Dragon War 1.2.3 - redrum (Evil) vs Black_Elk (Good)
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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 Metal
Combat Hit Differential Summary :
Crowton : 0.00 Dwarves : -0.63
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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 PUs
Combat 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 Wood
Combat Hit Differential Summary :
Elves : -0.38 Greenskins : 1.38
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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 Metal
Combat Hit Differential Summary :
Gnolls : 0.38 Lionia : 1.00
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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 Fields
Combat Hit Differential Summary :
Ogres : 0.00 Undead : -0.38 Dwarves : -0.88
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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 Metal
Combat Hit Differential Summary :
Dwarves : 0.38 Kobolds : 0.63
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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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@Black_Elk Yeah, having some of the capitals inland probably would make sense. Though because ships are so strong right now, it might actually put those nations at a further disadvantage. I guess if you gave them another coastal town that could work though then that would be hard to defend.
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TripleA Turn Summary: Crowton round 6
TripleA Turn Summary for game: Dragon War, version: 1.2.3
Game History
Round: 6 Combat Move - Crowton 1 unit repaired. 1 Auxiliaries and 1 Hvy-Infantry moved from Doomed Bridge to The Outlands Crowton take The Outlands from Elves 1 Lgt-Infantry moved from Trinity Coast to Lost Mountains Crowton take Lost Mountains from Elves 2 Large-Ships and 1 Small-Ship moved from Sea Zone 28 to Sea Zone 21 1 Green-Dragon and 1 Water-Dragon moved from Sea Zone 31 to Sea Zone 21 1 Auxiliaries moved from Stormwood to Oldengard 1 Lgt-Infantry moved from Ironhorn to East Parnesis Desert Crowton take East Parnesis Desert from Dwarves 1 Spearmen moved from Ironhorn to Kumbadur Hills Crowton take Kumbadur Hills from Dwarves 1 Marines moved from Ironhorn to Greyhood Holdings Crowton take Greyhood Holdings from Dwarves 1 Marines moved from Ironhorn to Sea Zone 31 1 Air-Balloon and 1 General moved from Ironhorn to Maragorn 1 Large-Ship and 1 Marines moved from Sea Zone 31 to Sea Zone 26 1 Marines moved from Sea Zone 26 to Maragorn Combat - Crowton Crowton has abandoned Sea Zone 6 to Pirates Battle in Maragorn Crowton attack with 1 Air-Balloon, 1 General and 1 Marines Dwarves defend with 1 Sawmill and 1 Spearmen Crowton roll dice for 1 Air-Balloon, 1 General and 1 Marines in Maragorn, round 2 : 2/3 hits, 1.50 expected hits Dwarves roll dice for 1 Spearmen in Maragorn, round 2 : 0/1 hits, 0.38 expected hits 1 Spearmen owned by the Dwarves lost in Maragorn Crowton win, taking Sea Zone 6 from Elves, taking Maragorn from Dwarves with 1 Air-Balloon, 1 General and 1 Marines remaining. Battle score for attacker is 9 Casualties for Dwarves: 1 Spearmen Battle in Sea Zone 21 Crowton attack with 1 Green-Dragon, 2 Large-Ships, 1 Small-Ship and 1 Water-Dragon Elves defend with 1 Bireme and 2 Triremes Crowton roll dice for 1 Green-Dragon, 2 Large-Ships, 1 Small-Ship and 1 Water-Dragon in Sea Zone 21, round 2 : 4/5 hits, 2.50 expected hits Elves roll dice for 1 Bireme and 2 Triremes in Sea Zone 21, round 2 : 3/3 hits, 2.13 expected hits Units damaged: 1 Water-Dragon owned by the Crowton 1 Bireme owned by the Elves, 2 Triremes owned by the Elves and 1 Small-Ship owned by the Crowton lost in Sea Zone 21 Crowton win, taking Sea Zone 21 from Elves with 1 Green-Dragon, 2 Large-Ships and 1 Water-Dragon remaining. Battle score for attacker is 36 Casualties for Crowton: 1 Small-Ship Casualties for Elves: 1 Bireme and 2 Triremes 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 1 Green-Dragon moved from Sea Zone 21 to Sea Zone 22 Purchase Units - Crowton Crowton buy 1 Monster; Remaining resources: 3 PUs; 4 Food; 5 Wood; 7 Metal; Place Units - Crowton 1 Monster placed in Ironhorn Turn Complete - Crowton Crowton collect 43 PUs; end with 46 PUs Units generate 7 Food; Crowton end with 11 Food Units generate -30 PUs; Crowton end with 16 PUs Units generate 6 Wood; Crowton end with 11 Wood Units generate 6 Metal; Crowton end with 13 Metal
Combat Hit Differential Summary :
Crowton : 2.00 Elves : 0.88 Dwarves : -0.38
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TripleA Turn Summary: Elves round 6
TripleA Turn Summary for game: Dragon War, version: 1.2.3
Game History
Round: 6 Combat Move - Elves 1 Lgt-Cavalry moved from Baldor Castle to Northern Baldoria Elves take Northern Baldoria from Barbarians 1 Lgt-Cavalry moved from Northern Baldoria to Baldor Castle 1 Lgt-Infantry moved from Durlan Ranges to Durlan Steppes 1 Wood-Elves moved from Oorsik Forest to Oorsik Tirith 3 Auxiliariess, 1 General and 2 Wood-Elvess moved from Winterash to Maningscar Elves take Maningscar from Crowton Combat - Elves Non Combat Move - Elves Purchase Units - Elves Elves buy 1 Ballista and 1 Catapult; Remaining resources: 4 PUs; 6 Food; 1 Wood; 1 Metal; Place Units - Elves 1 Ballista and 1 Catapult placed in Athondir Turn Complete - Elves Elves collect 36 PUs; end with 40 PUs Units generate 3 Metal; Elves end with 4 Metal Units generate 6 Food; Elves end with 12 Food Units generate 9 Wood; Elves end with 10 Wood Units generate -15 PUs; Elves end with 25 PUs
Combat Hit Differential Summary :
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Not really sure that the Good guys can do anything at this point to turn it around. That sea dragon is a beast, my fleets got worked hehe
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TripleA Turn Summary: Greenskins round 6
TripleA Turn Summary for game: Dragon War, version: 1.2.3
Game History
Round: 6 Combat Move - Greenskins Some non-combat units are destroyed: 1 Lgt-Cavalry moved from South Western Pontic Desert to East Savanna Greenskins take East Savanna from Elves 1 Rangers moved from Doomed Passage to North Savanna Greenskins take North Savanna from Elves 1 Spearmen moved from Northern Wilds to East Lost Mountains Greenskins take East Lost Mountains from Barbarians 1 Auxiliaries moved from Wetwood to Kallingholt Greenskins take Kallingholt from Murlocs 1 Rangers moved from High Mocrag to Ogreville Greenskins take Ogreville from Ogres 1 Rangers moved from Dathic East to Drake Peninsula Greenskins take Wild Mire from Murlocs Greenskins take Drake Peninsula from Murlocs 1 Auxiliaries moved from Wetshore to Scorpion Coast Greenskins take Scorpion Coast from Murlocs 1 Crow-Swarm moved from Sea Zone 71 to Morassia 1 Crow-Swarm moved from Rackelton to Morassia 1 Crow-Swarm moved from Orcengor to Morassia 1 General and 1 Hvy-Infantry moved from Dusty Heights to Sea Zone 72 2 Auxiliariess moved from Dusty Heights to Sea Zone 72 1 Auxiliaries moved from Orcengor to Sea Zone 72 3 Auxiliariess, 1 General, 1 Hvy-Infantry, 1 Monoreme and 1 Transport-Ship moved from Sea Zone 72 to Sea Zone 66 Greenskins take Sea Zone 66 from Pirates 3 Auxiliariess, 1 General and 1 Hvy-Infantry moved from Sea Zone 66 to Morassia 1 Lgt-Infantry moved from Eastern White Slopes to Sea Zone 69 1 Lgt-Infantry and 1 Monoreme moved from Sea Zone 69 to Sea Zone 66 1 Lgt-Infantry moved from Sea Zone 66 to Morassia 1 Knights moved from Orcengor to Godheim 1 Rangers moved from Orcengor to Godheim Reach 1 Rangers moved from Warg Caves to Orcengor Combat - Greenskins Battle in Morassia Greenskins attack with 3 Auxiliariess, 3 Crow-Swarms, 1 General, 1 Hvy-Infantry and 1 Lgt-Infantry Murlocs defend with 5 Murlocs, 1 Murloc-Village, 1 Sawmill and 1 Young-White-Dragon Greenskins roll dice for 3 Auxiliariess, 3 Crow-Swarms, 1 General, 1 Hvy-Infantry and 1 Lgt-Infantry in Morassia, round 2 : 4/9 hits, 3.50 expected hits Murlocs roll dice for 5 Murlocs and 1 Young-White-Dragon in Morassia, round 2 : 1/6 hits, 1.88 expected hits 4 Murlocs owned by the Murlocs and 1 Auxiliaries owned by the Greenskins lost in Morassia Greenskins roll dice for 2 Auxiliariess, 3 Crow-Swarms, 1 General, 1 Hvy-Infantry and 1 Lgt-Infantry in Morassia, round 3 : 4/8 hits, 3.13 expected hits Murlocs roll dice for 1 Murloc and 1 Young-White-Dragon in Morassia, round 3 : 0/2 hits, 0.88 expected hits 1 Murloc owned by the Murlocs lost in Morassia Some non-combat units are destroyed: Greenskins converts Young-White-Dragon into different units Greenskins win, taking Morassia from Murlocs with 2 Auxiliariess, 3 Crow-Swarms, 1 General, 1 Hvy-Infantry and 1 Lgt-Infantry remaining. Battle score for attacker is 174 Casualties for Greenskins: 1 Auxiliaries Casualties for Murlocs: 5 Murlocs Non Combat Move - Greenskins 2 Crow-Swarms moved from Morassia to Sea Zone 66 Purchase Units - Greenskins Greenskins buy 1 Crow-Swarm, 1 Hvy-Infantry and 10 Woods; Remaining resources: 7 PUs; 0 Food; 4 Wood; 1 Metal; Place Units - Greenskins 1 Crow-Swarm placed in Rackelton 1 Hvy-Infantry placed in Orcengor Turn Complete - Greenskins Greenskins collect 71 PUs; end with 78 PUs Units generate 12 Wood; Greenskins end with 26 Wood Units generate 11 Food; Greenskins end with 11 Food Units generate -15 PUs; Greenskins end with 63 PUs Units generate 6 Metal; Greenskins end with 7 Metal
Combat Hit Differential Summary :
Greenskins : 1.38 Murlocs : -1.75
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@Black_Elk Yeah, its pretty much just red with their dragons left for the good side at this point. Both the elves and dwarves are pretty weak with no fleet now. I also just snagged the last dragon so that evil has 1, 3, 4, and 5. Green also has a massive income now and should be able to buy 4-5 units per turn moving forward.