Stick with the plan and give the Wing Riders the wand. Trying to make a good unit overpowered always trumps trying to make a crappy unit less crappy in my book.
That's right, you all got volunteered to join the fight, welcome to the 1st Arcadian Volunteers. Normally each general can pick 4 units, but we needed a unit of Light Infantry anyways, even if they do suck massively to start with. Fantasy General has a Kill/Wound system, so I expect we'll burn through the initial volunteers pretty quick, I will keep track of the roster on the first post, people will be killed in the order they volunteered, except for the narrator of course, so I don't think Devoutly Apathetic will be long for this world.
I have linked the artwork for each unit to the first time it is mentioned in the story, if you guys want, I can inline them instead. Also, your input as to research, what we should buy and who should get the Wand is welcome. I have outlined the plan Krell and Co. will go with if there isn't a consensus from the audience. It also happens to be probably the best plan, but don't let that stop you.
I didnt get volunteered. /cries Hmm never played as Krell so this should be interesting to watch. Oh and give the wand to the useless flying dude and attack The Scarlet Plains.
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Kane Red RobeMaster of MagicArcanusRegistered Userregular
edited February 2010
I knew I was going to forget someone, time has been magically altered so you were volunteered.
Stick with the plan and give the Wing Riders the wand. Trying to make a good unit overpowered always trumps trying to make a crappy unit less crappy in my book.
No actually, no casualties in the 1st Arcadians during the battle of the Scarlet Plain, mostly because they never went into combat. Update forthcoming.
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Kane Red RobeMaster of MagicArcanusRegistered Userregular
: Welcome to the Scarlet Plain, a tiny, inconsequential skirmish that will begin our campaign. The objectives here are simple, destroy Dragga's forces in the area. Secondary objectives include liberating the Shrine of Hespae in the East and the town of Fellstan in the south.
: Krell isn't really known for his tactical experience, so he has deployed the force in a pretty standard formation, or as close as he can get with the tiny warband we've got going here. Cavalry on the flanks, light cavalry screening and heavy infantry making up the center. The 1st Arcadian is placed in the village of Runcia to serve as "strategic reserve." By which Krell means the hell out of the way.
: And so we begin. It looks treacherously clear so the 11th Wing Riders are sent to do some aerial recon, which locates two units of Goblins, this is going to be easier than I thought. Let's deal with the goblins defiling the shrine first, now where did I put my spell book?
: I'm no war wizard by trade, but I can still fling a fireball like the best of them.
: Not bad for an old fart.
: I should point out, that most units have 15 health, and the Archmage just dealt those goblins 5 wounds. Now, wounds can be recovered by a unit resting a turn, provided they aren't engaged by any hostiles, but I don't think Krell here is likely to just leave them be after that.
: Hardly.
: The 7th Conjurers are mere dabblers when it comes to magic, but they can cast Death Wounds, which transforms any wound a unit would deal into a kill instead. If you would please Calis?
: My pleasure. 10th Unicorns; charge!
: I never get tired of doing that.
: While it's moot here, I should point out that unlike wounds, kills can only be replenished by a unit reinforcing from within or adjacent to a controlled village, town or castle.
: The bulk of the warband moves up the road, maintaining formation around the archers while the 6th Light Cavalry liberates the Shrine, and is met by a unit of auxiliary Squires.
: Auxiliary units are volunteers who have joined your army o help free their home continent, unlike the rest of your forces they disband when you move on to the next foe. Still, more cavalry is always good.
: Of course, since they are leaving anyways, this means you can be very free with auxiliary lives towards the end of a continent.
: I suppose...
: The Light Cavalry and Slingers provide better scouting than most units and their movement forward reveals the bulk of Dragga's forces in the area. 2 more goblins and 2 units of Orcs.
: Dragga's units mostly move forward to join the fray, but the 10th Unicorns suffer for being out in front and exposed, although they give better than they got. Nonetheless, some payback is in order.
: Death from above!
: Ah, the first rule of skirmishers, "Attack early, attack often." Light Cavalry and skirmish units have what is aptly called a skirmish attack value. Units with a skirmish attack value attacking units with only melee get their hits in for free and then break off before melee. Same deal with missile units. In general, missile goes before skirmish which goes before melee. Siege goes in there somewhere, but I always forget where.
: Krell has wisely positioned his skirmish units to block the retreat of Dragga's forces. Skirmishers and Light Cavalry can be left exposed a bit more safely than other units as they have a chance to convert wounds and deaths into morale damage instead.
: "Discretion is the better part of valor?"
: Something like that yes.
: Hmm, I wonder if that fireball, death wounds unicorn charge combo will work again?
: Seems so. Now to deal with those orcs
: The 1st Treemen soften them up and the 3rd Air Warriors finishes them off.
: The "Disordered" note up there indicates that the Treemen have taken heavy morale loss, it's not a huge deal, but one should keep an eye on it.
: Units that take too much morale damage will become "Broken" and receive stiff penalties to their combat attributes until they rest. Remember: "Broken" is a code word for "Cavalry charge here."
: What isn't a codeword for "Cavalry charge here." for you Calis?
: Err. There are a few things that are better solved with infantry, but a good cavalry charge will solve a lot of problems.
: Dragga's forces offer to surrender. Thoughts?
: Not a chance.
: Hell no.
: Pfft, yeah, right.
: That's about what I was thinking too.
: Dragga's last Orcs withdraw to Fellstan, where we will promptly skirmish them to death.
: A bit of that later and I dust off my Fear spell. Not quite as fun as fireball, but it should prevent those Orcs from doing anything useful this turn.
: Fear will automatically break a unit if they fail a morale check, fun.
: Check out the difference in the Orc's stats now that they are broken, ouch.
: You damn right he is, way to go Krell!
: Indeed, good show!
: Good work. Old fart.
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Kane Red RobeMaster of MagicArcanusRegistered Userregular
edited February 2010
Episode 3, The Battle of Hoaroot Forest
Well, we did pretty well at the Scarlet Plain, maybe Dragga really is as big a pushover as they say.
Well shit. Alright, whoever is handling intelligence right now is fire(balle)d, Mordra, once we finish here I want you to take over and see if you can maybe let us know about these sorts of things a bit more in advance.
You got it chief.
Hoaroot Forest barely deserves the name, the major obstacle here is that damn river.
Apparently those are the "local troops" who joined the fight.
That's odd, I don't remember there being any Lizardmen villages on Keldonia...
*whistles innocently*
Disregarding the Lizardmen, our main problem here is forcing that river crossing. It seems Dragga has more at his disposal than just Orcs and Goblins.
We need to prevent those Serpent Riders from being able to charge us, this side of the river is perfect cavalry terrain.
Except those Slave Archers will hit anyone that tries to attack those Orcs and Serpent Riders with defensive fire before melee happens.
Right, so here is what we are going to do: first, hit the archers with a unicorn charge, then finish them off with the Wing Riders. After that we can deal with the cavalry and heavy infantry. Maybe cast Death Wounds on someone just to spice things up.
And that should solve that in our favor, the troops can mop up next turn.
Wow, the way the troops were deployed was masterful, set up perfectly to deal with the enemies holding the crossing.
Yeah, almost as if Krell knew they would be there.
What? I'm an archmage, I scryed the place before we went in.
Scryed the strategy guide more like.
Yes, well... let's move on.
The fight at the crossing is the only real action during the first turn, on Dragga's turn he brings up some reinforcements which leaves us in rather good position to continue the assault.
Except for our light cavalry, which repulsed a goblin attack, but was broken in the process.
A small detachment of infantry has been dispatched to cross the lightly defended southern river crossing and liberate the Altar of the Twin.
I've heard rumors my old girlfriend Shandel is holed up somewhere near there.
You mean your friend that happens to be a girl right?
Sure.
Well how about that, those peasents have some fight in them after all.
A few more incidental fights during this turn leave Dragga with very few units at full health, so hopefully his next turn will be brief and quiet.
Ha! The Orcs garrisoning the Altar attack into the face of our defensive fire and pay for it.
Completely without fanfare or notice the volunteer Squires made short work of the Goblins in the northern Standing Stones and loot the place.
Odd, I thought I saw Malric fly off a minute ago, I wonder what he's up to?
The Altar is likewise liberated this turn, our warchets is looking pretty good about now.
Our hero selection, isn't though.
I'm sure somebody wants to work for Krell, we've just got to have faith.
Look at those Peasants go!
Marcus... I think one of them died.
So? This is war, people die.
Yes, but... Ah well, I will speak with them later.
Turn four leaves Dragga with two units, the Orcs garrisoning the town of Linden, and a beat up group of goblins wandering the swamps south of the Altar.
The goblins offer to surrender after they see the orcs eat a particularly unpleasant Treeman-Death Wounds sandwich. Instead, I have the Wing Riders wipe them from the map, and Hoaroot Forest is won.
Behold: The benefit of being the commander who is rewarded with gold instead of heroes. We've gotten our hands on enough money to buy me some new summoning spells, and just in time too, as we're knocking at Dragga's doorstep.
I think the supply train can probably handle a small increase in the size of our forces if you want chief.
Shouldn't we upgrade our existing units?
Magical units can't upgrade, I can dismiss what we have and summon the new versions but then we won't have any gold to buy new units with.
Actually, we don't have enough gold to do even that, as Pegasi are apparently gold plated and cost 48 gold a unit.
It's decision time, do we want to be infantry or cavalry heavy? We need another unit of archers regardless, and after that I'd like either some more skirmishers or light cavalry. If we decide to do infantry, I'll pick up skirmishers and "upgrade" the Air Warriors into more Treemen, if we do cavalry I'll pick up light cavalry and get us some Elf Knights to replace the unicorns. Thoughts?
So, decision making time (might be clearer if it was bold outside of the spoiler tags)? Infantry or calvary? I'd go for more treehuggers on horsies
Most people did it seems. I was getting a little worried.
Edit: To reiterate for the new page, we need to decide whether we want to go for infantry or cavalry as our main striking force. We'll have both, of course, but the army will naturally weigh towards one side or the other.
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Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
edited February 2010
Is it too late to become a hanger on to this fine game sir Kayne?
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Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
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Kane Red RobeMaster of MagicArcanusRegistered Userregular
edited February 2010
Of course not, I'll add you to the volunteer list. I expect more than a couple casualties in the next battle.
Hmm I would say go cavalry they may not have the staying power of Heavy infantry but they are nasty as hell out on the open plains. Also when not in open plains you can use the sacrifices err volunteers to flush them out. Plus who doesn't love a fantasy medieval blitzkrieg backed up by real lightning as well
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Alfred J. Kwakis it because you were insultedwhen I insulted your hair?Registered Userregular
edited February 2010
I don't know anything about the game mechanics at all, but a cavalary charge is always the way to go if you ask me.
Damn, if I would have gotten here sooner I could've voted for Lord Marcus so that you could enjoy solving every single problem you ever come across with Heavy Spearmen.
Kayne, I swear to Christ, it's like you're playing through my childhood. First Master of Magic and now this? I will be watching the SHIT out of this thread.
My vote is going to be infantry, all the way. I've never found a cavalry-focused army to be quite as good - though, by the looks of it you have what it takes to show me how it's done. Regardless I'm curious to see what the high level infantry of the archmage is.
I also vote Cavalry. More units that can upgrade means less wasted money in the long run, and there's never a reason to not have more horses on the field
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XBL:Elliotw3|PSN:elliotw2
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Kane Red RobeMaster of MagicArcanusRegistered Userregular
edited February 2010
I sort of regret doing this one as more of a character based LP as it makes less sense for me to ramble about game mechanics. On the other hand, I'm pretty long-winded, so it could be for the best. Regarding infantry and cavalry:
Generally speaking, heavy infantry and cavalry will form the spearhead of your army, they hit like trucks and can take a beating. Cavalry tend to have slightly less potent stats than heavy infantry (compare the Unicorns and Air Warriors who are both tier 0 magical units) however, heavy infantry are slower than cavalry, and cavalry get a +8 melee bonus when they are attacking into a clear hex. That bonus makes cavalry especially beefy in the early continents where +8 is a huge percentage of their normal attack.
I would say that infantry fares a little better in rough terrain, but honestly, light infantry is made for dealing with that, so there isn't much use for heavy infantry if one is picking up a lot of cav.
I sort of regret doing this one as more of a character based LP as it makes less sense for me to ramble about game mechanics. On the other hand, I'm pretty long-winded, so it could be for the best. Regarding infantry and cavalry:
Generally speaking, heavy infantry and cavalry will form the spearhead of your army, they hit like trucks and can take a beating. Cavalry tend to have slightly less potent stats than heavy infantry (compare the Unicorns and Air Warriors who are both tier 0 magical units) however, heavy infantry are slower than cavalry, and cavalry get a +8 melee bonus when they are attacking into a clear hex. That bonus makes cavalry especially beefy in the early continents where +8 is a huge percentage of their normal attack.
I would say that infantry fares a little better in rough terrain, but honestly, light infantry is made for dealing with that, so there isn't much use for heavy infantry if one is picking up a lot of cav.
Hmm never knew precisely how cavalry worked thanks for the info. I just operated on the principle that cavalry worked best in open terrain but now I have the power of numbers. Besides that I like your style of writing and I suppose you could either include the boring tactical bits in a bonus interlude have Marcus give Krell a "tactical primer" perhaps? or just infodump it in the middle of existing chapters either can work.
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Kane Red RobeMaster of MagicArcanusRegistered Userregular
edited February 2010
Episode 4, The Battle of Cynehelm Valley
The objective here is to capture Castle Draggario, and for once Dragga might have a competant force at his disposal.
He really named his castle after himself?
Yep.
What an idiot. Let us get down to business then.
Cynehelm is a bit bigger than the previous battles, and has the additional quirk of forcing us to deploy our forces around two seperate towns.
Our cavalry will be positioned around Stanfeld in the north, and the infantry around Fearlea in the south, mostly anyways.
Stanfeld sounds familiar, didn't we liberate it in a previous battle?
No, that was Fellstan, totally different town.
Keldonians suck at naming things.
The infantry begins marching along the southern road and locates no enemies, yet. The cavalry, on the other hand, is immediately confronted with a possibly tough river assault.
Looks like Krell has the the Elf Chariots trying to flank around the river, we'll see.
Ogres are tough as nails, they attacked our volunteer cavalry, which was covered by archers, and despite this, our squires came out second best. No casualties, but broken means they are out of it for a turn.
On the plus side, those Ogres are now smack dab in the river, which should make things a bit easier.
So it seems. After a barrage of fireballs and skirmishing, the Ogres are charged in the rear and destroyed, leaving us with command of the ford, and Dragga's advance guard scurrying back towards Draggario Castle.
That Light Cavalry is going to take a beating.
I'm sure they'll be fine.
The infantry continues along, and so far the way is remarkably clear. As an aside, casting Death Wounds on your skirmishers is always a good idea.
I've got a bad feeling about this. It's too easy by far.
I agree, Dragga is dumb, but letting us just walk up to his castle is beyond even him.
I'm sure we'll be fine.
Okay, that could have been worse. Dragga spends his turn beating up our skirmishers and light cavalry, but doesn't manage to destroy anything, so we'll recover.
Disease Throwers? Funny that we're storming his castle, but Dragga is the only one here with siege weapons.
He won't have them for long at this rate.
Those Pegasi took more of a beating there than they really should have, I hope Dragga doesn't have any Sky Hunters of his own still.
You mean like those Serpent Griffons circling above Castle Draggario?
Crap *Fireball* There, that should even the odds a bit.
Meanwhile the infantry deal a serious blow to those Serpent Riders, although they manage to not quite all die this turn.
Lot's of serpent units in Dragga's army, that's interesting.
Why?
Oh no reason, just a thought.
Dragga is an idiot.
That, on the other hand hurts.
Except he doesn't follow up with the Griffons, so our Pegasi live to fight another day.
The Serpent Riders and Disease Throwers ran back towards the Castle, that won't be fun next turn.
Always hit the archers first. Always.
Indeed, a good lesson to remember.
And with all the enemies removed from around the Pegasi, they can take a quick rest and recover their wounds.
Okay, there's really no good reason for that. At least the Goblins retreated out of the Shrine, we'll hammer them again with some Air Warriors.
Hey look at that, a hero.
Pff, "Strongarm," how strong could he be really?
Okay, that's pretty damn strong. Any human stronger than a Werebear is doing something right, or wrong, depending on your point of view I guess.
Loric is a Heavy Infantry hero, and he hits like a truck. As all heroes, he only has 10 health, but he can only take wounds, so a turn of resting will bring him up to full strength as long as there are no enemies nearby.
Loric can also inspire feats of incredible rage from friendly troops, granting them a bonus to melee, at the cost of a penalty to armor.
I don't know if that's worth it.
Indeed, we'll mostly be using him to break faces. It feels wrong having the barbarian cast spells anyways.
Now that I'm not panicking it occurs to me I know a spell specifically for killing air units. Whirlwind works pretty well.
I'm not sure if those Griffons are ever going to be able to attack us.
That's the idea.
All the heavies were used to deal with the archers and goblins, so the liberation of Norcross will wait a turn. We'll keep those goblins on their toes with our light cavalry though.
If we're lucky, they'll be dumb enough to attack into the teeth of our defensive fire.
Nope.
Amazing, Dragga did absolutely nothing on his turn.
Well alright then, let's get this show on the road.
Well, that explains where everyone went.
That's not going to be pleasant, I don't think we can prevent that cavalry from charging us.
Sure we can.
Pre-emptive charge!
Ouch.
Yeah, that looked painful.
To be fair, casting Death Wounds on Loric was probably a bit much.
No no, it was totally worth it.
That's more like it. This turn went pretty badly for Dragga, we've destroyed his cavalry, his siege engines, liberated Marebeck in the south and drove his goblins our of Norcross in the north. The only really annoying thing is those goblins from the Shrine are still roaming the mountains near there. We'll get them eventually.
Oh no! Not our volunteers that we don't give a fig about since they are leaving after this battle anyways! Whatever will we do?
Mordra...
What? We were all thinking it.
Anyways, other than that, and a particularly unlucky attack on our light cavalry, Dragga does nothing.
The Pegasi finally end the Serpent Griffons.
And the Treemen put the hurt on those Orcs. Which really ought to be retreating about now.
Units in Castles, Towers and Keeps don't retreat Krell.
Well damn. I guess we'll do this the hard way then.
Will someone please rid me of these meddlesome goblins?
Hey, free experience isn't all bad.
Those Air Warriors are going to get replaced soon enough, experience doen't really mean anything for them.
Well dang. Maybe next turn then.
And this cave was left totally undefended, netting us another 40 gold, which we desperately need at this point.
Finally. Dragga attacked our slingers on his turn, and the Air Warriors finally kill those goblins.
Not shown is the complete annihilation of every unit of Dragga's other than the Orcs guarding his castle.
One would think they would surrender.
They can't, unlike the previous battles, this one won't end until we take the castle.
Well let us do that then.
The 1st Arcadians land the killing blow on the last orc and Castle Draggario falls to our forces.
Uh.. Please don't kill me?
Yeah alright. *Baleful Polymorph*
You turned him into a newt?
He'll get better.
*Groan*
Whoo! Cash money!
And there go the volunteers, hooray.
Excuse me for a moment. I have to go pose like a badass.
Anyway on to the next continent which in the words of the last lets play of Fantasy General I read "does not so much remove the training wheels as take off and nuke the whole bike from orbit"
"Volunteers leave your army" eh? I think we all know who will be taking the point in the future, getting smacked by disease throwers, ogres and giant lizards.
Wheezer on
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Kane Red RobeMaster of MagicArcanusRegistered Userregular
edited March 2010
I always feel bad for not responding to all the posts in these threads, uhm, I'm sorry I got you killed Xtarath, it really shouldn't have happened.
Regarding training wheels, yeah. I wish Keldonia was a bit longer so it could transition from laughably easy to some semblance of what the first battle on the Isle of the Winds is. Pretty much the only battle on Keldonia that even resembles the rest of the game is Cynehelm Valley, and then only just. We'll manage though, it's not until the third continent that I start having issues. Razm frazm jungle.
As an aside, we have another 4 unit slots open as soon as we start the new continent, so any suggestions as to what you'd like me to buy would be appreciated. Also! Not sure if anyone noticed, but all units can be renamed, so if you want to change all the "13th Elf Chariots" &c. to something cool or whatever let me know. Unless there's a really good suggestion I'd like to leave heroes named the way they start though.
But Kayne, I says, you're a Wizard. You can do anything.
Including resurrecting our gloopified, manky corpses to fight on from beyond the sultry lips of death, eh? Wink, wink, nudge, nudge, casual looks and glances, know what I mean, know what I mean?
By the end of the war the Arcadians will be reduced to a seething mass of putrefied limbs and discarded torsos, slithering across the earth under an obscuring haze of black flies.
...One of our number could be his beloved horse, felled by a stray blow from a cowardly orc and generously brought back into service by the good arch mage?
Work with me here.
Basil on
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Kane Red RobeMaster of MagicArcanusRegistered Userregular
edited March 2010
Yeah, the bad wizards use necromancy, as you shall soon see, we'll have to come up with some other explanation if I run out of bodies for the Arcadians. (I have a possible plan).
Posts
Steam: Drokmir
I didnt get volunteered. /cries Hmm never played as Krell so this should be interesting to watch. Oh and give the wand to the useless flying dude and attack The Scarlet Plains.
Howard Johnson is right!
Seriously, this is a good move.
http://steamcommunity.com/profiles/76561198006524737
No actually, no casualties in the 1st Arcadians during the battle of the Scarlet Plain, mostly because they never went into combat. Update forthcoming.
http://www.youtube.com/watch?v=y9PVH78Twi0
: Welcome to the Scarlet Plain, a tiny, inconsequential skirmish that will begin our campaign. The objectives here are simple, destroy Dragga's forces in the area. Secondary objectives include liberating the Shrine of Hespae in the East and the town of Fellstan in the south.
: Krell isn't really known for his tactical experience, so he has deployed the force in a pretty standard formation, or as close as he can get with the tiny warband we've got going here. Cavalry on the flanks, light cavalry screening and heavy infantry making up the center. The 1st Arcadian is placed in the village of Runcia to serve as "strategic reserve." By which Krell means the hell out of the way.
: And so we begin. It looks treacherously clear so the 11th Wing Riders are sent to do some aerial recon, which locates two units of Goblins, this is going to be easier than I thought. Let's deal with the goblins defiling the shrine first, now where did I put my spell book?
: I'm no war wizard by trade, but I can still fling a fireball like the best of them.
: Not bad for an old fart.
: I should point out, that most units have 15 health, and the Archmage just dealt those goblins 5 wounds. Now, wounds can be recovered by a unit resting a turn, provided they aren't engaged by any hostiles, but I don't think Krell here is likely to just leave them be after that.
: Hardly.
: The 7th Conjurers are mere dabblers when it comes to magic, but they can cast Death Wounds, which transforms any wound a unit would deal into a kill instead. If you would please Calis?
: My pleasure. 10th Unicorns; charge!
: I never get tired of doing that.
: While it's moot here, I should point out that unlike wounds, kills can only be replenished by a unit reinforcing from within or adjacent to a controlled village, town or castle.
: The bulk of the warband moves up the road, maintaining formation around the archers while the 6th Light Cavalry liberates the Shrine, and is met by a unit of auxiliary Squires.
: Auxiliary units are volunteers who have joined your army o help free their home continent, unlike the rest of your forces they disband when you move on to the next foe. Still, more cavalry is always good.
: Of course, since they are leaving anyways, this means you can be very free with auxiliary lives towards the end of a continent.
: I suppose...
: The Light Cavalry and Slingers provide better scouting than most units and their movement forward reveals the bulk of Dragga's forces in the area. 2 more goblins and 2 units of Orcs.
: Dragga's units mostly move forward to join the fray, but the 10th Unicorns suffer for being out in front and exposed, although they give better than they got. Nonetheless, some payback is in order.
: Death from above!
: Ah, the first rule of skirmishers, "Attack early, attack often." Light Cavalry and skirmish units have what is aptly called a skirmish attack value. Units with a skirmish attack value attacking units with only melee get their hits in for free and then break off before melee. Same deal with missile units. In general, missile goes before skirmish which goes before melee. Siege goes in there somewhere, but I always forget where.
: Krell has wisely positioned his skirmish units to block the retreat of Dragga's forces. Skirmishers and Light Cavalry can be left exposed a bit more safely than other units as they have a chance to convert wounds and deaths into morale damage instead.
: "Discretion is the better part of valor?"
: Something like that yes.
: Hmm, I wonder if that fireball, death wounds unicorn charge combo will work again?
: Seems so. Now to deal with those orcs
: The 1st Treemen soften them up and the 3rd Air Warriors finishes them off.
: The "Disordered" note up there indicates that the Treemen have taken heavy morale loss, it's not a huge deal, but one should keep an eye on it.
: Units that take too much morale damage will become "Broken" and receive stiff penalties to their combat attributes until they rest. Remember: "Broken" is a code word for "Cavalry charge here."
: What isn't a codeword for "Cavalry charge here." for you Calis?
: Err. There are a few things that are better solved with infantry, but a good cavalry charge will solve a lot of problems.
: Dragga's forces offer to surrender. Thoughts?
: Not a chance.
: Hell no.
: Pfft, yeah, right.
: That's about what I was thinking too.
: Dragga's last Orcs withdraw to Fellstan, where we will promptly skirmish them to death.
: A bit of that later and I dust off my Fear spell. Not quite as fun as fireball, but it should prevent those Orcs from doing anything useful this turn.
: Fear will automatically break a unit if they fail a morale check, fun.
: Check out the difference in the Orc's stats now that they are broken, ouch.
: You damn right he is, way to go Krell!
: Indeed, good show!
: Good work. Old fart.
Well, we did pretty well at the Scarlet Plain, maybe Dragga really is as big a pushover as they say.
You got it chief.
Hoaroot Forest barely deserves the name, the major obstacle here is that damn river.
Where did those Lizardmen come from?
Apparently those are the "local troops" who joined the fight.
That's odd, I don't remember there being any Lizardmen villages on Keldonia...
*whistles innocently*
Disregarding the Lizardmen, our main problem here is forcing that river crossing. It seems Dragga has more at his disposal than just Orcs and Goblins.
We need to prevent those Serpent Riders from being able to charge us, this side of the river is perfect cavalry terrain.
Except those Slave Archers will hit anyone that tries to attack those Orcs and Serpent Riders with defensive fire before melee happens.
Right, so here is what we are going to do: first, hit the archers with a unicorn charge, then finish them off with the Wing Riders. After that we can deal with the cavalry and heavy infantry. Maybe cast Death Wounds on someone just to spice things up.
And that should solve that in our favor, the troops can mop up next turn.
Wow, the way the troops were deployed was masterful, set up perfectly to deal with the enemies holding the crossing.
Yeah, almost as if Krell knew they would be there.
What? I'm an archmage, I scryed the place before we went in.
Scryed the strategy guide more like.
Yes, well... let's move on.
The fight at the crossing is the only real action during the first turn, on Dragga's turn he brings up some reinforcements which leaves us in rather good position to continue the assault.
Except for our light cavalry, which repulsed a goblin attack, but was broken in the process.
A small detachment of infantry has been dispatched to cross the lightly defended southern river crossing and liberate the Altar of the Twin.
I've heard rumors my old girlfriend Shandel is holed up somewhere near there.
You mean your friend that happens to be a girl right?
Sure.
Well how about that, those peasents have some fight in them after all.
A few more incidental fights during this turn leave Dragga with very few units at full health, so hopefully his next turn will be brief and quiet.
Ha! The Orcs garrisoning the Altar attack into the face of our defensive fire and pay for it.
Completely without fanfare or notice the volunteer Squires made short work of the Goblins in the northern Standing Stones and loot the place.
Odd, I thought I saw Malric fly off a minute ago, I wonder what he's up to?
The Altar is likewise liberated this turn, our warchets is looking pretty good about now.
Our hero selection, isn't though.
I'm sure somebody wants to work for Krell, we've just got to have faith.
Look at those Peasants go!
Marcus... I think one of them died.
So? This is war, people die.
Yes, but... Ah well, I will speak with them later.
Turn four leaves Dragga with two units, the Orcs garrisoning the town of Linden, and a beat up group of goblins wandering the swamps south of the Altar.
The goblins offer to surrender after they see the orcs eat a particularly unpleasant Treeman-Death Wounds sandwich. Instead, I have the Wing Riders wipe them from the map, and Hoaroot Forest is won.
Behold: The benefit of being the commander who is rewarded with gold instead of heroes. We've gotten our hands on enough money to buy me some new summoning spells, and just in time too, as we're knocking at Dragga's doorstep.
I think the supply train can probably handle a small increase in the size of our forces if you want chief.
Shouldn't we upgrade our existing units?
Magical units can't upgrade, I can dismiss what we have and summon the new versions but then we won't have any gold to buy new units with.
Actually, we don't have enough gold to do even that, as Pegasi are apparently gold plated and cost 48 gold a unit.
It's decision time, do we want to be infantry or cavalry heavy? We need another unit of archers regardless, and after that I'd like either some more skirmishers or light cavalry. If we decide to do infantry, I'll pick up skirmishers and "upgrade" the Air Warriors into more Treemen, if we do cavalry I'll pick up light cavalry and get us some Elf Knights to replace the unicorns. Thoughts?
Infantry.
Cavalry.
Don't care.
Thanks a lot guys.
So, decision making time (might be clearer if it was bold outside of the spoiler tags)? Infantry or calvary? I'd go for more treehuggers on horsies
Streaming 8PST on weeknights
Most people did it seems. I was getting a little worried.
Edit: To reiterate for the new page, we need to decide whether we want to go for infantry or cavalry as our main striking force. We'll have both, of course, but the army will naturally weigh towards one side or the other.
Kayne, I swear to Christ, it's like you're playing through my childhood. First Master of Magic and now this? I will be watching the SHIT out of this thread.
My vote is going to be infantry, all the way. I've never found a cavalry-focused army to be quite as good - though, by the looks of it you have what it takes to show me how it's done. Regardless I'm curious to see what the high level infantry of the archmage is.
Also completely missed that second update.
Generally speaking, heavy infantry and cavalry will form the spearhead of your army, they hit like trucks and can take a beating. Cavalry tend to have slightly less potent stats than heavy infantry (compare the Unicorns and Air Warriors who are both tier 0 magical units) however, heavy infantry are slower than cavalry, and cavalry get a +8 melee bonus when they are attacking into a clear hex. That bonus makes cavalry especially beefy in the early continents where +8 is a huge percentage of their normal attack.
I would say that infantry fares a little better in rough terrain, but honestly, light infantry is made for dealing with that, so there isn't much use for heavy infantry if one is picking up a lot of cav.
Hmm never knew precisely how cavalry worked thanks for the info. I just operated on the principle that cavalry worked best in open terrain but now I have the power of numbers. Besides that I like your style of writing and I suppose you could either include the boring tactical bits in a bonus interlude have Marcus give Krell a "tactical primer" perhaps? or just infodump it in the middle of existing chapters either can work.
He really named his castle after himself?
Yep.
What an idiot. Let us get down to business then.
Cynehelm is a bit bigger than the previous battles, and has the additional quirk of forcing us to deploy our forces around two seperate towns.
Our cavalry will be positioned around Stanfeld in the north, and the infantry around Fearlea in the south, mostly anyways.
Stanfeld sounds familiar, didn't we liberate it in a previous battle?
No, that was Fellstan, totally different town.
Keldonians suck at naming things.
The infantry begins marching along the southern road and locates no enemies, yet. The cavalry, on the other hand, is immediately confronted with a possibly tough river assault.
Ugh, Ogres, that could get messy.
Looks like Krell has the the Elf Chariots trying to flank around the river, we'll see.
Ogres are tough as nails, they attacked our volunteer cavalry, which was covered by archers, and despite this, our squires came out second best. No casualties, but broken means they are out of it for a turn.
On the plus side, those Ogres are now smack dab in the river, which should make things a bit easier.
So it seems. After a barrage of fireballs and skirmishing, the Ogres are charged in the rear and destroyed, leaving us with command of the ford, and Dragga's advance guard scurrying back towards Draggario Castle.
That Light Cavalry is going to take a beating.
I'm sure they'll be fine.
The infantry continues along, and so far the way is remarkably clear. As an aside, casting Death Wounds on your skirmishers is always a good idea.
I've got a bad feeling about this. It's too easy by far.
I agree, Dragga is dumb, but letting us just walk up to his castle is beyond even him.
I'm sure we'll be fine.
Okay, that could have been worse. Dragga spends his turn beating up our skirmishers and light cavalry, but doesn't manage to destroy anything, so we'll recover.
Disease Throwers? Funny that we're storming his castle, but Dragga is the only one here with siege weapons.
He won't have them for long at this rate.
Those Pegasi took more of a beating there than they really should have, I hope Dragga doesn't have any Sky Hunters of his own still.
You mean like those Serpent Griffons circling above Castle Draggario?
Crap *Fireball* There, that should even the odds a bit.
Meanwhile the infantry deal a serious blow to those Serpent Riders, although they manage to not quite all die this turn.
Lot's of serpent units in Dragga's army, that's interesting.
Why?
Oh no reason, just a thought.
Dragga is an idiot.
That, on the other hand hurts.
Except he doesn't follow up with the Griffons, so our Pegasi live to fight another day.
The Serpent Riders and Disease Throwers ran back towards the Castle, that won't be fun next turn.
Always hit the archers first. Always.
Indeed, a good lesson to remember.
And with all the enemies removed from around the Pegasi, they can take a quick rest and recover their wounds.
Okay, there's really no good reason for that. At least the Goblins retreated out of the Shrine, we'll hammer them again with some Air Warriors.
Hey look at that, a hero.
Pff, "Strongarm," how strong could he be really?
Okay, that's pretty damn strong. Any human stronger than a Werebear is doing something right, or wrong, depending on your point of view I guess.
Loric is a Heavy Infantry hero, and he hits like a truck. As all heroes, he only has 10 health, but he can only take wounds, so a turn of resting will bring him up to full strength as long as there are no enemies nearby.
Loric can also inspire feats of incredible rage from friendly troops, granting them a bonus to melee, at the cost of a penalty to armor.
I don't know if that's worth it.
Indeed, we'll mostly be using him to break faces. It feels wrong having the barbarian cast spells anyways.
Now that I'm not panicking it occurs to me I know a spell specifically for killing air units. Whirlwind works pretty well.
I'm not sure if those Griffons are ever going to be able to attack us.
That's the idea.
All the heavies were used to deal with the archers and goblins, so the liberation of Norcross will wait a turn. We'll keep those goblins on their toes with our light cavalry though.
If we're lucky, they'll be dumb enough to attack into the teeth of our defensive fire.
Nope.
Amazing, Dragga did absolutely nothing on his turn.
Well alright then, let's get this show on the road.
Well, that explains where everyone went.
That's not going to be pleasant, I don't think we can prevent that cavalry from charging us.
Sure we can.
Pre-emptive charge!
Ouch.
Yeah, that looked painful.
To be fair, casting Death Wounds on Loric was probably a bit much.
No no, it was totally worth it.
That's more like it. This turn went pretty badly for Dragga, we've destroyed his cavalry, his siege engines, liberated Marebeck in the south and drove his goblins our of Norcross in the north. The only really annoying thing is those goblins from the Shrine are still roaming the mountains near there. We'll get them eventually.
Oh no! Not our volunteers that we don't give a fig about since they are leaving after this battle anyways! Whatever will we do?
Mordra...
What? We were all thinking it.
Anyways, other than that, and a particularly unlucky attack on our light cavalry, Dragga does nothing.
The Pegasi finally end the Serpent Griffons.
And the Treemen put the hurt on those Orcs. Which really ought to be retreating about now.
Units in Castles, Towers and Keeps don't retreat Krell.
Well damn. I guess we'll do this the hard way then.
Will someone please rid me of these meddlesome goblins?
Hey, free experience isn't all bad.
Those Air Warriors are going to get replaced soon enough, experience doen't really mean anything for them.
Well dang. Maybe next turn then.
And this cave was left totally undefended, netting us another 40 gold, which we desperately need at this point.
Finally. Dragga attacked our slingers on his turn, and the Air Warriors finally kill those goblins.
Not shown is the complete annihilation of every unit of Dragga's other than the Orcs guarding his castle.
One would think they would surrender.
They can't, unlike the previous battles, this one won't end until we take the castle.
Well let us do that then.
The 1st Arcadians land the killing blow on the last orc and Castle Draggario falls to our forces.
Uh.. Please don't kill me?
Yeah alright. *Baleful Polymorph*
You turned him into a newt?
He'll get better.
*Groan*
Whoo! Cash money!
And there go the volunteers, hooray.
Excuse me for a moment. I have to go pose like a badass.
Anyway on to the next continent which in the words of the last lets play of Fantasy General I read "does not so much remove the training wheels as take off and nuke the whole bike from orbit"
Regarding training wheels, yeah. I wish Keldonia was a bit longer so it could transition from laughably easy to some semblance of what the first battle on the Isle of the Winds is. Pretty much the only battle on Keldonia that even resembles the rest of the game is Cynehelm Valley, and then only just. We'll manage though, it's not until the third continent that I start having issues. Razm frazm jungle.
As an aside, we have another 4 unit slots open as soon as we start the new continent, so any suggestions as to what you'd like me to buy would be appreciated. Also! Not sure if anyone noticed, but all units can be renamed, so if you want to change all the "13th Elf Chariots" &c. to something cool or whatever let me know. Unless there's a really good suggestion I'd like to leave heroes named the way they start though.
Edit: I'm worried about using the Arcadians in combat as I'm going to run out of people pretty shortly if my guess is correct.
That's exactly the reason you should be using the Arcadians in combat :twisted:
Including resurrecting our gloopified, manky corpses to fight on from beyond the sultry lips of death, eh? Wink, wink, nudge, nudge, casual looks and glances, know what I mean, know what I mean?
Work with me here.