Dragon War 1.2.3 - redrum (Evil) vs Black_Elk (Good)
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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 FieldsCombat Hit Differential Summary :
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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 MetalCombat Hit Differential Summary :
Dwarves : -0.25 Kobolds : -0.13 -
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
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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 MetalCombat Hit Differential Summary :
Crowton : -0.38 Elves : 0.50 Dwarves : 0.00 Barbarians : -0.38 -
@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

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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 PUsCombat Hit Differential Summary :
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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 WoodCombat Hit Differential Summary :
Pirates : -0.38 Greenskins : 0.13 -
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 WoodCombat Hit Differential Summary :
Lionia : -0.63 Murlocs : -0.50 Barbarians : 0.50 -
Took quite a few casualties trying to claim that fire dragon, hopefully he's worth it lol
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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 FieldsCombat Hit Differential Summary :
Undead : -0.13 Lionia : -1.13 -
@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.
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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 FoodCombat Hit Differential Summary :
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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
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TripleA Turn Summary: Crowton round 5
TripleA Turn Summary for game: Dragon War, version: 1.2.3
Game History
Round: 5 Combat Move - Crowton 1 unit repaired. Some non-combat units are destroyed: Some non-combat units are destroyed: 1 Air-Balloon and 1 General moved from Stormwood to Ironhorn 1 Marines moved from Blood Hills to Sea Zone 21 1 Marines and 1 Small-Ship moved from Sea Zone 21 to Sea Zone 22 1 Marines moved from Stormwood to Sea Zone 22 2 Mariness and 1 Small-Ship moved from Sea Zone 22 to Sea Zone 28 1 Large-Ship moved from Sea Zone 21 to Sea Zone 22 1 Lgt-Infantry moved from Winterash to Sea Zone 22 1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 22 to Sea Zone 26 1 Spearmen moved from Maragorn to Sea Zone 26 1 Large-Ship, 1 Lgt-Infantry and 1 Spearmen moved from Sea Zone 26 to Sea Zone 28 1 Lgt-Infantry moved from Blood Hills to Trinity Coast Crowton take Trinity Coast from Murlocs 1 Auxiliaries and 1 Hvy-Infantry moved from Blood Hills to Doomed Bridge Crowton take Doomed Bridge from Elves 1 Large-Ship moved from Sea Zone 21 to Sea Zone 22 1 Auxiliaries moved from Winterash to Sea Zone 22 1 Auxiliaries moved from Stormwood to Sea Zone 22 2 Auxiliariess and 1 Large-Ship moved from Sea Zone 22 to Sea Zone 28 2 Auxiliariess, 1 Lgt-Infantry, 2 Mariness and 1 Spearmen moved from Sea Zone 28 to Ironhorn 1 Water-Dragon moved from Sea Zone 38 to Sea Zone 31 1 Green-Dragon moved from Sea Zone 38 to Sea Zone 31 Combat - Crowton Battle in Sea Zone 31 Crowton attack with 1 Green-Dragon and 1 Water-Dragon Dwarves defend with 1 Monoreme Crowton roll dice for 1 Green-Dragon and 1 Water-Dragon in Sea Zone 31, round 2 : 1/2 hits, 1.13 expected hits Dwarves roll dice for 1 Monoreme in Sea Zone 31, round 2 : 0/1 hits, 0.50 expected hits 1 Monoreme owned by the Dwarves lost in Sea Zone 31 Crowton win, taking Sea Zone 31 from Dwarves with 1 Green-Dragon and 1 Water-Dragon remaining. Battle score for attacker is 10 Casualties for Dwarves: 1 Monoreme Battle in Ironhorn Crowton attack with 1 Air-Balloon, 2 Auxiliariess, 1 General, 1 Lgt-Infantry, 2 Mariness and 1 Spearmen Dwarves defend with 1 Auxiliaries, 1 Capital-City, 1 Castle, 1 General and 1 Halflings Crowton roll dice for 1 Air-Balloon, 2 Auxiliariess, 1 General, 1 Lgt-Infantry, 2 Mariness and 1 Spearmen in Ironhorn, round 2 : 4/8 hits, 3.88 expected hits Dwarves roll dice for 1 Auxiliaries, 1 Castle, 1 General and 1 Halflings in Ironhorn, round 2 : 2/3 hits, 2.13 expected hits 2 Auxiliariess owned by the Crowton, 1 Auxiliaries owned by the Dwarves, 1 Halflings owned by the Dwarves and 1 General owned by the Dwarves lost in Ironhorn Crowton captures one of Dwarves capitals Crowton win, taking Ironhorn from Dwarves with 1 Air-Balloon, 1 General, 1 Lgt-Infantry, 2 Mariness and 1 Spearmen remaining. Battle score for attacker is 20 Casualties for Crowton: 2 Auxiliariess Casualties for Dwarves: 1 Auxiliaries, 1 General and 1 Halflings Non Combat Move - Crowton 1 Lgt-Cavalry moved from Winterash to Oldengard Purchase Units - Crowton Crowton buy 1 Large-Ship; Remaining resources: 5 PUs; 6 Food; 1 Wood; 6 Metal; Place Units - Crowton 1 Large-Ship placed in Sea Zone 31 Turn Complete - Crowton Crowton collect 38 PUs; end with 43 PUs Units generate 4 Food; Crowton end with 10 Food Units generate -30 PUs; Crowton end with 13 PUs Units generate 6 Wood; Crowton end with 7 Wood Units generate 3 Metal; Crowton end with 9 MetalCombat Hit Differential Summary :
Crowton : 0.00 Dwarves : -0.63 -
Whatever you do, don't start a new game before I get to update Dragon War to a new version with 3 evil player turns followed by 3 good player turns. I think players would feel a huge improvement, especially if playing forum/email.
I will have to look at ships and dragons also, and maybe tone them down.

Also I would think that after you finish this map, you both will have a much better understanding of the units, economy and such. I guess it does not feel like you have accomplished you best right now?

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@Frostion The one other major issue with the map is the amount of randomness in dragon spawns. I think they really should be set locations especially as the AI doesn't understand that it needs to try to defend them when placing them (this is because triggered units are placed after all others).
Something you should consider is making some units not cost all 4 types of resources. This will allow more flexibility when purchasing as often times you end up out of one type of resource and then can't spend any of your other resources.
Oh one other note on AI behavior, because the AI is TUV driven, it expects nations to have similar value for units. In dragon war the neutral AI nations have very expensive units that are essentially 4-5x the PU cost of player units. This causes the AI to pretty much avoid attacking the players as it sees battles as negative TUV exchanges. If you want the AI to be more aggressive then you could set the "tuv" parameter on neutral units to give them a more reasonable value in comparison to regular player units. If you look through our save game so far, you'll see the AI has almost never attacked anyone so kind of act like mobile blockers but don't pose any real threat.
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Will get to my turn in a couple hours when I get off work.
Right now my main suggestion for the naval game would be to remove the blocking ability for ships. There are several choke points at sea and a real need for transport actions to move units back and forth between the various island strongholds. I don't mind the higher movement rate for ships, but the ships are expensive to produce/replace and I think its a little too easy to put up blocking pickets on the water. The option to pass through hostile sea zones would be good for a map like this, allowing the attacker the decision of whether to engage or ignore an enemy fleet, basically treating naval units here like the subs of other maps.
I think the all Evil then all Good turn sequence would be helpful. Its definitely better for PBF play, but even in a live game the turns are fairly quick so I don't think it would be too much. Especially since it takes a while to get through the land grab period at the begining, I think it would be ideal for the pacing.
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TripleA Turn Summary: Elves round 5
TripleA Turn Summary for game: Dragon War, version: 1.2.3
Game History
Round: 5 Combat Move - Elves 1 Hvy-Infantry moved from East Savanna to South Western Pontic Desert Elves take South Western Pontic Desert from Greenskins 1 Auxiliaries moved from North Savanna to South Western Pontic Desert 3 Auxiliariess, 1 General and 1 Wood-Elves moved from Athondir to Sea Zone 8 1 Wood-Elves moved from Oorsik Forest to Sea Zone 8 3 Auxiliariess, 1 Bireme, 1 General, 2 Triremes and 2 Wood-Elvess moved from Sea Zone 8 to Sea Zone 21 Elves take Sea Zone 21 from Crowton 3 Auxiliariess, 1 General and 2 Wood-Elvess moved from Sea Zone 21 to Winterash 1 Lgt-Infantry moved from The Outlands to Durlan Ranges 1 Lgt-Cavalry moved from Lost Mountains to Baldor Castle Elves take Baldorian Crossing from Murlocs Elves take Baldor Castle from Barbarians Combat - Elves Battle in Winterash Non Combat Move - Elves Purchase Units - Elves Elves buy 1 Hvy-Cavalry and 1 Spearmen; Remaining resources: 2 PUs; 4 Food; 5 Wood; 0 Metal; Place Units - Elves 1 Hvy-Cavalry and 1 Spearmen placed in Athondir Turn Complete - Elves Elves collect 39 PUs; end with 41 PUs Units generate 6 Metal; Elves end with 6 Metal Units generate 6 Food; Elves end with 10 Food Units generate 9 Wood; Elves end with 14 Wood Units generate -15 PUs; Elves end with 26 PUsCombat Hit Differential Summary :
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Well, looks like the Dwarves are toast. Didn't catch that sz 28 connection. Live and learn I guess lol
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@Black_Elk That was the shortest couple of hours I've ever seen

Non-blocking ships would be interesting but that would probably make amphibious assaults even more OP. I think it would essentially lead to a stack fest in every capital as there would be no way to block the opposing fleet.
Yeah, I was guessing you either missed the connection or didn't realize how many units I could transport.
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