Post by jsv on Mar 11, 2012 13:59:07 GMT -5
Completed on the first attempt. This was a crazy game with my allies saving my hide.
The roll was pretty good:
Player: Witch.
Allies: Bakemono, Pale One, Priest King.
Opposition: Barbarian, Senator, Druid, Burgmeister.
Playing the Witch is always good news and the AI can play the allied classes relatively well. The opponents are also not without hope. Both hoburg constructs and Barbarian spectral troops can kill Creeping Dooms and they do not fear those big scary things I can summon on swamps, so I'm not unstoppable.
That what I've been thinking before the game. When the game had begun, it turned out that we and our enemies all started in the same area. From the third turn or so we were constantly at war. The Burgmeister was eliminated almost immediately by the Bakemono, who, in turn, lost all his commanders soon afterwards. No more hoburg constructs to fear, but by that time I had lost my Witch in a skirmish with the Barbarian leader. My tower was not yet discovered by the enemy, so my Apprentice sat there with a bunch of frogs and watched the show while waiting for enough fungi to perform the Ritual of Mastery.
The Druid and the Pale One both joined the Burgmeister and the Bakemono before long, but the Priest King was fighting fiercely and not without success, despite being outnumbered and out-bonused by the enemy.
Once my Apprentice had her ritual completed, she performed a number of major summons and was lucky enough to get a Will'o the Wisp and a Creeping Doom as well as some doppels and a Hydra. The Barbarian had Spirit Guides and ancestral warriors already, so the Doom didn't last long. I destroyed and enslaved as many enemy troops as I could to give my ally a fighting chance, then I retreated to unexplored territory to build my force. It took some time, as the first two Old Ones refused to obey me and the third was Erinys. The forth summon gave me an Ancient Hydra though and that was enough to secure the victory.
My ally was still in a good shape when I came with the Hydra to his rescue.
The roll was pretty good:
Player: Witch.
Allies: Bakemono, Pale One, Priest King.
Opposition: Barbarian, Senator, Druid, Burgmeister.
Playing the Witch is always good news and the AI can play the allied classes relatively well. The opponents are also not without hope. Both hoburg constructs and Barbarian spectral troops can kill Creeping Dooms and they do not fear those big scary things I can summon on swamps, so I'm not unstoppable.
That what I've been thinking before the game. When the game had begun, it turned out that we and our enemies all started in the same area. From the third turn or so we were constantly at war. The Burgmeister was eliminated almost immediately by the Bakemono, who, in turn, lost all his commanders soon afterwards. No more hoburg constructs to fear, but by that time I had lost my Witch in a skirmish with the Barbarian leader. My tower was not yet discovered by the enemy, so my Apprentice sat there with a bunch of frogs and watched the show while waiting for enough fungi to perform the Ritual of Mastery.
The Druid and the Pale One both joined the Burgmeister and the Bakemono before long, but the Priest King was fighting fiercely and not without success, despite being outnumbered and out-bonused by the enemy.
Once my Apprentice had her ritual completed, she performed a number of major summons and was lucky enough to get a Will'o the Wisp and a Creeping Doom as well as some doppels and a Hydra. The Barbarian had Spirit Guides and ancestral warriors already, so the Doom didn't last long. I destroyed and enslaved as many enemy troops as I could to give my ally a fighting chance, then I retreated to unexplored territory to build my force. It took some time, as the first two Old Ones refused to obey me and the third was Erinys. The forth summon gave me an Ancient Hydra though and that was enough to secure the victory.
My ally was still in a good shape when I came with the Hydra to his rescue.