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Author Topic: The Dark Age - A Vanigo Empire Game - The Dark Age Has Ended  (Read 80744 times)

notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 62
« Reply #795 on: December 16, 2014, 02:44:36 am »

Spoiler: 875 AD (click to show/hide)
Spoiler: Battle Log (click to show/hide)

12 knights struck in succession, swarming through the streets of Whitehaven. The town was once known as Last Hope, a launchpad for the Northumbrian's doomed flight into Ireland. Now the city was wrestled from Pictish strongmen, soon to be into the hands of the Irish. With the coastal strongholds of Windermere and Whitehaven, the Irish now had their claws firmly dug into the edge of the mainland, reading to tear their way further in.

Throughout the north, the highland heather was ablaze as all resistance in Conniston was forceably extinguished. The once great city was now a poky town, most of its huts and halls half-collapsed and abandoned. Only the centre was lively under the direction of Erik the Yellow. In Wessex lands, Egbert II rode west to fight the machina scourge that had punched through into Sane's Outpost, while the vast Capital Defence Force (a long way from Winchester) marched on the Bronze Horde.

The Capital Defence Force was perhaps the largest army in the land and outnumbered the Bronze Horde almost 2 to 1. However, as they were long in the service of the Wessex King they used outdated weapons and primitive tactics against the best forces that had been seen of the Danish lands this decade. As shieldmaiden to Veny the Great, Mikaela Vinter took the first kill in her first exchange, slaughtering Shrek while he was still notching his bow. This would not be her last kill that day, as the bowmen came thick and fast, lining up for slaughter. Beyond the high walls of the cities they had sworn to protect, their numbers could not aid them and in the fields beyond Londinium they were undone. Triumphantly, Christine Ulf-Kradudottir took the first kill as the Bronze Horde marched into Nothingham. They had heard that hoofed reinforcements would soon be on their way...


Turn 62: 876 AD

Player interface
Admin Interface

Income for Danes: 80 (Razing 35 (7 x 5); Conniston 45 (3 x 5))

Spoiler: Dane xp allowance (click to show/hide)

Mercia - Rolepg
Wessex - Varee
Wales - Zanz
Ireland - Lemon10
Pictland - Kashyyk
Danes - NQT
« Last Edit: December 16, 2014, 04:03:24 am by notquitethere »
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Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 61
« Reply #796 on: December 16, 2014, 03:09:56 am »

wait what?!? how did33 unit manage to not kill a single unit? and I though battling stop an army stack from moving?
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 61
« Reply #797 on: December 16, 2014, 03:28:22 am »

Just realised something pretty funny. Out of Hagar's army, half died in a mishap with Mercia and the other half died trying to take Caern Michaels; only one unit survived, the one left to take Bridlington. That unit is now living up to the name he was given while everyone was still alive, Lucky Eddie.

wait what?!? how did33 unit manage to not kill a single unit? and I though battling stop an army stack from moving?
Unfortunately, they spread their attacks out across the very healthy Danes, though some units were quite damaged (Veny, a level 4 unit, was brought down to 9 health). You can see how it unfolds in the battle report. The attack happened before the Dane's movement, rather than during it. If you place a unit along the route an army takes, the army has to stop and fight and won't continue afterwards. However, if you fight an army before its even set off and you lose, that army will still move as normal.

Spoiler: Danes (click to show/hide)
« Last Edit: December 16, 2014, 03:30:55 am by notquitethere »
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 62
« Reply #798 on: December 16, 2014, 05:45:31 am »

King Cathal sat furious on the shores overlooking the Irish Sea. The north was burning, and the south seemed destined to follow it shortly. The largest army in the land lay dead, slaughtered in the field, and the gates of all of Wessex's cities lay nearly undefended. Given time the Picts could probably reclaim their homeland, but his and Mercian's interference had cost them dearly, and if they continued, would probably cost them everything. Like all the kings in the isles of Great Ireland (or Great Britain as the english and their kin called it), he too had been guilty of underestimating the Danes. He himself had given the wood needed to grant the knowledge of galleons to the Danes. No more would he be complicit in their war of aggression against himself and his fellow kings. No more would he sell the future for the sake of the present. No more would he war against the Picts shortsightedly. It was time to fight for the greater good of the Isles, against the Danes and whosoever fought with them.
Role: If you continue to attack Pictland and continue funding the Danes I will have little choice but to fight against you. I really have no desire to fight non-danes at the moment (because it will weaken the collective power of the players when we need it the most), because they are by far the single largest threat now that they have destroyed wessex's army, but if you continue to aid them I will have little choice. All we honestly need to do is make them go into the red then mop them up, which if you keep paying them will be nearly impossible. As things stand they will probably overrun Wessex, and the money from that alone should easily be able to sustain them for +10 turns. The Danes are a much larger threat then the Picts are, and you really need to help fight against them (as much as you are able) instead of aiding them.
Varee: I have iron ore if you need more for proper max rank troops, and some spare money when you need that. Also some advice: Don't build anything below max rank (crossbowmen/knights/swordsmen/ect), they are far far weaker in a fight, and really not worth the small amount of saved cost (as you just saw). I'm not sure if I can give you military assistance anytime soon, but good luck.
Zanz: Don't let the Danes keep Sane's Outpost. It's 12 gold per turn for them, and its far better in any hands but theirs. You should have no problem taking it back with all the mounted crosbowmen you have there.
Spoiler: Ireland turn 62 (click to show/hide)
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 62
« Reply #799 on: December 16, 2014, 06:04:14 am »

Spoiler (click to show/hide)


I guess it would be wise to keep bowmen inside cities, It would have them a much better fighting chance..... what annoy me is not a single freaking unit die ....... thoese bowmen really need to learn how to focus fire :P .
So wale, any chance I could give you resource in exchange for you killing the catapults for me?


Also lemon, The reason i had all thoses bowmen was my infrasturcture was not made to build higher unit until recently that is why I got loads of them , they were left over from the mercia war...
« Last Edit: December 16, 2014, 06:05:45 am by Varee »
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 62
« Reply #800 on: December 16, 2014, 06:18:31 am »

Battles are typically very one sided. Usually the stronger force keeps most/all of their units, and after a turn of healing in a city is even stronger then before due to the xp gain. If both sides are even then some will die on both sides, but even then one side will often get lucky and win with quite a few (low health) units surviving.

You really should run the turn first in the admin interface before a battle to see how well (or terribly) it will turn out. If you had you would have seen the results of your attack, and would still have your army.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Kashyyk

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Re: The Dark Age - A Vanigo Empire Game - Turn 62
« Reply #801 on: December 16, 2014, 07:31:01 am »

Spoiler (click to show/hide)
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Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 62
« Reply #802 on: December 16, 2014, 09:59:02 am »

I guess it would be wise to keep bowmen inside cities, It would have them a much better fighting chance..... what annoy me is not a single freaking unit die ....... thoese bowmen really need to learn how to focus fire :P .
So wale, any chance I could give you resource in exchange for you killing the catapults for me?

Could give me Stonehaven and the other territories in a line South of the border we share.
« Last Edit: December 16, 2014, 10:02:06 am by Zanzetkuken The Great »
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 62
« Reply #803 on: December 16, 2014, 12:23:57 pm »

I really like how the roads and settlements have ended up so different in the various regions, due to the different geography, history, and designs of their overseers. Ireland is mostly poorly-connected rural backwaters; Wales has a sparse but efficient road network linking up all its cities in a line; Wessex is wasteful sprawl of closely packed cities and roadways; Mercia has a series of ring-roads, with disconnected outer-cities and an empty northern wasteland where the Picts razed all those towns; the Picts follow the Welsh pattern on a much bigger scale: their cities are fewer and much more spaced apart, taking advantage of their huge landmass, the roads connect all the cities in a series of long lazy curves. This kind of organic country-building is one of the coolest by-products of the game.
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 62
« Reply #804 on: December 16, 2014, 09:35:00 pm »

Role: If you continue to attack Pictland and continue funding the Danes I will have little choice but to fight against you. I really have no desire to fight non-danes at the moment (because it will weaken the collective power of the players when we need it the most), because they are by far the single largest threat now that they have destroyed wessex's army, but if you continue to aid them I will have little choice. All we honestly need to do is make them go into the red then mop them up, which if you keep paying them will be nearly impossible. As things stand they will probably overrun Wessex, and the money from that alone should easily be able to sustain them for +10 turns. The Danes are a much larger threat then the Picts are, and you really need to help fight against them (as much as you are able) instead of aiding them
See, though, you make the mistake in assuming that I plan on ever fighting the Danes at all.

I mean, unless you can give me reason to abandon my allies, beyond you attacking me, when I am reaching the height of my power? I might stop paying them, once they get the capacity to support themselves, if I remain their allies, but only so that I can afford to raise some hordes of my own.

The bows of Mercia wait, men of Ireland.

So go ahead, give me a reason to fight them and maybe I will. Or maybe I will continue as I have been.

Besides which, hypocrisy. You've been aiding them as much as I have, just not with gold!

Besides, the Danes are what's making this game interesting, at the moment. Why would I give that up?

Also, to Zanz:

Would you accept a trade of 8 horses for the tiles (22,22), (22,23), (21,23), and (21,24)?
No, but in a not quite sort of way, rather than a NEVER sort of way. I would be willing to trade those tiles to you, but 8 Horses simply isn't enough to convince me. A good start, though. Add in a decent amount of Food(as I'll be losing some nice Farms) or a few more Horses(a total of 12 would be enough, I think), and I'd be perfectly willing, though.
« Last Edit: December 16, 2014, 09:40:24 pm by Rolepgeek »
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 62
« Reply #805 on: December 16, 2014, 10:16:53 pm »

Spoiler (click to show/hide)
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 62
« Reply #806 on: December 17, 2014, 02:24:50 pm »

Just waiting on Zanz now?
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Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 62
« Reply #807 on: December 17, 2014, 04:04:35 pm »

(a total of 12 would be enough, I think), and I'd be perfectly willing, though.

That sounds reasonable.

Spoiler: Wales (click to show/hide)
« Last Edit: December 17, 2014, 04:07:11 pm by Zanzetkuken The Great »
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Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 62
« Reply #808 on: December 17, 2014, 04:06:19 pm »

Then let it be done!

I don't want to deal with editing my turn...but yeah, that trade works for me, too, NQT.
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 62
« Reply #809 on: December 17, 2014, 06:15:55 pm »

I don't want to deal with editing my turn...but yeah, that trade works for me, too, NQT.
Tile trading isn't allowed: you'll have to send a soldier over to raise the land and then physically reclaim it yourself. One rational for this is that players in long-term downward trends (like Northumbria) could otherwise gift large swathes of land to some party, where it's less skewing and more interesting for players to fight over such land.
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