Dominions 3 Grogheads Battle Royale (5 man 1 day turnaround game)

Started by undercovergeek, March 13, 2013, 07:43:08 AM

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JasonPratt

Oh, that's why this strategy was made for me!  ;)

(For those who don't know, I started playing through Sang-Froid several days ago, while waiting for turns to get going. So my answer to everything was "werewolves" for a while.)
ICEBREAKER THESIS CHRONOLOGY! -- Victor Suvorov's Stalin Grand Strategy theory, in lots and lots of chronological order...
Dawn of Armageddon -- narrative AAR for Dawn of War: Soulstorm: Ultimate Apocalypse
Survive Harder! -- Two season narrative AAR, an Amazon Blood Bowl career.
PanzOrc Corpz Generals -- Fantasy Wars narrative AAR, half a combined campaign.
Khazâd du-bekâr! -- narrative dwarf AAR for LotR BfME2 RotWK campaign.
RobO Q Campaign Generator -- archived classic CMBB/CMAK tool!

undercovergeek

Turn 3 - time to test out the Werewolf juggernaut:



Heh, like a hot knife through butter, this pic is just as they start to run for it, you can see the front line starting to turn, and youre not going to out run a giant. I actually set the militia (brown troops) orders wrong and them set to attack straight off the bat as well as the skinshifters, it needs changing to hold and then attack just so they can attract those pesky arrows. No casualties and not even enough damage to turn one of the skin shifters a bit 'wolfy', Surt is on the far side of the troops in the middle, next to the big '24', he did well.

Swande - my newly acquired province - piss all use really apart from my first point of expansion, no great income, no great resources but at least it highlighted the awesome power of just a few skinshifters and their arrow catchers. Tax is set to 70 to quell the rabble:



Remember Surt the commander? Here he is - the red star? He has received high praise for his heroic on field deeds. Heroic Obesity - he is the fattest thing on the map, and justly proud!



Here then is the Niefelheim Empire:



To the North of my new land is 50 hard core Heavy Infantry and Cavalry, to the West is 40 more. To the Northeast are 5 - whilst not directly attached to the capital (my first goal to capture all the linked lands) its close enough - the now blooded and experienced band head there. Back at home there are 3 more skinshifters, 1 militia unit and Mum R'ah the Rich Tea warrior - to their Northeast are 10 barbarians, again it should be a cake walk, and instead of consolidating the forces i go for two provinces at once. Note the tax rate in Niefelheim is pumped high to bring in some extra gold - itll stay here til the unrest gets a little hairy and then ill lower it again. Sneaky Sneakersson comes back south to head west toward the Crown Province and to check out the mountains and forest areas.

Lastly we employ our first Gygja to replace the research lost now that Mum R'ah has gone off rampaging:-









airboy

Thanks for doing the AAR.  Looking forward to future episodes.

JasonPratt

The next episode is likely to be especially entertaining...  ;D
ICEBREAKER THESIS CHRONOLOGY! -- Victor Suvorov's Stalin Grand Strategy theory, in lots and lots of chronological order...
Dawn of Armageddon -- narrative AAR for Dawn of War: Soulstorm: Ultimate Apocalypse
Survive Harder! -- Two season narrative AAR, an Amazon Blood Bowl career.
PanzOrc Corpz Generals -- Fantasy Wars narrative AAR, half a combined campaign.
Khazâd du-bekâr! -- narrative dwarf AAR for LotR BfME2 RotWK campaign.
RobO Q Campaign Generator -- archived classic CMBB/CMAK tool!

airboy


undercovergeek

#20
And so to turn 4 - the double province taker and a chance to do some serious expansion. The first battle was against 5 light infantry of the AI - lets see if the lycanthrope express can batter that down without difficulty..........:-



............Ummm and the 20 heavy cavalry, ive already killed 10 here (man they hit hard), and 10 heavy infantry - i only came with 3 skinshifters and 5 militia - this is going to sting.



Run, run tiny men on tiny horses are coming! Sigh, hangs head in shame........... We depart the field with Surt and 2 Skinshifters

So onto battle 2 - my pretender, the Great Afterthought, the Digestive King, Mighty Mum'Rah, with 4 skinshifters and a militia, against the massed hordes of 10 barbarians. The McVities magician flings rocks at the oncoming group of..........................



W. T. F ????????? 40 barbarians............. oh s***...........



Ruuuuuuuunnnnnnnnnnnnnnnnnnnnnnnnnnnn............................................



Sadly the Crumbly King takes 1 6 HP hit and disappears in a puff of his own smoke, or gastric wind

I dont know if he'll be back next turn, ever, or he's now some ethereal super god in Cadbury World. We'll see. Anyway, for every fkd up plan theres a silver lining -



or two..............



That'll be the Luck +3 kicking in, and will be spent rebuilding Niefelheims shattered armies.

No need for a map pic - its the same as last turn!! The Gygja turns up and starts researching Construction to get me up to Cons 4 for forging good sh** to hit Huw, Ysknoyn, Ubercat and Jason with

The moneys spent on more skinshifters

Lessons learnt - dont take intel reports at face value and I will return and burn the bastard places to the ground

Next, turn 5, the rebuild and my first new book of magic

airboy


undercovergeek

#22
Step 1 on the long road to kicking everyones ass:-



This is the rarest kind of Gygja ill get - a Nature 3 mage, very handy for casting later game spells that will protect my troops - Will of the Fates, Mass Protection, i like her very much:-



And finally the map for this turn. You'll notice Mum'Rah has reappeared in the capital, now sporting a wound that permanently reduces his HP by 20%, thats not actually the end of the world as he's not meant to be doing any fighting, what with him, you know, been made of biscuit. Theres not a whole lot of activity as my army is a little depleted - the four new skinshifters have arrived and are moving out to join the defeated bunch to the north east of the capital. We order more skinshifters and another mage to boost the research:-



Turn 6, lets try that again

undercovergeek

Up in Swande, Surt is reinforced by the new skinshifters - 6 militia to catch the arrows, and 6 skinshifters to batter the opposition is my minimum 'model' for expansion, this army is now ready to have a go north east again. Mum R'ah heads back home having escorted the skinshifters here - more commanders needed - having read around i should be aiming for 10 provinces and 1 new fort by the end of the first year (10 turns) - eeeep. More skinshifters, militia and a gygja are ordered - i need to get the research factory up and running:-



My new gygja is another rare wonder - Astral 2 - with a crystal cap and a crystal coin she will be up to Astral 4, with the right magic path there are some hefty spells she can bring to the battlefield:-



So, the end of turn map:-



Turn 7, expanding and building


undercovergeek

#24
A return then to the battlefields of Venna, having decimated the heavy cavalry in the first battle, only a few stragglers are left. The skinshifters race forward, and the arrow catchers hold the rear - in the end its a walkover - literally:-



Water gems - i have my own natural supply of these, but i wont say no



And this, simply because im awesome...........



Another fancy astral Gygja - as soon as i get my magic strategy in order ill see how advantageous these guys will be



So the end of turn map - the victorious army of Venna under Surt turns southeast to meet Ragnar the Skratti (more on these later) who is marching north with more skinshifters and arrow catchers - the 2 shall combine on the field of Mum R'ah's downfall - Tenera. The gygjas set to research as does biscuit boy - research has switched to Alteration - the key to preventing another disaster like we saw earlier is for the gygjas or mages to be out casting Protection and Body Ethereal to toughen up the poorly protected wolf men, these are Alteration spells - we get the books out at the library. Another gygja and more skin shifters are ordered.

In the far northeast our first sight of a black candle - the taint of a treacherous false pretender




Next, Conan who? Pfffft

airboy

Enjoying the AAR.  Looks like the Giants are probably behind in number of provinces due to some early disasters.

Thought - what was the level of independents set to?  The default in single player is 5.  If it is set higher than that then the strength of independents is greater than what you are used to in SP and may be why your head got handed back to you, repeatedly.

undercovergeek

Quote from: airboy on April 02, 2013, 09:35:35 AM
Enjoying the AAR.  Looks like the Giants are probably behind in number of provinces due to some early disasters.

Thought - what was the level of independents set to?  The default in single player is 5.  If it is set higher than that then the strength of independents is greater than what you are used to in SP and may be why your head got handed back to you, repeatedly.

they were set to 7 - there are some evil accumulations around

JasonPratt

Quote from: airboy on April 02, 2013, 09:35:35 AM
Enjoying the AAR.  Looks like the Giants are probably behind in number of provinces due to some early disasters.

Fortunately 1: he wasn't the only player to suffer one or two early disasters.

Fortunately 2: EVEN HIS SKIRMISHERS ARE FREAKING GIANTS!
ICEBREAKER THESIS CHRONOLOGY! -- Victor Suvorov's Stalin Grand Strategy theory, in lots and lots of chronological order...
Dawn of Armageddon -- narrative AAR for Dawn of War: Soulstorm: Ultimate Apocalypse
Survive Harder! -- Two season narrative AAR, an Amazon Blood Bowl career.
PanzOrc Corpz Generals -- Fantasy Wars narrative AAR, half a combined campaign.
Khazâd du-bekâr! -- narrative dwarf AAR for LotR BfME2 RotWK campaign.
RobO Q Campaign Generator -- archived classic CMBB/CMAK tool!

undercovergeek

Each new turn is like opening a sack full of presents, its great!

My unexpected event is 300 more gold for being ace. The battle we can discuss below, and the research is good. Im heading out for 2 early magic goals. Construction level 4 so that i can build some semi cool and scary things for my commanders (this would have included Dwarven Hammers but i didnt realise CBM shifted them to Construction 8 and made it a unique item - frowny face) - the other is Alteration, the first step been Alteration 3 - here lies Protection and Ethereal making my 25 foot werewolves harder to hit and harder to damage once you do, but more susceptible to fire - this is Alt 1 where i can make shadow puppets on the wall and pull hankys from my sleeve (that might by Conjuration 1 now i think about it)



And so to Tenera.

A small pile of cookie crumbs lie where we last saw Mighty Mum'Rah in action. We're here in force this time - lets try this again. Lots of shouting and charging, a loud CLANG in the middle (no, not Bobs wife) and we get to it -



And that was that - 28 Conan impersonaters down for no loss:-



The crossed swords mark Tenera, to the South East a **** ton more barbarians, to the east 80 odd indies, and the North East - Mictlan - boooooooooo. More on them later, we send a polite message introducing ourselves:-



The end of turn map - im turning away from the region in the North East, i have no interest in a fight with Mictlan, or fighting 60-70 barbarians without the above mentioned protective spells. If Mictlan heads straight for me i can turn back round but for now everyone heads back South West so we can strike out west and south. An indy commander is ordered in our most Northern territory, id forgotten standard troops couldnt move without a leader and i dont have enough to ferry around the growing werewolf army


JasonPratt

Bleeping ethereal protected giant werewolves... I sure hope I don't have to fight those things any time soon...
ICEBREAKER THESIS CHRONOLOGY! -- Victor Suvorov's Stalin Grand Strategy theory, in lots and lots of chronological order...
Dawn of Armageddon -- narrative AAR for Dawn of War: Soulstorm: Ultimate Apocalypse
Survive Harder! -- Two season narrative AAR, an Amazon Blood Bowl career.
PanzOrc Corpz Generals -- Fantasy Wars narrative AAR, half a combined campaign.
Khazâd du-bekâr! -- narrative dwarf AAR for LotR BfME2 RotWK campaign.
RobO Q Campaign Generator -- archived classic CMBB/CMAK tool!