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Topic Subject: Riverland Wars (MyTee_DanP_Uni)
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posted 05-29-06 02:47 PM EDT (US)   
New game started on Riverland Wars. (EDIT: this is a 3 way freeforall WL game.)

MyTee - Halflings

Dan P - Dark Elves

Unicorn77 - Archons

Surrender off, AI players all Lords.

First turn sent to MyTee.

[This message has been edited by unicorn77 (edited 05-29-2006 @ 04:49 PM).]

Replies:
posted 05-29-06 04:45 PM EDT (US)     1 / 245  
Halflings, Day 1.

Usual option to buy the Wizards Tower followed by mad rush for windmills. Gain two, lose one stack, but nothing to worry about at this stage.

Turn sent to Dan.

posted 05-29-06 07:23 PM EDT (US)     2 / 245  
I haven't received the first turn, so could you please resend?

Itīs nice to be important, but itīs more important to be nice.
posted 05-30-06 04:58 PM EDT (US)     3 / 245  
Dark elves day 1

Captured our home base by force and also a couple of income generators. Our succubus flies off on a recruitment mission.

Turn sent!


Itīs nice to be important, but itīs more important to be nice.
posted 05-31-06 05:35 PM EDT (US)     4 / 245  
Archons Day 1

Used the saint to good effect by resurrecting a treeman and keeping him alive! Captured one city and bought another, and captured a windmill. Lost a palladin on the way. Resources look like they won't be a problem right from Day 1, which is nice.

posted 05-31-06 05:44 PM EDT (US)     5 / 245  
Halflings, Day 2

City and farm acquired without too many losses. I seem to have a blind centaur who has yet to hit anything - has to be one of the worst halfling units. Give me peasants and slingers anyday. Moving on to other easy targets.

ps remembered to email the turn on to Dan this time

[This message has been edited by MyTee (edited 05-31-2006 @ 05:45 PM).]

posted 06-01-06 04:33 PM EDT (US)     6 / 245  
Dark elves day 2

Bought the loyalty of one town and our main army captured another town by force. The bribed villagers of the first town helped us acquire a much needed magic node, and our main army also captured a furnace.

Turn sent!


Itīs nice to be important, but itīs more important to be nice.
posted 06-01-06 04:54 PM EDT (US)     7 / 245  
Archons Day 3

Changed direction and captured a home of ships, co-opting a mad dwarf unit in the process. Immediately invested in a ship, so we can move around this odd terrain. So not much else.

posted 06-01-06 05:10 PM EDT (US)     8 / 245  
Halflings, Day 3

After following advice from Unicorn, promptly manage to get both Eagle Riders killed. That wasn't the plan at all, but a couple of lucky hits from darters and an impaler saw my attempts to get them gold medals thwarted early.

Still, two farms and another city added but running out of units.

posted 06-02-06 05:02 PM EDT (US)     9 / 245  
Dark elves day 3

Captured a mine and a furnace.

Turn sent!


Itīs nice to be important, but itīs more important to be nice.
posted 06-02-06 05:47 PM EDT (US)     10 / 245  
Archons Day 4

No losses, but running around in circles.

posted 06-03-06 04:44 AM EDT (US)     11 / 245  
Halflings, Day 4

Two more farms, but think that's about it for now as we consolidate existing position.

posted 06-04-06 05:24 PM EDT (US)     12 / 245  
Dark elves day 4

Captured a magic node and a mine. Hoping to be able to capture another town tomorrow.

Turn sent!


Itīs nice to be important, but itīs more important to be nice.
posted 06-04-06 06:49 PM EDT (US)     13 / 245  
Archons Day 4 (?)

Took a windmill and magic node with no losses. In fact, added one of those magic sprite thingies to the army. Tomorrow will see an interesting shipwreck battle.

posted 06-05-06 01:09 PM EDT (US)     14 / 245  
Halfings, Day 5

Another farm gained. Joining up with other force to take another city tomorrow.

posted 06-05-06 05:25 PM EDT (US)     15 / 245  
Dark elves day 5

Captured a farm and a water mill.

Turn sent!


Itīs nice to be important, but itīs more important to be nice.
posted 06-06-06 02:50 PM EDT (US)     16 / 245  
Archons Day 5

Fought a shipwreck battle for a minor item, more importantly resurrected a nice unit. Held off on the next battle until tomorrow, as we feel another resurrection coming on, and it's not even Easter.

posted 06-06-06 06:32 PM EDT (US)     17 / 245  
Halfings, Day 6

Captured city and watermill with no losses.

posted 06-07-06 04:08 PM EDT (US)     18 / 245  
Dark elves day 6

Could have captured two towns today, but one silly peasant with 2 hit points left managed to land a maximum damage strike on our succubus with 7 hit points, thus killing her. Only one town captured then, and a severe delay of our grand plans.

Turn sent!


Itīs nice to be important, but itīs more important to be nice.
posted 06-07-06 04:15 PM EDT (US)     19 / 245  
Archons Day 6

Captured a node and a watermill, and now we have an amphibious force which tootles off in search of targets of opportunity. Whilst the main force begins the strike into the heartlands.

posted 06-07-06 05:46 PM EDT (US)     20 / 245  
Halflings, day 7

Must be slacking, didn't gain anything this turn, just movement.

posted 06-08-06 04:21 PM EDT (US)     21 / 245  
Archons Day 7

Just a windmill captured today.

posted 06-08-06 04:25 PM EDT (US)     22 / 245  
Dark elves day 7

Captured a mine today.

Turn sent!


Itīs nice to be important, but itīs more important to be nice.
posted 06-09-06 02:30 PM EDT (US)     23 / 245  
Halflings, Day 8

Captured a city and some useful production points gained - but at a disappointingly high cost. Should have researched a combat spell earlier!!

posted 06-09-06 04:28 PM EDT (US)     24 / 245  
Dark elves day 8

Captured one town by force and another one with gold. A death node was also captured.

Turn sent!


Itīs nice to be important, but itīs more important to be nice.
posted 06-09-06 05:42 PM EDT (US)     25 / 245  
Archons Day 8

Captured a windmill and finally a nice city, plus added another minor unit to the army.

posted 06-09-06 05:57 PM EDT (US)     26 / 245  
Halflings, day x+1

Two income structures gained.

posted 06-11-06 04:23 PM EDT (US)     27 / 245  
Dark elves day 9

Captured two new villages and two other sites as well. A fairly good day.

Turn sent!


Itīs nice to be important, but itīs more important to be nice.
posted 06-11-06 05:28 PM EDT (US)     28 / 245  
Archons Day 9

Some setbacks. Trying to engineer the resurrection of an earth elemental and using my wiz as a shield from a minotaur, the blinking thing killed my wiz! At least we got the elemental. Then in a battle for a mine, we lost a unit that we shouldn't have done.

posted 06-12-06 02:52 PM EDT (US)     29 / 245  
Halflings, Day 10

A good day here too. Two towns and two income structures. Clash with Yaka imminent.

posted 06-13-06 05:26 PM EDT (US)     30 / 245  
Dark elves day 10

Captured a magic node and also recaptured a city that rebelled during the night.

Turn sent!


Itīs nice to be important, but itīs more important to be nice.
posted 06-13-06 05:34 PM EDT (US)     31 / 245  
Archons Day 10

Having difficulty getting out, what with mountains and rivers. Even more difficult after the loss of a flyer. More ships!

posted 06-13-06 06:22 PM EDT (US)     32 / 245  
Halflings, Day 11

Gain a mine. Nothing much else happening...

posted 06-14-06 04:41 PM EDT (US)     33 / 245  
Dark elves day 11

Captured a forge today.

Turn sent!

Just one thought: I recently played this map against Unicorn77 and when he cast his mastery spell I was completely surprised by the awesome power of that spell. I know we didn't mention this before starting this game, but I would like to vote for a ban on the use of mastery spells, becasue of the extreme unbalance that spell causes. It feels like a race of time who gets to research and cast a mastery spell first, and I feel that takes away a lot of the fun. What do you think?


Itīs nice to be important, but itīs more important to be nice.
posted 06-14-06 04:58 PM EDT (US)     34 / 245  
Archons Day 11

Captured another city.

Happy to say "NO!" to mastery spells. Unfortunately, we will have to accept any cast by the ai.

posted 06-15-06 03:02 PM EDT (US)     35 / 245  
Halfings, Day 12

I'm okay with the ban on mastery spells too.

Captured two more income structures - and Yaka inevitably declared war, but nothing on the horizon as yet...

posted 06-16-06 04:34 PM EDT (US)     36 / 245  
Dark elves day 12

Only troop movement today.

Turn sent!

Great, no mastery spells then.


Itīs nice to be important, but itīs more important to be nice.
posted 06-16-06 05:37 PM EDT (US)     37 / 245  
Archons Day 12

Captured a magic circle and bought a powerful assistant.

Stopped casting the mastery spell, and summoned a stack of gold dragons instead.......


..... would be nice!

posted 06-17-06 05:00 AM EDT (US)     38 / 245  
Halflings, Day 13

Capturing windmill. Spending money. Laughing (nervously) at uni's joke about the dragons.

posted 06-18-06 04:36 PM EDT (US)     39 / 245  
Dark elves day 13

Captured a tigran city today. Dragons, where???

Turn sent!


Itīs nice to be important, but itīs more important to be nice.
posted 06-18-06 05:13 PM EDT (US)     40 / 245  
Archons Day 13

Captured a windmill and a city. Gold is tight.

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