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Myth v. 5 - Forlorn - 8 Players - FFA
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TOPIC: Myth v. 5 - Forlorn - 8 Players - FFA
Myth v. 5 - Forlorn - 8 Players - FFA 12 years, 11 months ago #314
Just like Embers, this game was started up around June 2010. It takes place on the scenario Myth v. 5.
The following players were in the original lineup: 1. Omnitect (White Order) 2. Onslaught (Sun King) 3. Bill (Wizards of Zhur) 4. Warlord Batz (Sand Maggots) 5. Lord Snow (Dark Elves) 6. Phunt (Moon King) 7. Lord Nytram (Khuzan) 8. Molotov (Lich Cult) Phunt was eliminated quite early on. Molotov recently gave up after having been invaded and pushed south by the Wizards of Zhur. I myself as Sun King have been squished between Dark Elves and Sand Maggots but thanks to a speed hero I am still alive and kicking. The current state of the game at turn 35 is: 1. Omnitect (White Order) 2. Onslaught (Sun King) 3. Bill (Wizards of Zhur) 4. Warlord Batz (Sand Maggots) 5. Lord Snow (Dark Elves) 6. Phunt (Moon King) - Eliminated 7. Lord Nytram (Khuzan) 8. Molotov (Lich Cult) - Eliminated The game is very interesting right now. Lots of things happening and the future is uncertain. A screenshot will be posted shortly. |
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Last Edit: 12 years, 11 months ago by Onslaught.
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Re: Myth v. 5 - Forlorn - 8 Players - FFA 12 years, 10 months ago #323
Argh!!!
I was just about to end my turn, but thought I'd just do a quick extra check of hero levels. Accidentally I clicked 'Hero Deeds' and the game crashed Of course it had to happen at the end of one of my most eventful turns! Onslaught, you might take comfort in knowing that my battles against you went somewhat worse for me the second time around, but fortunately not too much worse. Of course you might not take comfort in knowing that you were attacked - but don't worry - you heroes are still alive Overall the second turn went pretty much the same way the first did, so it shouldn't really affect the game in any major way. I learned two things in my two turns. For whatever reason, poison doesn't work on imps (I recreated that lesson the second time around). Or else all the 16 (or however many) Imps in Wringir just god lucky against my 6 Giant Spiders? All the Ice Demons got poisoned, but none of the Imps. I'm guessing it must be because they have lightning? Or because they are flying? Or just because they are pesky little creatures? The second thing I learned. Or rather had confirmed after I experienced the same in my previous turn (well, previous from my two turns today). Heroes who use a flying spell cannot take advantage of boats, but use 2 moves over water even when they are accompanied by a boat. At least it has now happened several times to me. Do any of you have an explanation for the above mysteries? Lord Snow |
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The following user(s) said Thank You: Batz
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Re: Myth v. 5 - Forlorn - 8 Players - FFA 12 years, 10 months ago #325
Imps can't be poisoned because they only have 1 strength and 1 is the minimum thus 1 strength units are immune to poison just a 1 hit units are immune to disease. You could however poison an Imp with 2+ strength.
To take advantage of the boat movement you must group the hero with the boat. In other words they can't enter the water together at the same time/place (port/bridge). You first create the boats then add the flying hero. KGB |
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Re: Myth v. 5 - Forlorn - 8 Players - FFA 12 years, 10 months ago #326
KGB,
Thanks for the explanations. Of course, I should know better concerning poisoning units with 1str. I don't know why that slipped my mind when I've clearly read it many times in the combat guide and elsewhere. Duh! Concerning boats and flying heroes. I understand what you are saying - or at least I think I do. However, here is what my tests show: Test 1: I have a hero grouped with a flying unit (no spells involved). He flies over the water and is then grouped with a boat. Grouped with the boat he only uses 1 movement point per move. Test 2: I have a hero using 'Ethereal Form'. He flies over the water and is then grouped with a boat. Grouped with the boat he still uses 2 movement point per move. I'm probably missing something entirely obvious again, but if so, please bear over with me Lord Snow |
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Re: Myth v. 5 - Forlorn - 8 Players - FFA 12 years, 6 months ago #532
Player 7 - Khuzan - played by Lord Nytram was eliminated at turn 49 and
player 1 - White Order - played by Omnitect was eliminated at turn 50. The conqueror in both cases was the mighty Wizards of Zhur. This should speed up the game a bit The state of the game at beginning of turn 51: 1. Omnitect (White Order) - Eliminated 2. Onslaught (Sun King) 3. Bill (Wizards of Zhur) 4. Warlord Batz (Sand Maggots) 5. Lord Snow (Dark Elves) 6. Phunt (Moon King) - Eliminated 7. Lord Nytram (Khuzan) - Eliminated 8. Molotov (Lich Cult) - Eliminated |
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Last Edit: 12 years, 6 months ago by Onslaught.
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Re: Myth v. 5 - Forlorn - 8 Players - FFA 12 years, 6 months ago #533
I have crippled White Order in the early game by killing a level 5(?) hero.
could you post a screenshot of mini-map? |
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Darklords players, you are welcomed here: lastcitadel.ru
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Re: Myth v. 5 - Forlorn - 8 Players - FFA 12 years, 6 months ago #534
I finally managed to recall the screenshot function: ctr + s
This is for turn 52.
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Last Edit: 12 years, 6 months ago by Onslaught.
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Re: Myth v. 5 - Forlorn - 8 Players - FFA 12 years, 6 months ago #535
thanks!
wizards seem to be winning |
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Darklords players, you are welcomed here: lastcitadel.ru
Last Edit: 12 years, 6 months ago by Molotov.
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Re: Myth v. 5 - Forlorn - 8 Players - FFA 12 years, 6 months ago #536
So it seems. Dark Elves have paid a heavy toll for their ruthless war against me, the Sun King. And Sand Maggots seem to have come to a halt in the desert. Perhaps crawling has taken its toll.
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Re: Myth v. 5 - Forlorn - 8 Players - FFA 11 years, 11 months ago #806
The war rages on in this long-winded but still dramatic game. We are currently on turn 81 and Dark Elves (played by Lord Snow) have just lost their super hero stack while trying to take out my hero stack (Sun King's) protected by the walls of Glimmer. In the end only my two heroes remained and none of them were really built for fighting so I was very lucky. The turn before I had moved 8 units out of the city and Dark Elves too advantage of that and attacked while I was at my weakest. My cursor scouting skills are clearly inadequate...
I have attached the battles containing more than 1 attacking bat. Dark Elves hero stack left a few nice items behind: Chariot of Modron (Flight, Group Move +6) Cauldron of Clyddnoth (Chaos +1, Necromancy +2) Horn of Bran Galed (Morale +1, Group move +3) Horn of Stone (Group hits +1)
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