So first round of the live MP tournament is over and I learned a bit more. The game I think was fun but tense. We had some starting difficulties and ended up using hamachi client to play over a VPN client. I chose human rogue to be able to get settlers cheaper and faster though I definitely expanded much less than my opponent. Also many guides and experience told me that humans are easy to go with and perform well in autobattle. They did. I lost a couple of units in the first turns, but kept my cavalry and a starting knight alive for the whole game until the deciding battle. However, my scoundrels died off like flies and never got a chance to evolve those to lesser stalkers. I quickly got to bards and those helped a bit as well, but actually the racials and a lucky charm (dwarf firstborn) midgame was my first and foremost fighters for the deciding battle, in which a couple of quick assassins made the trip to with the 40 movement available from the explorer upgrades. The deciding fight has a screenshot with it. I guess that Tarskon moved sort of into a trap, wanting to pursue some vulnerable assassins on a mountain hex which went after his scouts the turn before, but realized that I had plenty of troops in the vicinity, and that my dwarf firstborn had healed due to priests coming in along a road placed from the SW to NE axis as my third hero had been clearing and gathering resources in that area 5-6 turns ago. Therefore he turned a bit north making sure to gather (almost) all his troops at one spot. The deciding fight next turn was not fair. But being fair is not the rogues thing. Joined in the fight with 20 units against 12, but what 12... Two fire giants with all sorts of enchantments from keeper of peace mastery, quite a lot of elite crusaders, some evangelists, forge priests, and two heroes (an archdruid lvl. 5-6 ish and Dain himself). Tarskon charged on a bit in the beginning, but due to necromancer hero cursing he was not able to charge with both giants (not that I assume that that was necessarily his plan). He ended up forming a defensive formation which I had to go at, at some point. Here the knights turned into pure killer machines with quick dash and another curse helping VERY much to drain movement and retaliation strikes. Cadavers made blockades at that point and the web ability on knights from a spider shrine sort of sealed the deal by webbing his leader for three much important battle turns, where the second giant went off to a firstborn, which could perform his giant killing task easier as part of a flanking attack set up by a much wounded fairy coming in from the other direction. Looking at the statistic after a surrender by Tarskon some turns later after writing back and forth instead of moving it´s clear that the game was very much equal up to this point and that the tides easily could have turned later on. The only score in which I excelled was the military thing. I will see if there´s some way of getting actual screenshots from the deciding battle, but think it is too late now. Should have taken them while playing it, but at that time I did not know that it would be the killing blow. Cheers again, Tarskon and thanks for a good game, even though the roaming armies made your game very hard to perform in your planned way.
I confirm the result of the battle. My game didn´t really go well and i got somewhat trapped by Eskild in the deciding battle. Maybe i could have recovered but i would have been in the defense for a long time. So i decided to call it gg and a deserved victory for Eskild. Thanks for the game!Â
So first round of the live MP tournament is over and I learned a bit more. The game I think was fun but tense. We had some starting difficulties and ended up using hamachi client to play over a VPN client.
I chose human rogue to be able to get settlers cheaper and faster though I definitely expanded much less than my opponent. Also many guides and experience told me that humans are easy to go with and perform well in autobattle. They did. I lost a couple of units in the first turns, but kept my cavalry and a starting knight alive for the whole game until the deciding battle. However, my scoundrels died off like flies and never got a chance to evolve those to lesser stalkers. I quickly got to bards and those helped a bit as well, but actually the racials and a lucky charm (dwarf firstborn) midgame was my first and foremost fighters for the deciding battle, in which a couple of quick assassins made the trip to with the 40 movement available from the explorer upgrades.
The deciding fight has a screenshot with it. I guess that Tarskon moved sort of into a trap, wanting to pursue some vulnerable assassins on a mountain hex which went after his scouts the turn before, but realized that I had plenty of troops in the vicinity, and that my dwarf firstborn had healed due to priests coming in along a road placed from the SW to NE axis as my third hero had been clearing and gathering resources in that area 5-6 turns ago. Therefore he turned a bit north making sure to gather (almost) all his troops at one spot.
The deciding fight next turn was not fair. But being fair is not the rogues thing. Joined in the fight with 20 units against 12, but what 12... Two fire giants with all sorts of enchantments from keeper of peace mastery, quite a lot of elite crusaders, some evangelists, forge priests, and two heroes (an archdruid lvl. 5-6 ish and Dain himself). Tarskon charged on a bit in the beginning, but due to necromancer hero cursing he was not able to charge with both giants (not that I assume that that was necessarily his plan). He ended up forming a defensive formation which I had to go at, at some point. Here the knights turned into pure killer machines with quick dash and another curse helping VERY much to drain movement and retaliation strikes. Cadavers made blockades at that point and the web ability on knights from a spider shrine sort of sealed the deal by webbing his leader for three much important battle turns, where the second giant went off to a firstborn, which could perform his giant killing task easier as part of a flanking attack set up by a much wounded fairy coming in from the other direction.
Looking at the statistic after a surrender by Tarskon some turns later after writing back and forth instead of moving it´s clear that the game was very much equal up to this point and that the tides easily could have turned later on. The only score in which I excelled was the military thing.
I will see if there´s some way of getting actual screenshots from the deciding battle, but think it is too late now. Should have taken them while playing it, but at that time I did not know that it would be the killing blow.
Cheers again, Tarskon and thanks for a good game, even though the roaming armies made your game very hard to perform in your planned way.
In order to avoid advantaging one player or the other, for each match, the player who will host the match has been randomly selected. The first player in the "turn order" above (who is also the player at the top in the tree here: index.php?page=tourneyroster&tourneyid=3 must host the game. Please sign off when not playing!(Quit game) Tournament Game #9 Round 1 !
When players do not show up for their match, the Tournament Judges have the right to change the match!
Confirmed by Tarskon
Maybe i could have recovered but i would have been in the defense for a long time. So i decided to call it gg and a deserved victory for Eskild. Thanks for the game!Â
Written by Hiliadan
Confirmed by Eskild
203 | Age of Wonders 3
203 | Age of Wonders 3
I chose human rogue to be able to get settlers cheaper and faster though I definitely expanded much less than my opponent. Also many guides and experience told me that humans are easy to go with and perform well in autobattle. They did. I lost a couple of units in the first turns, but kept my cavalry and a starting knight alive for the whole game until the deciding battle. However, my scoundrels died off like flies and never got a chance to evolve those to lesser stalkers. I quickly got to bards and those helped a bit as well, but actually the racials and a lucky charm (dwarf firstborn) midgame was my first and foremost fighters for the deciding battle, in which a couple of quick assassins made the trip to with the 40 movement available from the explorer upgrades.
The deciding fight has a screenshot with it. I guess that Tarskon moved sort of into a trap, wanting to pursue some vulnerable assassins on a mountain hex which went after his scouts the turn before, but realized that I had plenty of troops in the vicinity, and that my dwarf firstborn had healed due to priests coming in along a road placed from the SW to NE axis as my third hero had been clearing and gathering resources in that area 5-6 turns ago. Therefore he turned a bit north making sure to gather (almost) all his troops at one spot.
The deciding fight next turn was not fair. But being fair is not the rogues thing. Joined in the fight with 20 units against 12, but what 12... Two fire giants with all sorts of enchantments from keeper of peace mastery, quite a lot of elite crusaders, some evangelists, forge priests, and two heroes (an archdruid lvl. 5-6 ish and Dain himself). Tarskon charged on a bit in the beginning, but due to necromancer hero cursing he was not able to charge with both giants (not that I assume that that was necessarily his plan). He ended up forming a defensive formation which I had to go at, at some point. Here the knights turned into pure killer machines with quick dash and another curse helping VERY much to drain movement and retaliation strikes. Cadavers made blockades at that point and the web ability on knights from a spider shrine sort of sealed the deal by webbing his leader for three much important battle turns, where the second giant went off to a firstborn, which could perform his giant killing task easier as part of a flanking attack set up by a much wounded fairy coming in from the other direction.
Looking at the statistic after a surrender by Tarskon some turns later after writing back and forth instead of moving it´s clear that the game was very much equal up to this point and that the tides easily could have turned later on. The only score in which I excelled was the military thing.
I will see if there´s some way of getting actual screenshots from the deciding battle, but think it is too late now. Should have taken them while playing it, but at that time I did not know that it would be the killing blow.
Cheers again, Tarskon and thanks for a good game, even though the roaming armies made your game very hard to perform in your planned way.
Round 1 : Tourneygame #9
In order to avoid advantaging one player or the other, for each match, the player who will host the match has been randomly selected. The first player in the "turn order" above (who is also the player at the top in the tree here: index.php?page=tourneyroster&tourneyid=3 must host the game.
Please sign off when not playing!(Quit game)
Tournament Game #9 Round 1 !
When players do not show up for their match, the Tournament Judges have the right to change the match!
Information Round 1 : Tourneygame #9
Information Round 1 : Tourneygame #9