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Author Topic: The Dark Age - A Vanigo Empire Game - The Dark Age Has Ended  (Read 80703 times)

Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 63
« Reply #840 on: December 20, 2014, 07:40:51 pm »

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<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 63
« Reply #841 on: December 20, 2014, 09:17:24 pm »

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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #842 on: December 21, 2014, 10:45:18 am »

Spoiler: 877 AD (click to show/hide)
Spoiler: Battle Log (click to show/hide)

Of the coast of Ireland, the great galleons of the High King scrabble to regroup, hoping to deal a final blow before the Danes can offload onto the shore. To the north, the King's Guard beseige the walled town of Mott Fergusa even while more of their highland folk are driven from their crofts. In the south, hordes spread out to harry almost every village west of Lampang; all the while the Welsh expand their dominion in taking Lyme Regis from Wessex in exchange for ousting the Danish catapult legion.

Turn 64: 878 AD

Player interface
Admin Interface

Harsh Seas and Plagues in the Homeland! Danes are unable to gain reinforcements for Three Years (until 881AD)! They will still reap income as normal.

(That should give players a bit of breathing room.)

Danish Income: 35 (7*5 tiles razed)

Mercia - Rolepg
Wessex - Varee
Wales - Zanz
Ireland - Lemon10
Pictland - Kashyyk
Danes - NQT
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Kashyyk

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #843 on: December 21, 2014, 12:43:03 pm »

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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #844 on: December 21, 2014, 05:48:24 pm »

Spoiler: Ireland turn 64 (click to show/hide)
Well, Hopefully I get to move first.
« Last Edit: December 21, 2014, 05:50:28 pm by lemon10 »
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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.

notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #845 on: December 21, 2014, 06:18:14 pm »

It's down to a flip of a coin really.

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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #846 on: December 21, 2014, 11:49:48 pm »

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After taking a look at Ireland's economy in the Admin interface, I'm less certain of my ability to accomplish anything whatsoever without the aid of the Danes, should I continue supporting them and turn everyone against me.

On the other hand, like I said, they're fun, and it doesn't look to me like Ireland has any real problem yet; Either he gets in a pretty bad pickle if they land, or he completely decimates their landing force while barely taking a scratch. So the other guys will be the ones for me to focus on, at the moment, I think.

The problem is, I'd like to keep this uneasy truce with Wales we got going(I really don't want to attack a shitton of mountain citadels), and Wessex seems to be sinking to the Danes and trying to go down there would just get in the way, and Pictland is so bloody far away for my Pikemen. And I don't got no Galleons or anything, certainly nothing to rival Ireland's naval superiority, to ferry me troops.

I suppose I'll ask this now. Wales, what would you like as a toll for me to use your road to take Whitehaven?
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #847 on: December 22, 2014, 01:57:50 am »

Spoiler (click to show/hide)

After taking a look at Ireland's economy in the Admin interface, I'm less certain of my ability to accomplish anything whatsoever without the aid of the Danes, should I continue supporting them and turn everyone against me.

On the other hand, like I said, they're fun, and it doesn't look to me like Ireland has any real problem yet; Either he gets in a pretty bad pickle if they land, or he completely decimates their landing force while barely taking a scratch. So the other guys will be the ones for me to focus on, at the moment, I think.

The problem is, I'd like to keep this uneasy truce with Wales we got going(I really don't want to attack a shitton of mountain citadels), and Wessex seems to be sinking to the Danes and trying to go down there would just get in the way, and Pictland is so bloody far away for my Pikemen. And I don't got no Galleons or anything, certainly nothing to rival Ireland's naval superiority, to ferry me troops.

I suppose I'll ask this now. Wales, what would you like as a toll for me to use your road to take Whitehaven?
Re: The Danes current group.
Battle outcomes:
A) I win initiative: I lose two galleons, all my galleons gain a level, and I win the battle.
B) They win initiative: I lose two galleons, I lose ~3 knights in the battle itself (which will take place next turn), and then I win the battle. My galleons and half my knights gain a level. Neither case will actually be a real pickle, but losing three knights will set me back slightly.
E: On further reflection, things could be quite nasty if the Danes play it all right.

Things could be much nastier with further Danish incursions though, but I suspect but for the immediate future I am safe, albeit completely unable to launch future offensives against other players with the need to to garrison Ireland to stop largescale Danish invasions.

Re: Non-Danish invasion:
There is literally no way for me to be invaded besides the Danes, short of A) Three players invading me at once (and at least one of them sacrificing their navy to do it), or B) One player conquering at least one other player, and having such a large labor advantage that he can overcome my advantage in boats over 5-10 turns. Neither of these can be done soon, so any non-danish invasion will take a very long time to materialize, and probably never will (because if I am winning, then people will never invade me, if someone else is winning, they will probably crush everyone else first (due to the long time it would take to overcome my naval advantage against the comparatively short time it would take to march troops over), by which point I would have surrendered).
« Last Edit: December 22, 2014, 06:36:38 am by lemon10 »
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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.

notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #848 on: December 22, 2014, 07:17:04 pm »

I may or may not have patchy internet over the next week or two (and also be busy with Christmas stuff), but hopefully we'll get a few more turns done this year. If Varee and Zanz get in a turn in the next 12 hours, I'll be able to update before I get on a train back to the family home.
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Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #849 on: December 22, 2014, 08:14:33 pm »

I'm at a youth party, and might go over to someone else's house after it, so that isn't likely.
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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.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #850 on: December 22, 2014, 08:26:20 pm »

I'm at a youth party, and might go over to someone else's house after it, so that isn't likely.
Ah no worries, it was only a small if. Enjoy the party!
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Vanigo

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #851 on: December 22, 2014, 09:04:40 pm »

E: On further reflection, things could be quite nasty if the Danes play it all right.
And if they win initiative twice in a row, if you're thinking what I think you're thinking.
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #852 on: December 22, 2014, 09:56:47 pm »

Doesn't initiative roll once per turn, no more?
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #853 on: December 23, 2014, 05:21:04 pm »

Doesn't initiative roll once per turn, no more?
Yes, it is only rolled once per turn. He means two turns in a row though.
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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 64
« Reply #854 on: December 25, 2014, 10:35:40 am »

damn I must have mis clicked something last turn ..... I planed to pay off the dane this turn as it will give them less money than letting them pillage but look like I need to come up with a new plan now ....
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Living on the opposite part of the world is sometime a problem
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