undead creatures. Sending another one into the same army. Maybe if I take out enough commanders I can prevent his forces from getting away from my main army. TC contacted me (Steve is back after a short subbing period by farfrael). He mentioned that he’s thinking about breaking our NAP-3. I sent an email explaining the world war going on (Pan-Jomon vs Patala, Gath vs Arco, me vs Patala and Arco).

Turn 25: I think I’m going to lose this game if I can’t stop these incessant wars that I caused. Going up against Juffo’s massive army in my eastern fort. I give myself about a 50/50 shot at taking them out. If not, I’m pretty much done for. Blech.

Turn 26: Juffo has taken my fortress. A massive battle ensued, but I did not have enough troops for the win. I did manage to eliminate the elephants from play and to take out the Agema Companion cavalry, but the hoplite troops he had are excellent and held the field. I would need a thunder strike communion to break them, but since he has elephants, all of my lightning strikes would hit them instead of what really mattered. I’m hoping he’ll stop there, but considering my weakened position, I’m at the point where I’m beaten. This game, for me, is over.

Turns 27-54: Time to be annoying: Outfitted the PoD with an eye-stabby shield, a weightless kite shield, and trampler boots. Stomping over everybody!

Turn 55: I’M FINALLY DEAD!!!

Well, i’m not sure I’ve ever read such a detailed account of how someone tried to kill me…

Hugin and Munin games

We have agreed that the initial schedule for these games will be 48 hour turns with no quickhost. I will leave quickhost on for a little bit though (the first few turns) so that players can knock out these early turns quickly. Will also keep a close watch on the timer and not allow anyone to stale as a result of this.

Question: Right next to my capital (which only has 3 adjacent provinces – nice!) is a group of 70 barbarians. They have high attack but little protection. Best counter to them are ranged units guarded by armored dudes with high protection? Or would units with better defense work best? (My horsies have defense 19.)

You should convince them to join you with stirring oratory.