Dragon War 1.2.3 - redrum (Evil) vs Black_Elk (Good)


  • Admin

    TripleA Turn Summary: Undead round 2

    TripleA Turn Summary for game: Dragon War, version: 1.2.3

    Game History

    Round: 2
    
        Combat Move - Undead
                Some non-combat units are destroyed: 
            1 Spearmen moved from Bog of Eternal Stench to East Witching Mountains
                  Undead take East Witching Mountains from Gnolls
            1 Hvy-Infantry moved from Bog of Eternal Stench to Sea Zone 48
            1 Hvy-Infantry and 1 Large-Ship moved from Sea Zone 48 to Sea Zone 49
            1 Hvy-Infantry moved from Sea Zone 49 to Hexmire
                  Undead take Hexmire from Gnolls
            1 Zombies moved from Bridge of No Return to Zool Twins
                  Undead take Zool Twins from Kobolds
            1 Zombie-Plague moved from Bridge of No Return to Plagued Fields
            1 Lgt-Infantry moved from Forsaken Mountains to Lifeless Barrens
                  Undead take Lifeless Barrens from Barbarians
            1 Lgt-Cavalry moved from Hinderland Zone 9 to Hinderland Zone 8
                  Undead take North Hinderlands from Ogres
                  Undead take Hinderland Zone 8 from Ogres
            1 Lgt-Infantry moved from Decaying Soils to Hinderland Zone 7
                  Undead take Hinderland Zone 7 from Ogres
    
        Combat - Undead
    
        Non Combat Move - Undead
    
        Turn Complete - Undead
            Undead collect 26 PUs; end with 28 PUs
            Units generate 6 Wood; Undead end with 9 Wood
            Units generate 4 Food; Undead end with 7 Food
            Units generate 6 Metal; Undead end with 9 Metal
            Units generate -15 PUs; Undead end with 13 PUs
            Undead creates 1 Zombies in Plagued Fields
    

    Combat Hit Differential Summary :

    Savegame



  • TripleA Turn Summary: Dwarves round 2

    TripleA Turn Summary for game: Dragon War, version: 1.2.3

    Game History

    Round: 2
    
        Combat Move - Dwarves
            1 Lgt-Infantry moved from Grimholt to Lost Furlongs
                  Dwarves take Lost Furlongs from Barbarians
            1 Gnomes moved from Gnomen Lowland to Sea Zone 36
            1 Gnomes moved from Sea Zone 36 to Mount Terror
                  Dwarves take Mount Terror from Barbarians
            1 Auxiliaries moved from Ironhorn to Greyhood Holdings
                  Dwarves take Greyhood Holdings from Murlocs
            1 Halflings moved from Halfling Meadows to Ironhorn
            1 Lgt-Infantry moved from Faranwall to West Parnesis Desert
                  Dwarves take West Parnesis Desert from Kobolds
            1 Spearmen moved from Ironhorn to East Parnesis Desert
                  Dwarves take East Parnesis Desert from Kobolds
            1 Lgt-Cavalry moved from Mount Thoril to Adamant Mines
                  Dwarves take Adamant Mines from Kobolds
    
        Combat - Dwarves
    
        Non Combat Move - Dwarves
    
        Turn Complete - Dwarves
            Dwarves collect 29 PUs; end with 34 PUs
            Units generate 6 Wood; Dwarves end with 9 Wood
            Units generate -15 PUs; Dwarves end with 19 PUs
            Units generate 4 Food; Dwarves end with 8 Food
            Units generate 6 Metal; Dwarves end with 9 Metal
    

    Combat Hit Differential Summary :

    Savegame


  • Admin

    TripleA Turn Summary: Crowton round 3

    TripleA Turn Summary for game: Dragon War, version: 1.2.3

    Game History

    Round: 3
    
        Combat Move - Crowton
            1 Water-Dragon moved from Sea Zone 33 to Sea Zone 31
                  Crowton take Sea Zone 28 from Pirates
                  Crowton take Sea Zone 31 from Dwarves
            1 Spearmen moved from Gillshore to Sea Zone 33
            1 Hvy-Infantry moved from Winterboar Hills to Sea Zone 33
            1 Hvy-Infantry, 1 Large-Ship and 1 Spearmen moved from Sea Zone 33 to Sea Zone 26
                  Crowton take Sea Zone 26 from Pirates
            1 Hvy-Infantry and 1 Spearmen moved from Sea Zone 26 to Mithrildon
            1 Lgt-Cavalry moved from Barrenbor to Dolmarsh
            1 Lgt-Infantry moved from Maningscar to Dolmarsh
            1 Auxiliaries and 1 Lgt-Infantry moved from Oldengard to Dolmarsh
            1 Auxiliaries moved from Stormwood to Oldengard
    
        Combat - Crowton
            Battle in Mithrildon
                Some non-combat units are destroyed: 
                Crowton converts Young-Green-Dragon into different units
            Battle in Dolmarsh
                Crowton attack with 1 Auxiliaries, 1 Lgt-Cavalry and 2 Lgt-Infantrys
                Barbarians defend with 1 Barbarian
                    Crowton roll dice for 1 Auxiliaries, 1 Lgt-Cavalry and 2 Lgt-Infantrys in Dolmarsh, round 2 : 1/4 hits, 1.38 expected hits
                    Barbarians roll dice for 1 Barbarian in Dolmarsh, round 2 : 0/1 hits, 0.38 expected hits
                    1 Barbarian owned by the Barbarians lost in Dolmarsh
                Crowton win, taking Mithrildon from Kobolds, taking Dolmarsh from Barbarians with 1 Auxiliaries, 1 Lgt-Cavalry and 2 Lgt-Infantrys remaining. Battle score for attacker is 45
                Casualties for Barbarians: 1 Barbarian
    
        Non Combat Move - Crowton
            Trigger Small-Ship in Glassville: Crowton has 1 Small-Ship placed in Sea Zone 19
            Trigger Small-Ship in Glassville: Crowton has 1 Marines placed in Glassville
    
        Purchase Units - Crowton
            Crowton buy 1 Large-Ship; Remaining resources: 2 PUs; 7 Food; 0 Wood; 4 Metal; 
    
        Place Units - Crowton
            1 Large-Ship placed in Sea Zone 22
    
        Turn Complete - Crowton
            Crowton collect 28 PUs; end with 30 PUs
            Units generate 4 Food; Crowton end with 11 Food
            Units generate 3 Wood; Crowton end with 3 Wood
            Units generate -15 PUs; Crowton end with 15 PUs
            Units generate 3 Metal; Crowton end with 7 Metal
    

    Combat Hit Differential Summary :

    Crowton : -0.38
    Barbarians : -0.38
    

    Savegame



  • TripleA Turn Summary: Elves round 3

    TripleA Turn Summary for game: Dragon War, version: 1.2.3

    Game History

    Round: 3
    
        Combat Move - Elves
            1 Spearmen and 1 Wood-Elves moved from Oorsik Forest to Sea Zone 7
            1 Bireme, 1 Spearmen and 1 Wood-Elves moved from Sea Zone 7 to Sea Zone 11
                  Elves take Sea Zone 9 from Pirates
                  Elves take Sea Zone 11 from Pirates
            1 Spearmen and 1 Wood-Elves moved from Sea Zone 11 to Blood Hills
            1 Hvy-Infantry moved from Oorsik Hills to South Savanna
                  Elves take South Savanna from Kobolds
            1 Auxiliaries moved from Durlan Steppes to West Savanna
                  Elves take West Savanna from Kobolds
            1 Lgt-Cavalry moved from Doomed Passage to North Eastern Pontic Desert
                  Elves take Northern Wilds from Gnolls
                  Elves take North Eastern Pontic Desert from Gnolls
    
        Combat - Elves
            Elves has abandoned Sea Zone 19 to Crowton
            Battle in Blood Hills
    
        Non Combat Move - Elves
    
        Purchase Units - Elves
            Elves buy 1 Trireme; Remaining resources: 1 PUs; 5 Food; 3 Wood; 2 Metal; 
    
        Place Units - Elves
            1 Trireme placed in Sea Zone 8
    
        Turn Complete - Elves
            Elves collect 32 PUs; end with 33 PUs
            Units generate 3 Metal; Elves end with 5 Metal
            Units generate 4 Food; Elves end with 9 Food
            Units generate 6 Wood; Elves end with 9 Wood
            Units generate -15 PUs; Elves end with 18 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • Admin

    TripleA Turn Summary: Greenskins round 3

    TripleA Turn Summary for game: Dragon War, version: 1.2.3

    Game History

    Round: 3
    
        Combat Move - Greenskins
                Some non-combat units are destroyed: 
            1 Lgt-Cavalry moved from Surigard to Southern Pontic Desert
                  Greenskins take Pontic Salt Desert from Gnolls
                  Greenskins take Southern Pontic Desert from Barbarians
            1 Auxiliaries moved from Slavebridge to South Samark
                  Greenskins take South Samark from Gnolls
            1 Lgt-Infantry moved from Dusty Heights to Badlands
                  Greenskins take Badlands from Gnolls
            1 Spearmen moved from Godheim to Godheim Reach
                  Greenskins take Godheim Reach from Ogres
            1 Rangers moved from Orcengor to Dusty Mountains
            1 Rangers moved from Dusty Mountains to Dathic East
                  Greenskins take Dathic South from Murlocs
                  Greenskins take Dathic East from Murlocs
            1 Auxiliaries moved from Orcengor to Sea Zone 72
            1 Auxiliaries and 1 Monoreme moved from Sea Zone 72 to Sea Zone 68
            1 Auxiliaries moved from Sea Zone 68 to Buccan Refuge
                  Greenskins take Buccan Refuge from Pirates
            1 Rangers moved from Warg Caves to Orcengor
    
        Combat - Greenskins
    
        Non Combat Move - Greenskins
    
        Purchase Units - Greenskins
            Greenskins buy 1 Crow-Swarm and 1 Hvy-Infantry; Remaining resources: 4 PUs; 0 Food; 4 Wood; 3 Metal; 
    
        Place Units - Greenskins
            1 Crow-Swarm and 1 Hvy-Infantry placed in Orcengor
    
        Turn Complete - Greenskins
            Greenskins collect 41 PUs; end with 45 PUs
            Units generate 7 Food; Greenskins end with 7 Food
            Units generate -15 PUs; Greenskins end with 30 PUs
            Units generate 6 Metal; Greenskins end with 9 Metal
            Units generate 3 Wood; Greenskins end with 7 Wood
    

    Combat Hit Differential Summary :

    Savegame



  • Will catch it when I get off work. Just realized some of those evil ships have a movement rate of 4. Gonna have to watch my coastlines.

    Still kind of flying blind when it comes to the random spawns. I guess I've been fortifying as if nothing else was coming, so might have been able to move out a little faster on the landgrab. But didn't want to get knocked off at a capital hehe

    Anyhow, catch you in a couple hours



  • TripleA Turn Summary: Lionia round 3

    TripleA Turn Summary for game: Dragon War, version: 1.2.3

    Game History

    Round: 3
    
        Combat Move - Lionia
            1 Spearmen moved from Jade Rivers to Jade Mountains
                  Lionia take Jade Mountains from Barbarians
            1 Auxiliaries moved from Lionian Plains to Gate of Illyria
                  Lionia take Gate of Illyria from Barbarians
            1 Lgt-Cavalry moved from Caves of the Giant Lion to Greenshore
                  Lionia take Greenshore from Barbarians
            1 Hvy-Infantry moved from Wilderpoint to Sea Zone 52
            1 Lgt-Infantry moved from Bluebeard Island to Sea Zone 52
            1 Hvy-Infantry, 1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 52 to Sea Zone 46
                  Lionia take Sea Zone 46 from Pirates
            1 Hvy-Infantry, 1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 46 to Sea Zone 44
                  Lionia take Sea Zone 45 from Pirates
                  Lionia take Sea Zone 44 from Pirates
            1 Hvy-Infantry, 1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 44 to Sea Zone 41
                  Lionia take Sea Zone 41 from Pirates
            1 Hvy-Infantry and 1 Lgt-Infantry moved from Sea Zone 41 to Crystal Strand
            1 Lgt-Infantry moved from Gemrock Mines to Avalonia
            1 Auxiliaries moved from Lionport to Freegrass
    
        Combat - Lionia
            Battle in Crystal Strand
    
        Non Combat Move - Lionia
    
        Purchase Units - Lionia
            Lionia buy 1 Hvy-Infantry and 1 Small-Ship; Remaining resources: 0 PUs; 7 Food; 0 Wood; 5 Metal; 
    
        Place Units - Lionia
            1 Small-Ship placed in Sea Zone 56
            1 Hvy-Infantry placed in Lionport
    
        Turn Complete - Lionia
            Lionia collect 36 PUs; end with 36 PUs
            Units generate 6 Metal; Lionia end with 11 Metal
            Units generate 8 Food; Lionia end with 15 Food
            Units generate -15 PUs; Lionia end with 21 PUs
            Units generate 3 Wood; Lionia end with 3 Wood
    

    Combat Hit Differential Summary :

    Savegame


  • Admin

    TripleA Turn Summary: Undead round 3

    TripleA Turn Summary for game: Dragon War, version: 1.2.3

    Game History

    Round: 3
    
        Combat Move - Undead
            1 Lgt-Cavalry moved from Hinderland Zone 8 to Hinderland Zone 4
                  Undead take Hinderland Zone 6 from Ogres
                  Undead take Hinderland Zone 4 from Ogres
            1 Lgt-Infantry moved from Hinderland Zone 7 to Hinderland Zone 5
                  Undead take Hinderland Zone 5 from Ogres
            1 Auxiliaries moved from Necroloft to Sea Zone 49
            1 Auxiliaries moved from Sea Zone 49 to Hopeless Skerry
                  Undead take Hopeless Skerry from Pirates
            1 Spearmen moved from East Witching Mountains to The Witching Mountains
                  Undead take The Witching Mountains from Gnolls
            1 Zombies moved from Plagued Fields to Dreadpass
                  Undead take Dreadpass from Barbarians
            1 Lgt-Infantry moved from Lifeless Barrens to Haunted Moorland
                  Undead take Haunted Moorland from Gnolls
            1 Zombies moved from Zool Twins to Lakelot
                  Undead take Lakelot from Gnolls
    
        Combat - Undead
    
        Non Combat Move - Undead
    
        Purchase Units - Undead
            Undead buy 1 Large-Ship; Remaining resources: 2 PUs; 4 Food; 3 Wood; 7 Metal; 
    
        Place Units - Undead
            1 Large-Ship placed in Sea Zone 49
    
        Turn Complete - Undead
            Undead collect 34 PUs; end with 36 PUs
            Units generate 6 Wood; Undead end with 9 Wood
            Units generate 5 Food; Undead end with 9 Food
            Units generate 6 Metal; Undead end with 13 Metal
            Units generate -15 PUs; Undead end with 21 PUs
            Undead creates 1 Zombies in Plagued Fields
    

    Combat Hit Differential Summary :

    Savegame



  • TripleA Turn Summary: Dwarves round 3

    TripleA Turn Summary for game: Dragon War, version: 1.2.3

    Game History

    Round: 3
    
        Combat Move - Dwarves
            1 Lgt-Infantry moved from West Parnesis Desert to Faranwall
            1 Spearmen moved from East Parnesis Desert to Faranwall
            1 Lgt-Infantry moved from Lost Furlongs to Wild Arids
                  Dwarves take Wild Arids from Barbarians
            1 Gnomes moved from Mount Terror to Troll Mountains
                  Dwarves take Troll Mountains from Barbarians
            1 Halflings moved from Halfling Meadows to Ironhorn
            1 Auxiliaries moved from Greyhood Holdings to Ironhorn
            1 Halflings and 1 Hvy-Infantry moved from Ironhorn to East Parnesis Desert
            1 Auxiliaries moved from Ironhorn to East Parnesis Desert
            1 Lgt-Cavalry moved from Adamant Mines to Mount Thoril
            1 Gnomes moved from Gnomen Lowland to Sea Zone 36
            1 Gnomes and 1 Monoreme moved from Sea Zone 36 to Sea Zone 38
                  Dwarves take Sea Zone 37 from Pirates
                  Dwarves take Sea Zone 38 from Pirates
            1 Gnomes moved from Sea Zone 38 to Robach
    
        Combat - Dwarves
            Battle in Robach
            Battle in Mount Thoril
                Dwarves attack with 1 Lgt-Cavalry
                Kobolds defend with 1 Kobold
                    Dwarves roll dice for 1 Lgt-Cavalry in Mount Thoril, round 2 : 0/1 hits, 0.25 expected hits
                    Kobolds roll dice for 1 Kobold in Mount Thoril, round 2 : 0/1 hits, 0.38 expected hits
                    Dwarves roll dice for 1 Lgt-Cavalry in Mount Thoril, round 3 : 0/1 hits, 0.25 expected hits
                    Kobolds roll dice for 1 Kobold in Mount Thoril, round 3 : 1/1 hits, 0.38 expected hits
                1 Lgt-Cavalry owned by the Dwarves lost in Mount Thoril
                Kobolds win, taking Robach from Ogres with 1 Kobold remaining. Battle score for attacker is -10
                Casualties for Dwarves: 1 Lgt-Cavalry
            Battle in Faranwall
                Dwarves attack with 1 Lgt-Infantry and 1 Spearmen
                Kobolds defend with 1 Kobold and 1 Mine
                    Dwarves roll dice for 1 Lgt-Infantry and 1 Spearmen in Faranwall, round 2 : 1/2 hits, 0.75 expected hits
                    Kobolds roll dice for 1 Kobold in Faranwall, round 2 : 0/1 hits, 0.38 expected hits
                    1 Kobold owned by the Kobolds lost in Faranwall
                Dwarves win, taking Faranwall from Kobolds with 1 Lgt-Infantry and 1 Spearmen remaining. Battle score for attacker is 45
                Casualties for Kobolds: 1 Kobold
    
        Non Combat Move - Dwarves
    
        Purchase Units - Dwarves
            Dwarves buy 1 Hvy-Infantry and 1 Monoreme; Remaining resources: 0 PUs; 4 Food; 1 Wood; 2 Metal; 
    
        Place Units - Dwarves
            1 Monoreme placed in Sea Zone 38
            1 Hvy-Infantry placed in Ironhorn
    
        Turn Complete - Dwarves
            Dwarves collect 27 PUs (3 lost to blockades); end with 27 PUs
            Units generate 6 Wood; Dwarves end with 7 Wood
            Units generate -15 PUs; Dwarves end with 12 PUs
            Units generate 4 Food; Dwarves end with 8 Food
            Units generate 6 Metal; Dwarves end with 8 Metal
    

    Combat Hit Differential Summary :

    Dwarves : -0.25
    Kobolds : -0.13
    

    Savegame



  • I'll admit to some definite confusion as to when/where some of my new units will spawn, and not entirely sure if I'm leaving enough units to defend the core territories, but it does feel a bit more orderly now that there is a regular purchase phase. I sometimes get lost in this maze of rivers, although I like how it breaks up the map with choke points. The coastlines make me nervous... like I won't be comfortable until have about 5 times as many ships as I do right now lol


  • Admin

    TripleA Turn Summary: Crowton round 4

    TripleA Turn Summary for game: Dragon War, version: 1.2.3

    Game History

    Round: 4
    
        Combat Move - Crowton
            Trigger Crowton fishing in Sea Zone 22: Crowton has 1 Fish placed in Sea Zone 22
            Trigger Crowton fishing in Sea Zone 19: Crowton has 1 Whales placed in Sea Zone 19
            1 Water-Dragon moved from Sea Zone 31 to Sea Zone 38
                  Crowton take Sea Zone 32 from Dwarves
                  Crowton take Sea Zone 36 from Dwarves
                  Crowton take Sea Zone 37 from Dwarves
            1 Green-Dragon moved from Mithrildon to Sea Zone 38
            1 Marines moved from Glassville to Sea Zone 19
            1 Marines and 1 Small-Ship moved from Sea Zone 19 to Sea Zone 21
                  Crowton take Sea Zone 17 from Pirates
                  Crowton take Sea Zone 16 from Pirates
                  Crowton take Sea Zone 14 from Pirates
                  Crowton take Sea Zone 21 from Pirates
            1 Spearmen moved from Mithrildon to Maragorn
                  Crowton take Maragorn from Kobolds
            1 Hvy-Infantry moved from Mithrildon to Sea Zone 26
            1 Auxiliaries moved from Stormwood to Sea Zone 22
            1 Auxiliaries moved from Oldengard to Sea Zone 22
            2 Auxiliariess and 1 Large-Ship moved from Sea Zone 22 to Sea Zone 21
            1 Hvy-Infantry and 1 Large-Ship moved from Sea Zone 26 to Sea Zone 22
            1 Auxiliaries, 1 Lgt-Cavalry and 1 Lgt-Infantry moved from Dolmarsh to Winterash
            1 Lgt-Infantry moved from Dolmarsh to Sea Zone 22
            1 Hvy-Infantry, 1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 22 to Sea Zone 21
            2 Auxiliariess, 1 Hvy-Infantry and 1 Lgt-Infantry moved from Sea Zone 21 to Blood Hills
            1 Marines moved from Sea Zone 21 to Blood Hills
    
        Combat - Crowton
            Crowton has abandoned Sea Zone 54 to Pirates
            Battle in Winterash
                Crowton attack with 1 Auxiliaries, 1 Lgt-Cavalry and 1 Lgt-Infantry
                Barbarians defend with 1 Barbarian and 1 Barbarian-Village
                    Crowton roll dice for 1 Auxiliaries, 1 Lgt-Cavalry and 1 Lgt-Infantry in Winterash, round 2 : 2/3 hits, 1.13 expected hits
                    Barbarians roll dice for 1 Barbarian in Winterash, round 2 : 0/1 hits, 0.38 expected hits
                    1 Barbarian owned by the Barbarians lost in Winterash
                Some non-combat units are destroyed: 
                Crowton win, taking Sea Zone 54 from Lionia, taking Winterash from Barbarians with 1 Auxiliaries, 1 Lgt-Cavalry and 1 Lgt-Infantry remaining. Battle score for attacker is 45
                Casualties for Barbarians: 1 Barbarian
            Battle in Sea Zone 38
                Crowton attack with 1 Green-Dragon and 1 Water-Dragon
                Dwarves defend with 2 Monoremes
                    Crowton roll dice for 1 Green-Dragon and 1 Water-Dragon in Sea Zone 38, round 2 : 1/2 hits, 1.13 expected hits
                    Dwarves roll dice for 2 Monoremes in Sea Zone 38, round 2 : 1/2 hits, 1.00 expected hits
                Units damaged: 1 Water-Dragon owned by the Crowton
                    1 Monoreme owned by the Dwarves lost in Sea Zone 38
                    Crowton roll dice for 1 Green-Dragon and 1 Water-Dragon in Sea Zone 38, round 3 : 0/2 hits, 1.13 expected hits
                    Dwarves roll dice for 1 Monoreme in Sea Zone 38, round 3 : 0/1 hits, 0.50 expected hits
                    Crowton roll dice for 1 Green-Dragon and 1 Water-Dragon in Sea Zone 38, round 4 : 1/2 hits, 1.13 expected hits
                    Dwarves roll dice for 1 Monoreme in Sea Zone 38, round 4 : 1/1 hits, 0.50 expected hits
                Units damaged: 1 Water-Dragon owned by the Crowton
                    1 Monoreme owned by the Dwarves lost in Sea Zone 38
                Crowton win, taking Sea Zone 38 from Dwarves with 1 Green-Dragon and 1 Water-Dragon remaining. Battle score for attacker is 20
                Casualties for Dwarves: 2 Monoremes
            Battle in Blood Hills
                Crowton attack with 2 Auxiliariess, 1 Hvy-Infantry, 1 Lgt-Infantry and 1 Marines
                Elves defend with 1 Spearmen and 1 Wood-Elves
                    Crowton roll dice for 2 Auxiliariess, 1 Hvy-Infantry, 1 Lgt-Infantry and 1 Marines in Blood Hills, round 2 : 2/5 hits, 1.88 expected hits
                    Elves roll dice for 1 Spearmen and 1 Wood-Elves in Blood Hills, round 2 : 1/2 hits, 0.50 expected hits
                1 Wood-Elves owned by the Elves, 1 Auxiliaries owned by the Crowton and 1 Spearmen owned by the Elves lost in Blood Hills
                Crowton win, taking Blood Hills from Elves with 1 Auxiliaries, 1 Hvy-Infantry, 1 Lgt-Infantry and 1 Marines remaining. Battle score for attacker is 9
                Casualties for Crowton: 1 Auxiliaries
                Casualties for Elves: 1 Spearmen and 1 Wood-Elves
    
        Non Combat Move - Crowton
    
        Purchase Units - Crowton
            Note to players Crowton: A Crowton General stands ready in Stormwood.Generals are capable of supporting up to 10 military units in battle. These 10 units will receive attack and defense bonuses. Generals are also ca....
            Trigger Crowton acquires a General: Crowton has 1 General placed in Stormwood
            Crowton buy 1 Air-Balloon and 1 Marines; Remaining resources: 0 PUs; 0 Food; 1 Wood; 5 Metal; 
    
        Place Units - Crowton
            1 Air-Balloon and 1 Marines placed in Stormwood
    
        Turn Complete - Crowton
            Crowton collect 31 PUs; end with 31 PUs
            Units generate 9 Food; Crowton end with 9 Food
            Units generate 6 Wood; Crowton end with 7 Wood
            Units generate -15 PUs; Crowton end with 16 PUs
            Units generate 3 Metal; Crowton end with 8 Metal
    

    Combat Hit Differential Summary :

    Crowton : -0.38
    Elves : 0.50
    Dwarves : 0.00
    Barbarians : -0.38
    

    Savegame


  • Admin

    @Black_Elk Yeah, naval units seem really strong with the high movement and transport capacity. Feels like whoever controls the seas has a huge advantage. Looks like this round, we might finally see some action 🙂



  • TripleA Turn Summary: Elves round 4

    TripleA Turn Summary for game: Dragon War, version: 1.2.3

    Game History

    Round: 4
    
        Combat Move - Elves
            1 Bireme moved from Sea Zone 11 to Sea Zone 8
            1 Wood-Elves moved from Oorsik Forest to Sea Zone 8
            1 Wood-Elves moved from Sea Zone 8 to Athondir
            1 Lgt-Infantry moved from North Durlan Hills to The Outlands
            1 Auxiliaries moved from West Savanna to North Savanna
                  Elves take North Savanna from Kobolds
            1 Hvy-Infantry moved from South Savanna to East Savanna
                  Elves take East Savanna from Kobolds
            1 Lgt-Cavalry moved from North Eastern Pontic Desert to Lost Mountains
                  Elves take Lost Mountains from Murlocs
    
        Combat - Elves
    
        Non Combat Move - Elves
    
        Purchase Units - Elves
            Note to players Elves: An Elven General stands ready in Athondir.Generals are capable of supporting up to 10 military units in battle. These 10 units will receive attack and defense bonuses. Generals are also capa....
            Trigger Elves acquire a General: Elves has 1 General placed in Athondir
            Elves buy 1 Trireme; Remaining resources: 2 PUs; 6 Food; 0 Wood; 1 Metal; 
    
        Place Units - Elves
            1 Trireme placed in Sea Zone 8
    
        Turn Complete - Elves
            Elves collect 34 PUs; end with 36 PUs
            Units generate 6 Metal; Elves end with 7 Metal
            Units generate 6 Food; Elves end with 12 Food
            Units generate 9 Wood; Elves end with 9 Wood
            Units generate -15 PUs; Elves end with 21 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • Admin

    TripleA Turn Summary: Greenskins round 4

    TripleA Turn Summary for game: Dragon War, version: 1.2.3

    Game History

    Round: 4
    
        Combat Move - Greenskins
                Greenskins loses 0 PUs for violating West Winterpasss neutrality.
            1 Lgt-Cavalry moved from Southern Pontic Desert to South Western Pontic Desert
                  Greenskins take South Western Pontic Desert from Gnolls
            1 Lgt-Cavalry moved from South Western Pontic Desert to Pontic Desert
                  Greenskins take Pontic Desert from Gnolls
            1 Spearmen moved from Godheim Reach to North Eastern Pontic Desert
                  Greenskins take North Eastern Pontic Desert from Elves
            1 Lgt-Infantry moved from Winterpass to West Winterpass
                  Greenskins take West Winterpass from Neutral
            1 Auxiliaries moved from Buccan Refuge to Sea Zone 68
            1 Auxiliaries and 1 Monoreme moved from Sea Zone 68 to Sea Zone 70
                  Greenskins take Sea Zone 69 from Pirates
            1 Crow-Swarm moved from Orcengor to Sea Zone 70
            1 Auxiliaries moved from South Samark to Halefoss Mountains
                  Greenskins take Halefoss Mountains from Kobolds
            1 Rangers moved from Dathic East to Dathic West
                  Greenskins take Dathic Jungle from Murlocs
                  Greenskins take Dathic West from Murlocs
            1 Lgt-Infantry moved from Badlands to Old Slavenport
                  Greenskins take Old Slavenport from Gnolls
            1 Rangers moved from Orcengor to Godheim Reach
            1 Auxiliaries and 1 Hvy-Infantry moved from Orcengor to Dusty Mountains
            1 Rangers moved from Warg Caves to Orcengor
    
        Combat - Greenskins
            Battle in Sea Zone 70
                Greenskins attack with 1 Auxiliaries, 1 Crow-Swarm and 1 Monoreme
                Pirates defend with 2 Pirates and 1 Pirate-Boat
                    Greenskins roll dice for 1 Crow-Swarm and 1 Monoreme in Sea Zone 70, round 2 : 1/2 hits, 0.88 expected hits
                    Pirates roll dice for 1 Pirate-Boat in Sea Zone 70, round 2 : 0/1 hits, 0.38 expected hits
                1 Pirate-Boat owned by the Pirates and 2 Pirates owned by the Pirates lost in Sea Zone 70
                Greenskins win, taking Sea Zone 70 from Pirates with 1 Crow-Swarm and 1 Monoreme remaining. Battle score for attacker is 125
                Casualties for Pirates: 2 Pirates and 1 Pirate-Boat
    
        Non Combat Move - Greenskins
    
        Purchase Units - Greenskins
            Note to players Greenskins: A Greenskin General stands ready in Orcengor.Generals are capable of supporting up to 10 military units in battle. These 10 units will receive attack and defense bonuses. Generals are also c....
            Trigger Greenskins acquire a General: Greenskins has 1 General placed in Orcengor
            Greenskins buy 1 Monoreme and 10 Woods; Remaining resources: 0 PUs; 6 Food; 0 Wood; 7 Metal; 
    
        Place Units - Greenskins
            1 Monoreme placed in Sea Zone 67
    
        Turn Complete - Greenskins
            Greenskins collect 49 PUs; end with 49 PUs
            Units generate 7 Food; Greenskins end with 13 Food
            Units generate -15 PUs; Greenskins end with 34 PUs
            Units generate 6 Metal; Greenskins end with 13 Metal
            Units generate 3 Wood; Greenskins end with 13 Wood
    

    Combat Hit Differential Summary :

    Pirates : -0.38
    Greenskins : 0.13
    

    Savegame



  • TripleA Turn Summary: Lionia round 4

    TripleA Turn Summary for game: Dragon War, version: 1.2.3

    Game History

    Round: 4
    
        Combat Move - Lionia
            1 Auxiliaries moved from Gate of Illyria to Illyria
            1 Crusaders and 1 Spearmen moved from Jade Mountains to Illyria
            1 Hvy-Infantry and 1 Lgt-Infantry moved from Crystal Strand to Sea Zone 41
            1 Hvy-Infantry, 1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 41 to Sea Zone 45
            1 Hvy-Infantry and 1 Lgt-Infantry moved from Sea Zone 45 to Illyria
            1 Lgt-Cavalry moved from Greenshore to Illyria
            1 Hvy-Infantry moved from Lionport to Sea Zone 56
            1 Hvy-Infantry and 1 Small-Ship moved from Sea Zone 56 to Sea Zone 46
                  Lionia take Sea Zone 55 from Pirates
            1 Hvy-Infantry moved from Sea Zone 46 to South Witching Mountains
            1 Lgt-Infantry moved from Avalonia to Fanebrow
                  Lionia take Fanebrow from Murlocs
            1 Auxiliaries moved from Lionport to Lionian Plains
    
        Combat - Lionia
            Battle in Illyria
                Lionia attack with 1 Auxiliaries, 1 Crusaders, 1 Hvy-Infantry, 1 Lgt-Cavalry, 1 Lgt-Infantry and 1 Spearmen
                Barbarians defend with 3 Barbarians, 1 Barbarian-Village and 1 Young-Red-Dragon
                    Lionia roll dice for 1 Auxiliaries, 1 Crusaders, 1 Hvy-Infantry, 1 Lgt-Cavalry, 1 Lgt-Infantry and 1 Spearmen in Illyria, round 2 : 1/6 hits, 1.13 expected hits
                    Barbarians roll dice for 3 Barbarians and 1 Young-Red-Dragon in Illyria, round 2 : 2/4 hits, 1.38 expected hits
                    1 Auxiliaries owned by the Lionia, 1 Spearmen owned by the Lionia and 1 Barbarian owned by the Barbarians lost in Illyria
                    Lionia roll dice for 1 Crusaders, 1 Hvy-Infantry, 1 Lgt-Cavalry and 1 Lgt-Infantry in Illyria, round 3 : 0/4 hits, 1.00 expected hits
                    Barbarians roll dice for 2 Barbarians and 1 Young-Red-Dragon in Illyria, round 3 : 1/3 hits, 1.13 expected hits
                1 Lgt-Infantry owned by the Lionia lost in Illyria
                    Lionia roll dice for 1 Crusaders, 1 Hvy-Infantry and 1 Lgt-Cavalry in Illyria, round 4 : 1/3 hits, 0.88 expected hits
                    Barbarians roll dice for 2 Barbarians and 1 Young-Red-Dragon in Illyria, round 4 : 1/3 hits, 1.13 expected hits
                    1 Crusaders owned by the Lionia and 1 Barbarian owned by the Barbarians lost in Illyria
                    Lionia roll dice for 1 Hvy-Infantry and 1 Lgt-Cavalry in Illyria, round 5 : 1/2 hits, 0.63 expected hits
                    Barbarians roll dice for 1 Barbarian and 1 Young-Red-Dragon in Illyria, round 5 : 1/2 hits, 0.88 expected hits
                1 Hvy-Infantry owned by the Lionia and 1 Barbarian owned by the Barbarians lost in Illyria
                Some non-combat units are destroyed: 
                Lionia converts Young-Red-Dragon into different units
                Lionia win, taking Illyria from Barbarians with 1 Lgt-Cavalry remaining. Battle score for attacker is 106
                Casualties for Lionia: 1 Auxiliaries, 1 Crusaders, 1 Hvy-Infantry, 1 Lgt-Infantry and 1 Spearmen
                Casualties for Barbarians: 3 Barbarians
            Battle in South Witching Mountains
                Lionia attack with 1 Hvy-Infantry
                Murlocs defend with 1 Mine and 1 Murloc
                    Lionia roll dice for 1 Hvy-Infantry in South Witching Mountains, round 2 : 0/1 hits, 0.50 expected hits
                    Murlocs roll dice for 1 Murloc in South Witching Mountains, round 2 : 0/1 hits, 0.25 expected hits
                    Lionia roll dice for 1 Hvy-Infantry in South Witching Mountains, round 3 : 1/1 hits, 0.50 expected hits
                    Murlocs roll dice for 1 Murloc in South Witching Mountains, round 3 : 0/1 hits, 0.25 expected hits
                    1 Murloc owned by the Murlocs lost in South Witching Mountains
                Lionia win, taking South Witching Mountains from Murlocs with 1 Hvy-Infantry remaining. Battle score for attacker is 35
                Casualties for Murlocs: 1 Murloc
    
        Non Combat Move - Lionia
    
        Purchase Units - Lionia
            Note to players Lionia: A Lionian General stands ready in Lionport.Generals are capable of supporting up to 10 military units in battle. These 10 units will receive attack and defense bonuses. Generals are also cap....
            Trigger Lionia acquires a General: Lionia has 1 General placed in Lionport
            Lionia buy 2 Hvy-Cavalrys; Remaining resources: 1 PUs; 7 Food; 1 Wood; 1 Metal; 
    
        Place Units - Lionia
            2 Hvy-Cavalrys placed in Lionport
    
        Turn Complete - Lionia
            Lionia collect 40 PUs; end with 41 PUs
            Units generate 9 Metal; Lionia end with 10 Metal
            Units generate 8 Food; Lionia end with 15 Food
            Units generate -15 PUs; Lionia end with 26 PUs
            Units generate 3 Wood; Lionia end with 4 Wood
    

    Combat Hit Differential Summary :

    Lionia : -0.63
    Murlocs : -0.50
    Barbarians : 0.50
    

    Savegame



  • Took quite a few casualties trying to claim that fire dragon, hopefully he's worth it lol


  • Admin

    TripleA Turn Summary: Undead round 4

    TripleA Turn Summary for game: Dragon War, version: 1.2.3

    Game History

    Round: 4
    
        Combat Move - Undead
                Some non-combat units are destroyed: 
                Undead converts Young-Blue-Dragon into different units
            1 Auxiliaries moved from Hopeless Skerry to Sea Zone 49
            1 Auxiliaries and 1 Large-Ship moved from Sea Zone 49 to Sea Zone 47
                  Undead take Sea Zone 47 from Pirates
            1 Auxiliaries moved from Sea Zone 47 to Bluebeard Island
            1 Lgt-Infantry moved from Haunted Moorland to Sea Zone 49
            1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 49 to Sea Zone 53
                  Undead take Sea Zone 52 from Lionia
                  Undead take Sea Zone 53 from Lionia
            1 Lgt-Infantry moved from Sea Zone 53 to Farhaven
            1 Spearmen moved from The Witching Mountains to South Witching Mountains
            1 Lgt-Cavalry moved from Hinderland Zone 4 to Hinderland Settlement
                  Undead take Hinderland Zone 2 from Ogres
                  Undead take Hinderland Settlement from Ogres
            1 Lgt-Infantry moved from Hinderland Zone 5 to Hinderland Zone 3
                  Undead take Hinderland Zone 3 from Ogres
    
        Combat - Undead
            Battle in Farhaven
            Battle in Bluebeard Island
            Battle in South Witching Mountains
                Undead attack with 1 Spearmen
                Lionia defend with 1 Hvy-Infantry and 1 Mine
                    Undead roll dice for 1 Spearmen in South Witching Mountains, round 2 : 0/1 hits, 0.38 expected hits
                    Lionia roll dice for 1 Hvy-Infantry in South Witching Mountains, round 2 : 0/1 hits, 0.38 expected hits
                    Undead roll dice for 1 Spearmen in South Witching Mountains, round 3 : 0/1 hits, 0.38 expected hits
                    Lionia roll dice for 1 Hvy-Infantry in South Witching Mountains, round 3 : 0/1 hits, 0.38 expected hits
                    Undead roll dice for 1 Spearmen in South Witching Mountains, round 4 : 1/1 hits, 0.38 expected hits
                    Lionia roll dice for 1 Hvy-Infantry in South Witching Mountains, round 4 : 0/1 hits, 0.38 expected hits
                1 Hvy-Infantry owned by the Lionia lost in South Witching Mountains
                Undead win, taking Farhaven from Lionia, taking Bluebeard Island from Lionia, taking South Witching Mountains from Lionia with 1 Spearmen remaining. Battle score for attacker is 9
                Casualties for Lionia: 1 Hvy-Infantry
    
        Non Combat Move - Undead
            1 Zombies moved from Dreadpass to Zool Twins
            1 Zombies moved from Lakelot to Zool Twins
            1 Zombies moved from Plagued Fields to Dreadpass
    
        Purchase Units - Undead
            Note to players Undead: An Undead General stands ready in Necroloft.Generals are capable of supporting up to 10 military units in battle. These 10 units will receive attack and defense bonuses. Generals are also ca....
            Trigger Undead acquires a General: Undead has 1 General placed in Necroloft
            Undead buy 1 Hvy-Infantry and 1 Small-Ship; Remaining resources: 3 PUs; 4 Food; 3 Wood; 6 Metal; 
    
        Place Units - Undead
            1 Small-Ship placed in Sea Zone 49
            1 Hvy-Infantry placed in Necroloft
    
        Turn Complete - Undead
            Undead collect 44 PUs; end with 47 PUs
            Units generate 6 Food; Undead end with 10 Food
            Units generate 6 Wood; Undead end with 9 Wood
            Units generate 12 Metal; Undead end with 18 Metal
            Units generate -15 PUs; Undead end with 32 PUs
            Undead creates 1 Zombies in Plagued Fields
    

    Combat Hit Differential Summary :

    Undead : -0.13
    Lionia : -1.13
    

    Savegame


  • Admin

    @Black_Elk Fairly certain it was worth it. The dragons on the map are crazy strong. They probably should be toned down a bit with most likely 4-5 movement and a bit less HP. So far I think the map has some cool ideas but is just way too random. The dragon spawn locations essentially decide the game (luckily in this particular one they've been somewhat close to equal as you got the red dragon but I just picked up the blue dragon). All the active neutrals are too random for my taste as well. I think it would be much better if the dragon spawn points were set locations and the neutrals weren't active players. Each dragon could start at a strongly defended neutral lairs located at conflict points between evil/good on the map so players fought for them but had a more even chance at getting them.



  • TripleA Turn Summary: Dwarves round 4

    TripleA Turn Summary for game: Dragon War, version: 1.2.3

    Game History

    Round: 4
    
        Combat Move - Dwarves
            1 Lgt-Infantry and 1 Spearmen moved from Faranwall to Mithrildon
                  Dwarves take Mithrildon from Crowton
            1 Gnomes moved from Robach to Mebach
                  Dwarves take Mebach from Ogres
            1 Gnomes moved from Gnomen Lowland to Dol Ulum
            1 Halflings moved from Halfling Meadows to Ironhorn
            1 Auxiliaries, 1 Halflings and 1 Hvy-Infantry moved from East Parnesis Desert to West Parnesis Desert
            1 Auxiliaries, 1 Halflings and 1 Hvy-Infantry moved from Ironhorn to East Parnesis Desert
            1 Auxiliaries moved from Ironhorn to East Parnesis Desert
            1 Gnomes moved from Troll Mountains to Bridge of No Return
                  Dwarves take Bridge of No Return from Undead
            1 Lgt-Infantry moved from Wild Arids to Spectoria
                  Dwarves take Spectoria from Murlocs
    
        Combat - Dwarves
    
        Non Combat Move - Dwarves
    
        Purchase Units - Dwarves
            Note to players Dwarves: A Dwarven General stands ready in Ironhorn.Generals are capable of supporting up to 10 military units in battle. These 10 units will receive attack and defense bonuses. Generals are also cap....
            Trigger Dwarves acquires a General: Dwarves has 1 General placed in Ironhorn
            Dwarves buy 1 Monoreme; Remaining resources: 2 PUs; 7 Food; 0 Wood; 6 Metal; 
    
        Place Units - Dwarves
            1 Monoreme placed in Sea Zone 31
    
        Turn Complete - Dwarves
            Dwarves collect 35 PUs; end with 37 PUs
            Units generate 9 Metal; Dwarves end with 15 Metal
            Units generate 6 Wood; Dwarves end with 6 Wood
            Units generate -15 PUs; Dwarves end with 22 PUs
            Units generate 4 Food; Dwarves end with 11 Food
    

    Combat Hit Differential Summary :

    Savegame



  • Losing that dwarven fleet is definitely putting the stall on us. Everywhere I look is a river hehe.

    Yeah I think for me not fully understanding where new units will enter play remains the biggest cause of confusion. My lack of income/wood has me basically at 1 or 2 units per turn via purchase, so the majority of hitpoints are coming from spawns, but that makes it hard to come up with a coherent attack/defense plan initially. Now I've got a better sense for where the spawns will arrive, but might be too late to push them effectively. I feel like without a strong naval presence its pretty hard for the good guys to take the fight to the enemy, but maybe I spent too much on ships there at the outset and instead should have been trying to hammer away towards the goblins or something? lol