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southern: Goblins, Day 7

I have lost. In theory, my ally could still conquer the south-west, but he's lost too many troops, and I failed to inflict enough casualties on my way out.

I could talk about some minor mistakes I made, but of course the big one is failing to execute the same gambit you two did.

In fact, for some reason I assumed the map was divided into quarters, with underground passages.

Quite a good map - we should play it again sometime, in my opinion.
If you're out, then I think we've got this; I just need to see the damage you managed to inflict. However, I'm willing to keep chugging if Jyri is up for it.

Still not quite sure how I feel about this map; I've got some observations that I'm saving for post game.
Mimo probably mops up my remaining (non-existing) forces in a turn or two. Or possibly already did.

I don't really like this map - what's the point of the underground if it can just be ignored? It's also rather cramped and having forest in the middle doesn't help.

Naturally, I'm up for a replay, though I would prefer some other map for a change.
Map is poorly designed.

Good teams have access to halflings with forestry which allows rapid movement. This allows the good guys to team up against one of the bad guys. Plus, I was able to get a Dwarven Engineer to keep my ballista in good health which is crazy on a map with zero healing.

My guess is that the bad guys are supposed to bum rush the center, find the entrances to the underground, and take advantage of their underground oriented units. That's a stupid expectation since there is no way to know that and the allure of a bunch of weakly protected ruins is way too strong. I didn't even know there were cave entrances till my ally pointed them out to me!

Also, I think the campsites have randomly assigned defenders. In Take 1, I had to fight the campsite to get the treasure. In Take 2, the campsite joined me and doubled my army size. (But this may be my bad memory.)
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Mimo: Map is poorly designed.
I'm kind of feeling the same way.

The good guys have a serious advantage in types of units, while the bad guys have something of a wizard advantage. Mimo and I both had Summoner for our special trait, which at least wasn't technically a drawback.

Also, did any of you actually try to move toward the middle in either iteration? There are poison clouds hanging around and firestorms can randomly hit your forces during the indy turn; in the first game, I had a stack that took damage from at least 3 different firestorms (thankfully not much), and in the second game, I had a stack take 30 damage between all of my different units from a single fire storm. The middle was a death trap.

The two players on the top positions don't really have access to each other; you either have to wade through a heap of Chaos Spawn and some hell hounds, or you go through the volcano and possibly lose your entire army before getting in range of your opponent.

Some of the terrain deformation created neat visual effects, like craters or a waterfall, but it also rendered the strategic aspect a horrendous mess. There is one area where even with the hex grid active, I wasn't sure whether my two stacks were adjacent or not.

I like the concept of "race to get your wizard out", but this map will be won by your starting forces, anything you can scrounge from the map, and any level 1 extras you can build. It is effectively a magic-less map. There is no gold and even less time for more than that.

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Mimo: My guess is that the bad guys are supposed to bum rush the center, find the entrances to the underground, and take advantage of their underground oriented units. That's a stupid expectation since there is no way to know that and the allure of a bunch of weakly protected ruins is way too strong. I didn't even know there were cave entrances till my ally pointed them out to me!
Unless the top left position had some other cave entrances, no one except my position (top right) was bum rushing the underground. I was sitting almost directly on top of one cave entrance, and the other entrance was in spitting distance of the first one.
Bro, Day 8

Taking another, better look at the map, I guess I need to retract my statement about others being able to bum rush the middle. Still not sure what good it might do, but others can reach entrances too.

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Green Gorian, Day 11


The enemy does the only thing available to them.

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Bro, Day 11

And the volcano eats another unit. :(

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Bro, Day 12

I wonder what will happen next on this map? WHO GETS NUKED?!

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Green Gorian, Day 13


The forests have come alive and torment me. My every step is haunted by the movement of vines, branches, and entire trees. This cannot just be an ill wind.

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Bro, Day 13

Ugh. Another day of dealing with rampaging Indies. I've lost more stuff trying to deal with rovers than I have dealing with my opponents.

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Green Gorian, Day 14


Not sure what is going on in the land of yellow. Looks to be a full scale revolt.

As my Mom always said, never send a boy to do a man's job.

TS