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Author Topic: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Done  (Read 49017 times)

AlStar

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #525 on: November 05, 2015, 07:22:00 am »

The battle at Belmar sucked (a lot), but I can deal with it.

I'm really annoyed at Wynna though - I had your entire army dead-to-rights there. We were steadily killing off your troops, and would've killed them all if my morale hadn't mysteriously broken while my troops were feasting on sleeping giant.

EuchreJack

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #526 on: November 05, 2015, 01:26:17 pm »

The battle at Belmar sucked (a lot), but I can deal with it.

I'm really annoyed at Wynna though - I had your entire army dead-to-rights there. We were steadily killing off your troops, and would've killed them all if my morale hadn't mysteriously broken while my troops were feasting on sleeping giant.

I probably shouldn't be revealing this to players I hopefully will be facing in a new game soon, but that is exactly why I prefer Beserking as many of my troops as soon as possible.  None of that silly "I wanna go home" stuff.

sprinkled chariot

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #527 on: November 05, 2015, 01:52:28 pm »

I will freely admit that I did not expect 4 points of PD to win against a 140 gold mage and 60 corpse constructs. Let's hear it for a lucky arrow against a diseased commander!
Why would you even use corpse constructs, especially amass them?
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #528 on: November 05, 2015, 02:28:49 pm »

Because they're very strong for how cheap, easy, and quick to amass as they are.

Please don't tell me you don't use Lightning Rods/Storm Spools/Storm Staves and so only create one per gem per casting? The 60 that died in that battle were from 10 castings of the spell, and hence cost me 10 gems and 10 A1D1 mage-turns to accumulate (not counting pre-manufacturing infrastructure costs for Rod(s) and Spool(s), but that has served to produce far more than just those 60)...
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sprinkled chariot

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #529 on: November 05, 2015, 02:43:07 pm »

Because they're very strong for how cheap, easy, and quick to amass as they are.

Please don't tell me you don't use Lightning Rods/Storm Spools/Storm Staves and so only create one per gem per casting? The 60 that died in that battle were from 10 castings of the spell, and hence cost me 10 gems and 10 A1D1 mage-turns to accumulate (not counting pre-manufacturing infrastructure costs for Rod(s) and Spool(s), but that has served to produce far more than just those 60)...
Unless you overbuff them, they seem to die like peasants.
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Frumple

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #530 on: November 05, 2015, 03:24:19 pm »

They're really good arrowcatchers/chaff for their cost. Just... kinda' useless as anything else. They die about like peasants because peasants have roughly equivalent combat stats outside of morale and HP. And the strength, technically, but you're not exactly going to be hitting much with 8 attack.

In other news, you okay, Enigmatic?
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EuchreJack

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #531 on: November 05, 2015, 04:33:12 pm »

Because they're very strong for how cheap, easy, and quick to amass as they are.

Please don't tell me you don't use Lightning Rods/Storm Spools/Storm Staves and so only create one per gem per casting? The 60 that died in that battle were from 10 castings of the spell, and hence cost me 10 gems and 10 A1D1 mage-turns to accumulate (not counting pre-manufacturing infrastructure costs for Rod(s) and Spool(s), but that has served to produce far more than just those 60)...
Unless you overbuff them, they seem to die like peasants.
But they don't run away like peasants.  Pretty much their main advantage.

E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #532 on: November 05, 2015, 06:33:48 pm »

Well, they also laugh at lightning spam and are tiresome to kill in melee. They're good at what they do. Which is "be quality chaff". No one should ever mistake them for line infantry, but they're quite nice chaff.
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BFEL

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #533 on: November 05, 2015, 11:52:25 pm »

They're the chaff that all the other chaff dreams of being one day.
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EnigmaticHat

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #534 on: November 06, 2015, 06:59:36 am »

In other news, you okay, Enigmatic?
Yeah I'm good.  Got distracted by something in life.  Thanks for asking.
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IWishIWereSarah

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #535 on: November 06, 2015, 11:10:03 am »

... Augustus is dead :(
All what was left is dead :/
The nation's most powerful mages have lost all insight and are stealing gems from the laboratories !
God help us ! ... Oh wait, God is dead :/
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Il Palazzo

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #536 on: November 06, 2015, 11:19:15 am »

Yeah, sorry IWIWS! I kinda waltzed in your parts of the river without saying anything. But you know, there can be only one frost father. Good fight you put up there, though.

By the way, I think Santa Claus might be changing... something is stirring deep inside him... Santa Claus has evolved! He is now Satan Claus, and tentatively declares war on everybody in the world!
« Last Edit: November 06, 2015, 11:53:53 am by Il Palazzo »
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IWishIWereSarah

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #537 on: November 06, 2015, 11:40:17 am »

Yeah, sorry IWIWS! I kinda waltzed in your parts of the river without saying anything.
I won't say that I wasn't expecting this ;)
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #538 on: November 06, 2015, 11:52:04 am »

On the subject of unexpected things, how am I still alive? I expected to be reduced to my puddle and domkilled 6 turns or so ago. I appear to have done too good of a job of skewing the cost/benefit ratios of conquering my rocky sandheap...
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Frumple

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #539 on: November 06, 2015, 12:01:16 pm »

*shrugs* I haven't really felt like trying, and I think hobina got... distracted.
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