Great and powerful nation of Tien Chi, Sauromatia humbly requests you consider this river an appropriate border between our nations.

Tien Chi, IT’S A TRAP!

I sure wish I could find out a way to exploit all this good scouting information I have ;).

Oh, and I hate hidden disease provinces! Ugh! I know pyrhic knows all about the pain those can cause.

Ya, we don’t talk about that game anymore…

QTSnoozers

Belated congrats to Akaoni on the victory.

I do, though, want to apologize to all for eventually disappearing from the game. It was a pretty hopeless position from the start, and after a while there was little I could do each turn anyway but literally try to hold down the fort. Abandoning the game at that point was not good form and I’m sorry.

This was my first taste of Dom MP. I’d thought taking over an established position would be a great way to learn, and to some degree it was. But overall, I think my best bet going forward is joining in a game that’s just starting out, and relatively newb-friendly.

We’re now on turn 64, 10 turns after my previous post:

Almost all of the action is to my south: Kailasa, as a nation was brutally attacked by Pan starting about 6 turns ago. My initial thoughts were to watch the back and forth and contribute/intervene as I could, however it’s quickly evident that Kailasa is outclassed, because Pan’s advancement through his territories is virtually unchecked. Ermor’s response is the first semblance of a plan since the start of the sitzkrieg: I’ve dispatched two armies, one on the east and another on the south front. Noticing that Arcos is making headway into pan territory, i surmise that Pan is spread too thin and is ripe for my counter-attack. At this point, I’d prefer Kailasa recover and push him back at his capital, and that at that point we’ll work out an agreement that allows for Kail territory while granting me access to hit Pan, but even if that fails, I see two key junctions that should secure this area: the mountain pass through from pan territory to machaka/kail territory in the south, and the chokepoint past arcos territory in the east. I’ve chatted with Fomoria, talked to him of some of my aims and reassured him that I’ll help defend his eastern border from Pan. At this point, i’m still not talking to arcos about my plans - as i’m still feeling a little guilty about leaving him to finish ctis.

Regardless of the success of attaining those goals, my immediate goal is to seize key kail territory, including the two(1 pt) thrones, as well as harass pan. I’m more than a little concerned about the reported strength of the pan armies. That’s 40 sea trolls being reported on the map, alongside a supporting army of 50 centaurs and over 200 units besieging the Kail capital. I earmark operational zones for my armies(pink and red on the img) and start working on augmenting my southern army, which will have the biggest front. I’m less concerned about the eastern army, mostly because I realize the geography there is funneling troops towards the throne in the mountain pass - a place where i can hopefully gather the more numerous pan armies and smash them against my more formidable, but less plentiful, troops before seizing other territories.

The capture of the two thrones give me 7 pts, one shy of what i need to ascend. However, looking at the map - i’m concerned. I still don’t have an earmarked 8th point and at least two of my thrones are vulnerable. I’ve just summoned a naiad, a natural W3N3 caster, who i will soon send to my underwater throne to create a living castle in its defense - Arcos’ water royalty is in evidence, always hovering outside my throne and I’ve no doubt she’s stronger than my forces there. I don’t need my underwater fortress to last long, i just need it to be able to hold off attack for a few turns once i finally figure out how i’m going to win the game.

In the south, i’ve summoned fire royalty, the king of magma, and i’m experimenting with the troops he can summon and the stuff he can do. After building some fire-related items, i have him summon native magma children(free, but not really worth the turn it takes), then fire lions (good, but expensive) and ultimately terra-cotta soldiers - a unit that provides some great value (15 units for 10 gems iirc). While ermor troops are great, i’ve noticed that I can’t support too many more of them - the ermorian armies are large and expensive and my upkeep is now almost 75% of my income. Keeping in that line of thought, i’ve also started summoning vine ogres. These…I’m still(after the game) divided on - maybe it was akaoni’s impressive spell composition, but i never felt these units were very effective. Still, they’re a big body(55hp) that’s blunt and pierce resistant, and i know pan has a lot of spears in its ranks. Additionally, with the crown of the ivy king, my pretender is getting like 7 of them a turn for 3 nature gems. Later i’ll realize that it’s inefficient to waste my pretender on such rote activites, and summon an ivy king for this purpose.

In the world stage, 4 globals are up Earth blood(arcos), mother oak(pan), gale gate(kail) and eternal pyre(Yomi). I just got my research in enchantment up and i contemplate recasting pyre and decide that i really don’t need anymore fire gems. It’s a mistake i realize later, and i should have cast the global - not for the fire gems themselves, which i couldn’t ever even throw away fast enough, but to both deny them to yomi and to occupy a global spot - I could have done a 200gem cast with a F8 caster, which i’m pretty sure would have lasted the whole game :)

That would have worked! I had a lot into my cast, but was somewhere between 130 and 160 I believe. I tried to keep about the same in reserve all the time in case it was dispelled, but a 200 gem cast I wouldn’t have been able to do anything about.

Almost lost to the annals of time, sealed under lock and key by their respective governments, details of the first key battle between the armies of Pan and Ermor are finally allowed to be told.

The scene set in the preceding post, Ermor’s eastern army has pushed through to the Troll peaks - a critical bottleneck separating the two empires. It’s a great place for a throne - a 1pt throne called Zeal - giving dominion spread of 2 and +1 morale to blessed troops. Additionally, the province houses an azure academy(W2 mage, and 1W gem/month), a grove of evergreens(ah, delightful cedar, 1N/month) and a maze(of cedar maybe? 2S/month). A couple of months ago Ermor’s initial eastern army has brushed aside the screen siege that Pan had on the fort, and swiftly beat the scattered kail defenders to seize the prize. But as month 67 dawns, Pan has assembled a reported force on the southern border of 140 units, including revelers, archers, and sea trolls. Pans and a Manticore are also in evidence - clearly this is a force being sent to challenge for this critical point.

Ermor’s forces at station are far from meager. The initial eastern army is almost fully intact: 2 legions of Principes, and some hastatus support, numbering almost 120, and additional auxileries in the form of almost 50 archers. Magical support is apparent in the 10 Augur elders(F2S1D2 + 1x?FASD+10%?FASD) and 3 augurs(F1S1). Leading the army is Maecius, the prophet of the one true god, accompanied by a lumber construct thug. While this force might be able to take on the approaching army, Ermor is concerned that Pan will besiege the fort and then bring in overwhelming support during the siege. Additionally, the remoteness of the fort from ermor core territory leads to concern whether support of the fort in this besieged state would even be possible.

It’s a dicey situation: Pan might not be attacking. Given time, the mages in the fort could very well summon the critical assistance they need, and the value of the fort walls alone should magnify the strength of the defenders to tip the balance in their favor. However, it’s delicate - pan very likely has more troops in the vicinity than its showing, and the loss of the entire eastern army would be a major setback. Finally, if the army is destroyed, retaking this key point would take a year or more in planning, recruiting and troop movement. Ermor decides; Troll peaks must be held.

Pliny, the one true god, and gorgon deity of Ermor, is positioned 3 provinces away at the fringe of the core Ermor territories. She’s using her magical prowess to summon troops which are earmarked for support of both the southern and eastern armies. Her presence is deemed essential to the success in troll peaks, and so with the aid of the mighty artifact the flying ship, she is set to travel to troll peaks with an entourage of 30 principes and 30 vine ogres.

The Ermorian high command is still concerned - this is seen as a great opportunity to hit Pan forces in the area, and there is a belief that once the presence of the true god is discovered, Pan forces in the area will dissolve and move elsewhere. Additionally, even if they do attack, when they besiege the fort, they’ll have the first initiative against an Ermor counter-offensive, and can either move away undisturbed, or enjoy the benefits of defense, while giving Ermor no benefit of its own walls. The decision is made then to take on an “aggressive, defensive posture”: Ermor will forsake its own fort and move all its defenders into the province. Critical to the plan, pliny will fly in and join the army on patrol - ensuring that if Pan does attack, surprise will be on Ermor’s side.

The stage is thus set for the first battle of Troll peaks.

The first battle of troll peaks was a strange one and both sides would be surprised by the battle.

Ermor, having had no real resistance to its armies, mages, and tactics to date, was unprepared for a near peer in magical prowess and was, in particular, surprised by some of the mage talent present. While eventually, it would emerge the victor - it was far closer than it might otherwise seem, and but for the presence of pliny herself, would have easily lost.

A collage of the battle:

Notes (using dead center as reference point):

At 12:00: the description, by Ermorian scouting, of the threatening Pan force the preceding month

At 1:00: An image of pliny taken during the battle. Her equipment at this point is largely in support of a caster role, augmenting her natural air, earth and nature paths. At this point, all her gems (about 12) have been spent and she’s fatigued. Ermorian battle magic is evident in the weapons of sharpness, flaming arrows, mistform and less obvious in the form of flame ward, antimagic, wind guide and mass-regeneration.

At 3:00: a typical Ermorian troop - the Hastatus. As above, ermorian battle magic is shown, additionally though, marble warriors has been cast(later in the battle), and Pan’s Iron bane. While Ermor perhaps had an edge in battle magics, Pan had a supremacy in Alteration - level 9 to Ermor’s level 7. Also note in this that the morale on this troop is broken and he is fleeing. More on that later.

at 5:00: Later in the battle, Pan’s centaur warriors emerged to threaten the outcome of the battle. These were fearsome opponents, with 18 defence, 25 protection, ethereal, and berserk. Ermor still believes that had these been in the van of the Pan forces, the result may well have been a Pan victory.

at 6:00: easily, the most influential component of this battle. The 17 sylphs so impacted the Ermor lines of battle that there is still some sense of general amazement that it was won. These 17, ethereal, flying and(due to army of lead) heavily protected troops flew to the rear of the Ermor lines and started to a rearguard detachment of troops. As losses on the ermor side started to mount, more and more troops from ermor started crowding the area, critically weakening the attack on the rest of the pan forces. At one point in the battle, it’s estimated over half the Ermor troops on the field, were either attacking, or trying to attack, these 17 nigh-invulnerable troops. What made it even more catastrophic, from the ermor perspective, is that as the auger elders summoned forth soulless to the battle, with an absence of space at the back of the Emror army, many of these units rose around the Sylphs. The attack 6 soulless had almost no chance of hitting these ethereal troops, and frustratingly only served to separate the troops capable of killing the sylphs from their targets. The image in the main body is a good portrayal of the havoc they caused. Finally, these troops were among the last to depart the field, and records indicate that the whole force wasn’t even destroyed, and that at least two fled the field rather than get killed.

at 8:00: Final tally of the battle. Surprisingly, for a battle lasting (likely) 50 turns, the number of dead is low - a testament to the defensive magics cast.

at 11:00: the surrounding location immediately following the battle.

Comments on the battle itself:

What a great and strange battle. Typically battles are straightforward, with sides clashing, one side getting an advantage and then pressing that until eventual victory. This battle ebbed and flowed, Ermorian forces would break out and look to be pushing to a decisive spot and then get defeated. Mages, when they recovered enough fatigue, would cast decisive spells (incinerate in particular, cut swaths through pan) that would almost turn the tide, only to have the opposing side cast critical spells of their own. When fatique was nearly overcoming critical elements of pan, relief was cast, bringing them back to the battle.

Finally, perhaps the strangest part of the battle from the Ermorian point of view, was when almost all of the conventional forces of Ermor were routing(see above, the routing hastatus with the red morale value), however their access off the field of battle was denied due to the logjam of Ermorian undead summons and vine-ogres, all attempting to get at the slyphs. Since many of the ermor forces retreating still had mistform up, they still had defensive value as they piled up trying to leave the field, and the remains of the pan attacking force was actively trying to hit/kill them, buying time for the Ermor defenders that were still fighting (largely the 50 morale vine ogres, and soulless) to engage and finally wear the turn timer out(and force the rout of Pan’s otherwise un-routable forces)

QTSnoozers

Awesome write up pyrhic. I am not sure if all the readers are following along with what he is mentioning, and what I might consider important vs what pyrhic might consider is important. The following points are probably redundant for the players who are experienced, and please say something if I have this wrong:

  1. As usual, the listing of who goes first in the army list screen is vastly important. If you are doing a communion/sabbath, your slaves need to go first,and your master near the end, if not at the end. Cast a reinvigoration from a master who is well protected on the 2nd, and 4th turns, or depending on how many masters you have.
  2. Getting off the first turn buff/battlefield wide spell is absolutely key. The defender always has first cast/action, so you will get substantial casualties as the attacker to archers, closest, and rear. Allow for that and buff to heck and back the first turn that you can. Unexpected ballsy actions are very good at this point - remember that the attacker might be pushing his extremes to attack you, so your extremes in defense might work out very well.
  3. Thugs. I have never been that good at kitting them out, much less devoting crafting resources, but they are essential at all stages of the game.

With point number 1 I’m pretty sure order doesn’t matter since I believe all masters/slaves join the master/slave ‘pool’ as they cast. It would only matter if you have a mage with a Crystal Matrix casting on the same turn of your mages casting Slave.

Greetings to Turin’s Shadow of Agartha,

Machaka comes in peace. We have a natural river border and we will not transgress as long as Agarthans also agree to stay on their side of the river. We can organise fishing rights at a later date.

Machaka apologises that our God, Kim Kardashian, the Mistress of Desire and Grace, is unable to attend our meeting today. In her previous world she was worshipped for “doing nothing”, and she is still coming to terms with her new-found magical powers of our world. She still rests in what she calls her ‘make-up tent’ until she recovers from the astral-fatigue that brought her here.

Greetings Machaka’s people.

Where are you? ohh, there. Ok. I won’t cross the river, but I will take Gryphon Rock, you can take Barren Crags in exchange.

Certainly noble Sauormatia! We wish you luck in your expansion.

T’ien Ch’i, crossroads of the world, also greets Bertyos! We distrust elephants but hope peace can prevail.

Next we greet distant Agartha! We know little of your people. Perhaps in time we will share borders.

And lastly we greet Caelum! We have claimed the impoverished forests adjacent to our shrine and assume you are moving to claim the southern mountain pass, to claim the rich plains beyond.

The river is acceptable to us as a boundary too - the elephants, they have a fear of running water and will not easily cross.

QTHangman

Mixcoatl smiled. Yet another glorious victory for the Hungry God. BBB’s ascension moved forward yet another timid step along the lengthy trail that must happen. But in this land was a strange smell wafting in from the northerly winds. It was not the smell of death that he was accustomed to, something more perverse, sickening even… Monkeys!

Hi Lanka. Mictlan greets you. I believe there are banana’s over to the east. Not much point going south looking for them.

QTHangman

Hello Mictlan, you seem a nice and happy people, full of peace and… omg, what are you doing with that human heart?!!!

In any case, I would like to later give a few swimming leisure visits to the lake at my south, and test my grills, therefore I’m taking this turn the province of Vongar. You already took one of the province I had planned to take :(.

Greetings to the fine nation of Sauromatia! You folks have some pretty bad provinces down here with the last one full of diseases and this last one with only 730 pop and 33 supplies! I am not sure how I am going to find slaves down in these parts. I see you have moved onto the island and I was hoping to grab one more province next turn at the forest of Old Forest (124) and then leave the rest in the area to you or Berytos like the provinces of Poison Plains and Troll Peaks. Let me know if that will work for you.

Also, did anyone else get mass amounts of wolf attacks that turn? Ugh, dang buggers wrecked my income that turn!

Yes wolves. No match for a mammoth though.

Oh yeah! Caelum says hi to Lanka and Tien! Even our wingless sometimes have their head in the clouds atop those trampling mammoths, we sometimes miss the little people.

Our borders are working out acceptably. There is not need for any hostilities. We have no bananas and it is always cold here. Inhospitable really, I mean neither of your peoples would really like it over here.

Xibalda? Zibalba? Anyways, welcome to the borders of Berytos! Your sudden appearance so close to our realm, and in such numbers is…curious. I’ve assured our people that this is just how the zibaldans travel, but still, simple people are easily riled up. You wouldn’t mean us any harm now, would you?