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A Dutch Duel
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Fri Jul 01, 2011 3:00 pm GMT    Post subject: Reply with quote

Turn Sequence: Wietmarschen, DialFforFunky

************************************************************************
Wietmarschen
BUA
Wietmarschen
DUA
Wietmarschen
Reserve Army
Wietmarschen
Summoning Pool
*
Wietmarschen
Wietmarschen
Wietmarschen
Home Army
DialFforFunky's Home


Highland City
Frontier

Highland Temple
Wietmarschen's Home

Highland Standing stones
DialFforFunky
Home Army
DialFforFunky
(BH & FA) (BH)
DialFforFunky
*
DialFforFunky
Reserve Army

DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA



My seventh turn:


Spell and effect expiration: none
Initial Effects Phase: My temple forces you to bury another one of your dead.

Dragon Attack Phase: none

First March: at my reserves

Action: magic
The crusader bashes for a bit.


Second March: at the frontier

Action: magic





Result: 12-15 magic.
I'll summon both my red and your ivory drake to my home.


Reserve Phase:
The dragon crusader goes to the frontier as well.

End my turn


the board:

Turn Sequence: Wietmarschen, DialFforFunky

************************************************************************
Wietmarschen
BUA
Wietmarschen
DUA
burial pending
Wietmarschen
Reserve Army
Wietmarschen
Summoning Pool
*
Wietmarschen
Wietmarschen
Wietmarschen
Home Army
DialFforFunky's Home


Highland City
Frontier

Highland Temple
Wietmarschen's Home

Highland Standing stones
DialFforFunky
Home Army
DialFforFunky
(BH & FA) (BH)
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA



I'll add the dragons once again:




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Wietmarschen
common
Stockholder



Joined: 20 Jun 2011
Posts: 104
Location: Driebergen

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PostPosted: Sat Jul 02, 2011 2:37 am GMT    Post subject: Reply with quote

I will bury the Warlock.

My next turn

Dragon attack phase

I roll:



Results: the 12 missile results kill one dragon. I could kill one more dragon with the melee results and the ID face.
Anyway the 18 damage from the dragons kill off almost the entire army.

I can only resign after this.

Thanks a lot for the game!
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

netherlands.gif
PostPosted: Sat Jul 02, 2011 4:06 am GMT    Post subject: Reply with quote

Thanks for the great game!

Some post-game analysis:

If it wasn't for the initial success with the dragon, this would probably have ended quite differently. The terrains turned up quite ugly for me, with my melee force on a 1 and my mages on a 3 they could never keep (though being able to cast for 1 turn did help).
I think your best shot was to keep your mages on your home, and confront the dragon for a second time and hope for the best. I'd let the missile troop stake the brunt of the force, keeping your mages to resurrect the lot. A dragon with 4 ash storms is annoying, but unsupported it isn't as much of a threat. I was also quite happy to see the rakshassa go. The illusion can be quite annoying. With a dead mage and rakshassa I was able to out-magic you for the rest of the game.

One of my mistakes later on was the summoning of the red dragonkin. I overlooked the fact that your big army was able to cast magic, and a dancing lights would have helped out a lot. Non-reserve magic should never be underestimated.

Anyways, I thoroughly enjoyed playing. If you're up for another match, I'll be happy to oblige.


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Wietmarschen
common
Stockholder



Joined: 20 Jun 2011
Posts: 104
Location: Driebergen

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PostPosted: Sat Jul 02, 2011 5:57 am GMT    Post subject: Reply with quote

I agree with your comments on the game. The Ash storms together with the Dragon kind of blew me away. I should have realized that the turn after you wouldn't have been able to cast new Ash storms for the next turn, making the chances of killing the dragon higher.

This gave you the chance to get all your mages at my home terrain and start casting magic. From this moment on you had such a great advantage in magic that really made it hard to find a good use of my forces. Here I would love to know what could have been a good strategy for my armies after the second turn.

In general I would like to know what possible strategy is good to follow against an army with a lot of magic. It almost seems to me that the one that can first start to cast from a magic terrain has a large advantage. Is it true that this might be a high priority in the game to prevent from happening?

I was also annoyed that I couldn't find a decent way to attack your frontier army. Missiles get deflected by entanglement, and trying a melee would also be dangerous because of the racial benefits of the Scalders. Therefore I choose not to focus to much on the frontier terrain, but maybe this is also not a good decision.

Finally I also greatly enjoyed playing this game although it sometimes felt frustrating that I was running after the facts a lot. I want to tinker a little with my army, or maybe try a completely different one. I certainly want to play another one soon!

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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Mon Jul 04, 2011 2:34 pm GMT    Post subject: Reply with quote

Wietmarschen wrote:
In general I would like to know what possible strategy is good to follow against an army with a lot of magic. It almost seems to me that the one that can first start to cast from a magic terrain has a large advantage. Is it true that this might be a high priority in the game to prevent from happening?


The biggest weakness of a mage-heavy army is its mages. If they manage to get casting, they can turn the tide of battle quite easily. On the other hand, if they do not get casting, they can be quite a burden, as they usually lo little else beside casting. When you've got 3 faces covered with magic, there is very little space for other useful icons.
Another problem is getting hit first. As caster-heavy armies usually lack other ways to restore units to life, getting hit first could easily bind your mages to several turns of reserve-resurrecting, essentially tying most of your forces down for a significant part of the game. This is very different from, for example, a troll/gold medallion-heavy army, that would like to get in the middle of the action for more chances to roll regenerate/logo.

I look forward to playing the Dutch Revenge!


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