Dragon War 1.2.3 - redrum (Evil) vs Black_Elk (Good)
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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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Hehe traffic was so horrid, I decided to stop by my house on the way back to the shop, to fire off a turn. Probably have to stay a bit longer tonight, but least this way I can see the hound dog for a few minutes and make a cup of coffee.
Yeah, I suppose that's true. I'm honestly not so sure what the best approach is. Right now it seems pretty easy to get cut off. Maybe if there was a more expedient way to expand naval production that might do the trick? I suppose Dwarves aren't meant to do much sailing around, but kind of running into the same issue with the Humans. Probably better to bang into the goblins a bit sooner, since they seem to be hording up pretty quicklike now
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TripleA Turn Summary: Greenskins round 5
TripleA Turn Summary for game: Dragon War, version: 1.2.3
Game History
Round: 5 Combat Move - Greenskins Some non-combat units are destroyed: 1 Lgt-Infantry moved from West Winterpass to Eastern White Slopes Greenskins take Eastern White Slopes from Murlocs 1 Auxiliaries and 1 Monoreme moved from Sea Zone 70 to Sea Zone 69 1 Auxiliaries moved from Sea Zone 69 to Wetwood Greenskins take Wetwood from Murlocs 1 Lgt-Cavalry moved from Pontic Desert to South Western Pontic Desert Greenskins take Western Pontic Desert from Gnolls 1 Crow-Swarm moved from Sea Zone 70 to South Western Pontic Desert 1 Rangers moved from Godheim Reach to Doomed Passage Greenskins take Northern Wilds from Elves Greenskins take Doomed Passage from Elves 1 Spearmen moved from North Eastern Pontic Desert to Northern Wilds 1 Rangers moved from Dathic West to High Mocrag Greenskins take High Mocrag from Ogres 1 Auxiliaries moved from Halefoss Mountains to Wetshore Greenskins take Wetshore from Murlocs 1 Monoreme moved from Sea Zone 67 to Sea Zone 72 1 Auxiliaries and 1 General moved from Orcengor to Sea Zone 72 1 Auxiliaries and 1 Hvy-Infantry moved from Dusty Mountains to Dusty Heights 1 Rangers moved from Warg Caves to Orcengor 1 Auxiliaries and 1 General moved from Sea Zone 72 to Dusty Heights 1 Rangers moved from Orcengor to Dathic East Combat - Greenskins Battle in South Western Pontic Desert Greenskins attack with 1 Crow-Swarm and 1 Lgt-Cavalry Elves defend with 1 Auxiliaries and 1 Hvy-Infantry Greenskins roll dice for 1 Crow-Swarm and 1 Lgt-Cavalry in South Western Pontic Desert, round 2 : 2/2 hits, 0.63 expected hits Elves roll dice for 1 Auxiliaries and 1 Hvy-Infantry in South Western Pontic Desert, round 2 : 0/2 hits, 0.38 expected hits 1 Auxiliaries owned by the Elves and 1 Hvy-Infantry owned by the Elves lost in South Western Pontic Desert Greenskins win, taking South Western Pontic Desert from Elves with 1 Crow-Swarm and 1 Lgt-Cavalry remaining. Battle score for attacker is 10 Casualties for Elves: 1 Auxiliaries and 1 Hvy-Infantry Non Combat Move - Greenskins 1 Crow-Swarm moved from South Western Pontic Desert to Sea Zone 71 Purchase Units - Greenskins Greenskins buy 2 Crow-Swarms, 1 Knights and 1 Transport-Ship; Remaining resources: 0 PUs; 1 Food; 3 Wood; 1 Metal; Place Units - Greenskins 1 Knights placed in Orcengor 1 Transport-Ship placed in Sea Zone 72 1 Crow-Swarm placed in Orcengor 1 Crow-Swarm placed in Rackelton Turn Complete - Greenskins Greenskins collect 58 PUs; end with 58 PUs Units generate 7 Food; Greenskins end with 8 Food Units generate -15 PUs; Greenskins end with 43 PUs Units generate 6 Metal; Greenskins end with 7 Metal Units generate 3 Wood; Greenskins end with 6 WoodCombat Hit Differential Summary :
Elves : -0.38 Greenskins : 1.38 -
What about just moving a couple capitals inland? That might be easier.
Thematically it would probably make sense for the Dwarves and Goblins to have their capitals in the mountains somewhere instead of on the coast.
You could just give them a coastal fort so they aren't locked out of the naval game. I think it would give a bit more variety to the factions.
I think for the good humans and the elves fleets make sense. For the evil humans and undead too I suppose. But when I think of dwarves and goblins in fantasy its usually big land battles that come to mind, in the hills or mountains where there are caves and such.
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TripleA Turn Summary: Lionia round 5
TripleA Turn Summary for game: Dragon War, version: 1.2.3
Game History
Round: 5 Combat Move - Lionia 1 Red-Dragon moved from Illyria to Samarkum 1 Lgt-Cavalry moved from Illyria to Sea Zone 45 1 Large-Ship and 1 Lgt-Cavalry moved from Sea Zone 45 to Sea Zone 41 1 Large-Ship and 1 Lgt-Cavalry moved from Sea Zone 41 to Sea Zone 42 Lionia take Sea Zone 42 from Pirates 1 Lgt-Cavalry moved from Sea Zone 42 to Samarkum 1 Crusaders moved from Jade Mountains to Lion Heights Lionia take Lion Heights from Barbarians 1 Auxiliaries moved from Lionian Plains to Lionport 1 Lgt-Infantry moved from Fanebrow to Wolfendale Lionia take Wolfendale from Murlocs 2 Hvy-Cavalrys moved from Lionport to Lion Heights 1 General moved from Lionport to Lion Heights 1 Auxiliaries moved from Freegrass to Lionport Combat - Lionia Battle in Samarkum Lionia attack with 1 Lgt-Cavalry and 1 Red-Dragon Gnolls defend with 1 Gnoll, 1 Gnoll-Village, 1 Windmill and 1 Young-Brown-Dragon Lionia roll dice for 1 Lgt-Cavalry and 1 Red-Dragon in Samarkum, round 2 : 2/2 hits, 1.00 expected hits Gnolls roll dice for 1 Gnoll and 1 Young-Brown-Dragon in Samarkum, round 2 : 1/2 hits, 0.63 expected hits Units damaged: 1 Red-Dragon owned by the Lionia 1 Gnoll owned by the Gnolls lost in Samarkum Some non-combat units are destroyed: Lionia converts Young-Brown-Dragon into different units Lionia win, taking Samarkum from Gnolls with 1 Lgt-Cavalry and 1 Red-Dragon remaining. Battle score for attacker is 45 Casualties for Gnolls: 1 Gnoll Non Combat Move - Lionia Purchase Units - Lionia Lionia buy 1 Hvy-Cavalry and 1 Lgt-Cavalry; Remaining resources: 6 PUs; 6 Food; 2 Wood; 1 Metal; Place Units - Lionia 1 Hvy-Cavalry and 1 Lgt-Cavalry placed in Lionport Turn Complete - Lionia Lionia collect 39 PUs; end with 45 PUs Units generate 11 Food; Lionia end with 17 Food Units generate -15 PUs; Lionia end with 30 PUs Units generate 3 Wood; Lionia end with 5 Wood Units generate 3 Metal; Lionia end with 4 MetalCombat Hit Differential Summary :
Gnolls : 0.38 Lionia : 1.00 -
TripleA Turn Summary: Undead round 5
TripleA Turn Summary for game: Dragon War, version: 1.2.3
Game History
Round: 5 Combat Move - Undead 1 Blue-Dragon moved from Hinderland Settlement to East Parnesis Desert 2 Zombiess moved from Zool Twins to Bridge of No Return 1 Lgt-Infantry moved from Farhaven to Sea Zone 53 1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 53 to Sea Zone 59 Undead take Sea Zone 54 from Pirates Undead take Sea Zone 56 from Lionia Undead take Sea Zone 59 from Pirates 1 Lgt-Infantry moved from Sea Zone 59 to Millshire 1 Lgt-Cavalry moved from Hinderland Settlement to The Hinderlands 1 Lgt-Infantry moved from Hinderland Zone 3 to The Hinderlands 1 Zombies moved from Plagued Fields to The Hinderlands 1 Auxiliaries moved from Necroloft to Sea Zone 49 1 Auxiliaries and 1 Small-Ship moved from Sea Zone 49 to Sea Zone 47 1 Auxiliaries moved from Sea Zone 47 to Deadrock Undead take Deadrock from Pirates Combat - Undead Battle in Millshire Battle in Bridge of No Return Undead attack with 2 Zombiess Dwarves defend with 1 Gnomes and 1 Mine Undead roll dice for 2 Zombiess in Bridge of No Return, round 2 : 1/2 hits, 0.50 expected hits Dwarves roll dice for 1 Gnomes in Bridge of No Return, round 2 : 0/1 hits, 0.25 expected hits 1 Gnomes owned by the Dwarves lost in Bridge of No Return Undead win, taking Millshire from Lionia, taking Bridge of No Return from Dwarves with 2 Zombiess remaining. Battle score for attacker is 1 Casualties for Dwarves: 1 Gnomes Battle in The Hinderlands Undead attack with 1 Lgt-Cavalry, 1 Lgt-Infantry and 1 Zombies Ogres defend with 2 Ogres Undead roll dice for 1 Lgt-Cavalry, 1 Lgt-Infantry and 1 Zombies in The Hinderlands, round 2 : 0/3 hits, 1.13 expected hits Ogres roll dice for 2 Ogres in The Hinderlands, round 2 : 1/2 hits, 1.00 expected hits 1 Zombies owned by the Undead lost in The Hinderlands 1 Lgt-Infantry owned by the Undead and 1 Lgt-Cavalry owned by the Undead retreated to Plagued Fields Ogres win with 2 Ogres remaining. Battle score for attacker is -1 Casualties for Undead: 1 Zombies Battle in East Parnesis Desert Undead attack with 1 Blue-Dragon Dwarves defend with 2 Auxiliariess, 1 Halflings and 1 Hvy-Infantry Undead roll dice for 1 Blue-Dragon in East Parnesis Desert, round 2 : 0/1 hits, 0.75 expected hits Dwarves roll dice for 2 Auxiliariess, 1 Halflings and 1 Hvy-Infantry in East Parnesis Desert, round 2 : 0/1 hits, 0.13 expected hits Undead roll dice for 1 Blue-Dragon in East Parnesis Desert, round 3 : 1/1 hits, 0.75 expected hits Dwarves roll dice for 2 Auxiliariess, 1 Halflings and 1 Hvy-Infantry in East Parnesis Desert, round 3 : 0/1 hits, 0.13 expected hits 1 Auxiliaries owned by the Dwarves lost in East Parnesis Desert Undead roll dice for 1 Blue-Dragon in East Parnesis Desert, round 4 : 1/1 hits, 0.75 expected hits Dwarves roll dice for 1 Auxiliaries, 1 Halflings and 1 Hvy-Infantry in East Parnesis Desert, round 4 : 0/1 hits, 0.13 expected hits 1 Auxiliaries owned by the Dwarves lost in East Parnesis Desert Undead roll dice for 1 Blue-Dragon in East Parnesis Desert, round 5 : 1/1 hits, 0.75 expected hits Dwarves roll dice for 1 Halflings and 1 Hvy-Infantry in East Parnesis Desert, round 5 : 0/1 hits, 0.13 expected hits 1 Halflings owned by the Dwarves lost in East Parnesis Desert Undead roll dice for 1 Blue-Dragon in East Parnesis Desert, round 6 : 1/1 hits, 0.75 expected hits Dwarves roll dice for 1 Hvy-Infantry in East Parnesis Desert, round 6 : 0/1 hits, 0.13 expected hits 1 Hvy-Infantry owned by the Dwarves lost in East Parnesis Desert Undead win with 1 Blue-Dragon remaining. Battle score for attacker is 12 Casualties for Dwarves: 2 Auxiliariess, 1 Halflings and 1 Hvy-Infantry Non Combat Move - Undead 1 Blue-Dragon moved from East Parnesis Desert to Ironhorn 1 General moved from Necroloft to Plagued Fields 1 Large-Ship moved from Sea Zone 47 to Sea Zone 49 1 Hvy-Infantry moved from Necroloft to Sea Zone 49 1 Hvy-Infantry moved from Sea Zone 49 to Haunted Moorland 1 Zombies moved from Dreadpass to Zool Twins Purchase Units - Undead Undead buy 1 Giant-Bat, 1 Small-Ship and 5 Woods; Remaining resources: 1 PUs; 0 Food; 2 Wood; 14 Metal; Place Units - Undead 1 Small-Ship placed in Sea Zone 49 1 Giant-Bat placed in Necroloft Turn Complete - Undead Undead collect 47 PUs; end with 48 PUs Units generate 9 Food; Undead end with 9 Food Units generate 6 Wood; Undead end with 13 Wood Units generate 12 Metal; Undead end with 26 Metal Units generate -15 PUs; Undead end with 33 PUs Undead creates 1 Zombies in Plagued FieldsCombat Hit Differential Summary :
Ogres : 0.00 Undead : -0.38 Dwarves : -0.88 -
TripleA Turn Summary: Dwarves round 5
TripleA Turn Summary for game: Dragon War, version: 1.2.3
Game History
Round: 5 Combat Move - Dwarves 1 Gnomes moved from Mebach to Westerfoss Dwarves take Westerfoss from Ogres 1 Gnomes moved from Dol Ulum to Mount Thoril 1 Lgt-Infantry moved from Mithrildon to Mount Thoril 1 Spearmen moved from Mithrildon to Maragorn Dwarves take Maragorn from Crowton 1 Gnomes moved from Gnomen Lowland to Dol Ulum 1 Halflings moved from Halfling Meadows to Gnomen Lowland 1 Auxiliaries, 1 Halflings and 1 Hvy-Infantry moved from West Parnesis Desert to Faranwall 1 Lgt-Infantry moved from Spectoria to Mount Chaos Dwarves take Mount Chaos from Murlocs Combat - Dwarves Battle in Mount Thoril Dwarves attack with 1 Gnomes and 1 Lgt-Infantry Kobolds defend with 1 Kobold Dwarves roll dice for 1 Gnomes and 1 Lgt-Infantry in Mount Thoril, round 2 : 1/2 hits, 0.63 expected hits Kobolds roll dice for 1 Kobold in Mount Thoril, round 2 : 1/1 hits, 0.38 expected hits 1 Gnomes owned by the Dwarves and 1 Kobold owned by the Kobolds lost in Mount Thoril Dwarves win, taking Mount Thoril from Kobolds with 1 Lgt-Infantry remaining. Battle score for attacker is 44 Casualties for Dwarves: 1 Gnomes Casualties for Kobolds: 1 Kobold Non Combat Move - Dwarves Purchase Units - Dwarves Dwarves buy 1 Hvy-Cavalry and 1 Town; Remaining resources: 2 PUs; 2 Food; 2 Wood; 8 Metal; Place Units - Dwarves Units in Dol Ulum being upgraded or consumed: 1 Village 1 Hvy-Cavalry and 1 Town placed in Dol Ulum Turn Complete - Dwarves Dwarves collect 32 PUs (2 lost to blockades); end with 34 PUs Units generate 9 Wood; Dwarves end with 11 Wood Units generate 4 Food; Dwarves end with 6 Food Units generate 6 Metal; Dwarves end with 14 MetalCombat Hit Differential Summary :
Dwarves : 0.38 Kobolds : 0.63 -
Maybe the Faranwall location would be interesting for the Dwarven capital territory? Or Mount Thoril might be cool for a Dwarven capital if it belonged to them from the outset. I don't know, Ironhorn forces them into an early naval contest, since the Crow capital is so close, and to me Dwarves on ships just feel a little out of place hehe. I picture them absorbing amphibious invasions along the coast sure, but then drawing the enemy up into the hills, where they can could put up a more protracted battle in their fortified stronholds. Having them set sail to expand doesn't quite match up with the images I have from like Tolkien, D&D and such.
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