Dragon War 1.2.3 - redrum (Evil) vs Black_Elk (Good)
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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 :
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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 :
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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
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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 :
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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 :
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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
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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 :
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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 Fields
Combat 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 Metal
Combat Hit Differential Summary :
Dwarves : -0.25 Kobolds : -0.13
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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 Metal
Combat Hit Differential Summary :
Crowton : -0.38 Elves : 0.50 Dwarves : 0.00 Barbarians : -0.38
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@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 PUs
Combat 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 Wood
Combat Hit Differential Summary :
Pirates : -0.38 Greenskins : 0.13
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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 Wood
Combat Hit Differential Summary :
Lionia : -0.63 Murlocs : -0.50 Barbarians : 0.50
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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 Fields
Combat Hit Differential Summary :
Undead : -0.13 Lionia : -1.13
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@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 Food
Combat 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