Dragon War 1.2.4 Black_Elk (Evil) vs redrum (Good)



  • TripleA Turn Summary: Undead round 6

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 6
    
        Combat Move - Undead
            1 Zombies moved from Plagued Fields to Dreadpass
            1 Trireme moved from Sea Zone 49 to Sea Zone 51
            1 Bowmen moved from Necroloft to Sea Zone 51
            1 Bowmen moved from Sea Zone 51 to Haunted Moorland
            1 Spearmen moved from Great Combe to North Witching Mountains
            1 General and 1 Hvy-Cavalry moved from East Witching Mountains to South Witching Mountains
            1 Auxiliaries and 1 Hvy-Infantry moved from East Witching Mountains to North Witching Mountains
            1 Auxiliaries and 1 Lgt-Infantry moved from The Witching Mountains to South Witching Mountains
            1 Lgt-Infantry and 1 Zombies moved from The Hinderlands to Hinderland Settlement
    
        Combat - Undead
            Battle in Hinderland Settlement
                Undead attack with 1 Lgt-Infantry and 1 Zombies
                Ogres defend with 1 Ogre, 1 Ogre-Village and 1 Sheep
                    Undead roll dice for 1 Lgt-Infantry and 1 Zombies in Hinderland Settlement, round 2 : 0/2 hits, 0.38 expected hits
                    Ogres roll dice for 1 Ogre in Hinderland Settlement, round 2 : 0/1 hits, 0.38 expected hits
                    Undead roll dice for 1 Lgt-Infantry and 1 Zombies in Hinderland Settlement, round 3 : 0/2 hits, 0.38 expected hits
                    Ogres roll dice for 1 Ogre in Hinderland Settlement, round 3 : 0/1 hits, 0.38 expected hits
                    Undead roll dice for 1 Lgt-Infantry and 1 Zombies in Hinderland Settlement, round 4 : 0/2 hits, 0.38 expected hits
                    Ogres roll dice for 1 Ogre in Hinderland Settlement, round 4 : 0/1 hits, 0.38 expected hits
                    Undead roll dice for 1 Lgt-Infantry and 1 Zombies in Hinderland Settlement, round 5 : 0/2 hits, 0.38 expected hits
                    Ogres roll dice for 1 Ogre in Hinderland Settlement, round 5 : 0/1 hits, 0.38 expected hits
                    Undead roll dice for 1 Lgt-Infantry and 1 Zombies in Hinderland Settlement, round 6 : 0/2 hits, 0.38 expected hits
                    Ogres roll dice for 1 Ogre in Hinderland Settlement, round 6 : 0/1 hits, 0.38 expected hits
                Ogres and Undead reach a stalemate
            Battle in South Witching Mountains
                Undead attack with 1 Auxiliaries, 1 General, 1 Hvy-Cavalry and 1 Lgt-Infantry
                Murlocs defend with 1 Mine and 1 Murloc
                    Undead roll dice for 1 Auxiliaries, 1 General, 1 Hvy-Cavalry and 1 Lgt-Infantry in South Witching Mountains, round 2 : 2/4 hits, 2.25 expected hits
                    Murlocs roll dice for 1 Murloc in South Witching Mountains, round 2 : 0/1 hits, 0.25 expected hits
                    1 Murloc owned by the Murlocs lost in South Witching Mountains
                Undead win, taking South Witching Mountains from Murlocs with 1 Auxiliaries, 1 General, 1 Hvy-Cavalry and 1 Lgt-Infantry remaining. Battle score for attacker is 7
                Casualties for Murlocs: 1 Murloc
    
        Non Combat Move - Undead
    
        Purchase Units - Undead
            Undead buy 5 Foods and 1 Giant-Bat; Remaining resources: 1 PUs; 0 Food; 5 Wood; 1 Metal; 
    
        Place Units - Undead
            1 Giant-Bat placed in Necroloft
    
        Turn Complete - Undead
            Trigger Auxiliaries in Necroloft: Undead has 1 Auxiliaries placed in Necroloft
            Undead collect 34 PUs; end with 35 PUs
            Units generate 6 Wood; Undead end with 11 Wood
            Units generate 4 Food; Undead end with 9 Food
            Units generate 6 Metal; Undead end with 7 Metal
            Units generate -15 PUs; Undead end with 20 PUs
            Undead creates 1 Zombies in Plagued Fields
    

    Combat Hit Differential Summary :

    Ogres : -1.88
    Undead : -2.13
    Murlocs : -0.25
    

    Savegame


  • Admin

    TripleA Turn Summary: Lionia round 6

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 6
    
        Combat Move - Lionia
            1 unit repaired.
            1 Red-Dragon moved from Sea Zone 47 to Sea Zone 51
            1 Large-Ship moved from Sea Zone 56 to Sea Zone 58
            1 Air-Balloon moved from Lionport to Sea Zone 58
            1 Lgt-Infantry moved from Wolfendale to Grand Peaks
                  Lionia take Grand Peaks from Kobolds
            1 General moved from Orangerock Mountains to Southern Illyria
            1 Crusaders and 1 Lgt-Infantry moved from Gate of Illyria to Southern Illyria
            1 Spearmen moved from Greenshore to Wilderpoint
                  Lionia take Wilderpoint from Barbarians
    
        Combat - Lionia
            Lionia has abandoned Sea Zone 19 to Crowton
            Battle in Southern Illyria
                Lionia attack with 1 Crusaders, 1 General and 1 Lgt-Infantry
                Barbarians defend with 1 Barbarian
                    Lionia roll dice for 1 Crusaders, 1 General and 1 Lgt-Infantry in Southern Illyria, round 2 : 2/3 hits, 1.50 expected hits
                    Barbarians roll dice for 1 Barbarian in Southern Illyria, round 2 : 1/1 hits, 0.25 expected hits
                1 Lgt-Infantry owned by the Lionia and 1 Barbarian owned by the Barbarians lost in Southern Illyria
                Lionia win, taking Sea Zone 19 from Pirates, taking Southern Illyria from Barbarians with 1 Crusaders and 1 General remaining. Battle score for attacker is 0
                Casualties for Lionia: 1 Lgt-Infantry
                Casualties for Barbarians: 1 Barbarian
            Battle in Sea Zone 51
                Lionia attack with 1 Red-Dragon
                Undead defend with 1 Trireme
                    Lionia roll dice for 1 Red-Dragon in Sea Zone 51, round 2 : 0/1 hits, 0.50 expected hits
                    Undead roll dice for 1 Trireme in Sea Zone 51, round 2 : 1/1 hits, 0.75 expected hits
                Units damaged: 1 Red-Dragon owned by the Lionia
                    Lionia roll dice for 1 Red-Dragon in Sea Zone 51, round 3 : 0/1 hits, 0.50 expected hits
                    Undead roll dice for 1 Trireme in Sea Zone 51, round 3 : 1/1 hits, 0.75 expected hits
                Units damaged: 1 Red-Dragon owned by the Lionia
                    Lionia roll dice for 1 Red-Dragon in Sea Zone 51, round 4 : 0/1 hits, 0.50 expected hits
                    Undead roll dice for 1 Trireme in Sea Zone 51, round 4 : 1/1 hits, 0.75 expected hits
                Units damaged: 1 Red-Dragon owned by the Lionia
                    Lionia roll dice for 1 Red-Dragon in Sea Zone 51, round 5 : 1/1 hits, 0.50 expected hits
                    Undead roll dice for 1 Trireme in Sea Zone 51, round 5 : 1/1 hits, 0.75 expected hits
                Units damaged: 1 Red-Dragon owned by the Lionia
                    1 Trireme owned by the Undead lost in Sea Zone 51
                Lionia win with 1 Red-Dragon remaining. Battle score for attacker is 16
                Casualties for Undead: 1 Trireme
            Battle in Sea Zone 58
                Lionia attack with 1 Air-Balloon and 1 Large-Ship
                Pirates defend with 3 Pirates and 1 Pirate-Ship
                    Lionia roll dice for 1 Air-Balloon and 1 Large-Ship in Sea Zone 58, round 2 : 1/2 hits, 0.63 expected hits
                    Pirates roll dice for 1 Pirate-Ship in Sea Zone 58, round 2 : 0/1 hits, 0.50 expected hits
                    3 Pirates owned by the Pirates and 1 Pirate-Ship owned by the Pirates lost in Sea Zone 58
                Lionia win, taking Sea Zone 58 from Pirates with 1 Air-Balloon and 1 Large-Ship remaining. Battle score for attacker is 35
                Casualties for Pirates: 3 Pirates and 1 Pirate-Ship
    
        Non Combat Move - Lionia
            1 Auxiliaries moved from Lionian Outback to Orangerock Mountains
            1 Lgt-Cavalry moved from Gate of Illyria to Orangerock Mountains
            1 Knights moved from Lionport to Orangerock Mountains
            3 Auxiliariess moved from Lionport to Lionian Outback
            1 Auxiliaries moved from Lionport to Freegrass
    
        Purchase Units - Lionia
            Lionia buy 1 Hvy-Cavalry and 1 Knights; Remaining resources: 4 PUs; 5 Food; 3 Wood; 2 Metal; 
    
        Place Units - Lionia
            1 Hvy-Cavalry and 1 Knights placed in Lionport
    
        Turn Complete - Lionia
            Trigger Auxiliaries in Lionport: Lionia has 1 Auxiliaries placed in Lionport
            Trigger Crusaders in Jade Mountains: Lionia has 1 Crusaders placed in Jade Mountains
            Lionia collect 42 PUs; end with 46 PUs
            Units generate 6 Metal; Lionia end with 8 Metal
            Units generate 6 Food; Lionia end with 11 Food
            Units generate -15 PUs; Lionia end with 31 PUs
            Units generate 3 Wood; Lionia end with 6 Wood
    

    Combat Hit Differential Summary :

    Undead : 1.00
    Lionia : -0.13
    Pirates : -0.50
    Barbarians : 0.75
    

    Savegame


  • Admin

    TripleA Turn Summary: Dwarves round 6

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 6
    
        Combat Move - Dwarves
                Dwarves captures one of Murlocs capitals
                Some non-combat units are destroyed: 
                Some non-combat units are destroyed: 
            1 Lgt-Cavalry moved from Mebach to Dathiwatch
                  Dwarves take Dathic Hollows from Murlocs
                  Dwarves take Dathiwatch from Murlocs
            1 Lgt-Infantry moved from Dragonback Island to Sea Zone 23
            1 Lgt-Infantry and 1 Monoreme moved from Sea Zone 23 to Sea Zone 19
            1 Lgt-Infantry moved from Sea Zone 19 to Glassville
            1 Auxiliaries moved from Faranwall to Mithrildon
                  Dwarves take Mithrildon from Crowton
            1 Auxiliaries moved from Ironhorn to Sea Zone 31
            1 Auxiliaries, 1 Monoreme and 1 Water-Dragon moved from Sea Zone 31 to Sea Zone 28
            1 Auxiliaries moved from Sea Zone 28 to Fruity Lagoon
                  Dwarves take Fruity Lagoon from Pirates
            1 General moved from Faranwall to West Parnesis Desert
                  Dwarves take West Parnesis Desert from Kobolds
            1 Gnomes moved from Dathic Coast to Dathic Hollows
            1 Gnomes moved from Gnomen Lowland to Dol Ulum
            1 Gnomes moved from Grimholt to Lost Furlongs
            1 Small-Ship moved from Sea Zone 37 to Sea Zone 36
            1 Halflings moved from Halfling Meadows to Sea Zone 36
            1 Halflings moved from Sea Zone 36 to Duskwick
                  Dwarves take Duskwick from Barbarians
            3 Auxiliariess moved from East Parnesis Desert to Faranwall
            1 Spearmen moved from East Parnesis Desert to Faranwall
            1 Lgt-Infantry moved from East Parnesis Desert to Faranwall
            1 Marines moved from East Parnesis Desert to Faranwall
            1 Marines moved from Ironhorn to East Parnesis Desert
            3 Halflingss moved from Ironhorn to East Parnesis Desert
            1 General moved from West Parnesis Desert to East Parnesis Desert
    
        Combat - Dwarves
            Battle in Sea Zone 19
                Dwarves attack with 1 Monoreme
                Crowton defend with 1 Small-Ship
                    Dwarves roll dice for 1 Monoreme in Sea Zone 19, round 2 : 1/1 hits, 0.63 expected hits
                    Crowton roll dice for 1 Small-Ship in Sea Zone 19, round 2 : 0/1 hits, 0.38 expected hits
                1 Small-Ship owned by the Crowton lost in Sea Zone 19
                Dwarves win, taking Sea Zone 19 from Crowton with 1 Monoreme remaining. Battle score for attacker is 9
                Casualties for Crowton: 1 Small-Ship
            Battle in Glassville
                Dwarves attack with 1 Lgt-Infantry
                Crowton defend with 1 Marines and 1 Village
                    Dwarves roll dice for 1 Lgt-Infantry in Glassville, round 2 : 0/1 hits, 0.25 expected hits
                    Crowton roll dice for 1 Marines in Glassville, round 2 : 1/1 hits, 0.13 expected hits
                1 Lgt-Infantry owned by the Dwarves lost in Glassville
                Crowton win with 1 Marines remaining. Battle score for attacker is -9
                Casualties for Dwarves: 1 Lgt-Infantry
    
        Non Combat Move - Dwarves
    
        Purchase Units - Dwarves
            Dwarves buy 1 Knights and 1 Small-Ship; Remaining resources: 6 PUs; 7 Food; 0 Wood; 6 Metal; 
    
        Place Units - Dwarves
            1 Small-Ship placed in Sea Zone 28
            1 Knights placed in Dol Ulum
    
        Turn Complete - Dwarves
            Trigger Halflings in Halfling Meadows: Dwarves has 1 Halflings placed in Halfling Meadows
            Trigger Auxiliaries in Ironhorn: Dwarves has 1 Auxiliaries placed in Ironhorn
            Trigger Gnomes in Gnomen Lowland: Dwarves has 1 Gnomes placed in Gnomen Lowland
            Dwarves collect 50 PUs; end with 56 PUs
            Units generate 7 Food; Dwarves end with 14 Food
            Units generate 9 Wood; Dwarves end with 9 Wood
            Units generate -15 PUs; Dwarves end with 41 PUs
            Units generate 6 Metal; Dwarves end with 12 Metal
    

    Combat Hit Differential Summary :

    Crowton : 0.50
    Dwarves : 0.13
    

    Savegame


  • Admin

    TripleA Turn Summary: Elves round 6

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 6
    
        Combat Move - Elves
            1 Lgt-Infantry moved from Rimdell to Rimdell Inlands
                  Elves take Rimdell Inlands from Murlocs
            1 Spearmen moved from Mount Myrin to East Savanna
            1 Lgt-Cavalry moved from The Outlands to Doomed Bridge
                  Elves take Doomed Bridge from Gnolls
            1 Bireme moved from Sea Zone 5 to Sea Zone 6
            1 Auxiliaries moved from Oorsik Forest to Sea Zone 6
            1 Auxiliaries and 1 Bireme moved from Sea Zone 6 to Sea Zone 5
            1 Auxiliaries moved from Sea Zone 5 to Rimdell
            1 Auxiliaries moved from Athondir to Sea Zone 8
            1 Wood-Elves moved from Oorsik Forest to Sea Zone 8
            1 Auxiliaries, 1 Transport-Ship and 1 Wood-Elves moved from Sea Zone 8 to Sea Zone 6
            1 Wood-Elves moved from Oorsik Hills to South Savanna
                  Elves take South Savanna from Kobolds
            1 Wood-Elves moved from Oorsik Tirith to Oorsik Hills
            1 Auxiliaries and 1 Wood-Elves moved from Sea Zone 6 to Oorsik Hills
            2 Lgt-Infantrys moved from North Durlan Hills to The Outlands
            1 Crossbowmen moved from Volodar Point to North Durlan Hills
            1 Auxiliaries moved from Durlan Ranges to The Outlands
            1 General moved from West Savanna to South Savanna
            1 Auxiliaries moved from Durlan Steppes to West Savanna
    
        Combat - Elves
    
        Non Combat Move - Elves
    
        Purchase Units - Elves
            Elves buy 1 Bireme and 1 Transport-Ship; Remaining resources: 0 PUs; 16 Food; 1 Wood; 7 Metal; 
    
        Place Units - Elves
            1 Bireme and 1 Transport-Ship placed in Sea Zone 8
    
        Turn Complete - Elves
            Trigger Wood-Elves in Oorsik Forest: Elves has 1 Wood-Elves placed in Oorsik Forest
            Trigger Auxiliaries in Athondir: Elves has 1 Auxiliaries placed in Athondir
            Elves collect 37 PUs; end with 37 PUs
            Units generate 6 Metal; Elves end with 13 Metal
            Units generate 7 Food; Elves end with 23 Food
            Units generate 9 Wood; Elves end with 10 Wood
            Units generate -15 PUs; Elves end with 22 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • Admin

    There is no doubt that the AI does not recognize the vulnerability of the capturable young dragons. AI probably thinks that they can handle themselves solo, not knowing that they will not fight without their masters.

    Can the AI be programmed to learn this?

    I think that the next update will implement a more random and triggerbased placement of the young water dragon. Right now it is the only "fixed" auto placement of dragons happening during play.


  • Admin

    @Frostion The issue is actually with the battle calc which the AI uses. The battle calc is showing the defender winning if they have just a young dragon left so the AI essentially thinks that's a win and it defends the territory. But yeah, I'm going to try to fix that and do some testing.

    For placements, you really need to consider not just the you water dragon. The biggest problem with our current game was the placement of the red and blue dragons in places that they were immediately captured. If they had both gone to the same side then the game would have been essentially over. I think you need to move towards having units placed with them or make them spawn always in the same place which is far enough inland that it couldn't be immediately captured.

    The good news is just about all the other changes are playing pretty well especially reduced movement and weakened dragons.



  • TripleA Turn Summary: Crowton round 7

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 7
    
        Combat Move - Crowton
            1 unit repaired.
            1 Hvy-Cavalry moved from Baldor Castle to Northern Baldoria
                  Crowton take Northern Baldoria from Barbarians
            1 Hvy-Cavalry moved from Northern Baldoria to Southern Baldoria
                  Crowton take Southern Baldoria from Barbarians
            2 Large-Ships moved from Sea Zone 34 to Sea Zone 35
            1 Blue-Dragon moved from Bahars Landing to Sea Zone 26
            1 Auxiliaries, 1 General, 1 Hvy-Cavalry and 1 Lgt-Infantry moved from Bahars Landing to Sea Zone 35
            1 Auxiliaries, 1 General, 1 Hvy-Cavalry, 2 Large-Ships and 1 Lgt-Infantry moved from Sea Zone 35 to Sea Zone 26
            1 Auxiliaries, 1 General, 1 Hvy-Cavalry and 1 Lgt-Infantry moved from Sea Zone 26 to Garwald
                  Crowton take Garwald from Dwarves
            1 Lgt-Cavalry moved from Fromont to Stormwood
            1 Lgt-Infantry moved from Sealonia to Fromont
            1 Marines moved from Glassville to Iceburn
    
        Combat - Crowton
    
        Non Combat Move - Crowton
    
        Purchase Units - Crowton
            Crowton buy 1 Small-Ship and 1 Spearmen; Remaining resources: 0 PUs; 2 Food; 8 Wood; 0 Metal; 
    
        Place Units - Crowton
            1 Small-Ship placed in Sea Zone 26
            1 Spearmen placed in Stormwood
    
        Turn Complete - Crowton
            Trigger Auxiliaries in Stormwood: Crowton has 1 Auxiliaries placed in Stormwood
            Crowton collect 34 PUs; end with 34 PUs
            Units generate 9 Wood; Crowton end with 17 Wood
            Units generate 6 Food; Crowton end with 8 Food
            Units generate -15 PUs; Crowton end with 19 PUs
            Units generate 3 Metal; Crowton end with 3 Metal
    

    Combat Hit Differential Summary :

    Savegame



  • TripleA Turn Summary: Greenskins round 7

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 7
    
        Combat Move - Greenskins
            1 Auxiliaries moved from Dusty Heights to Badlands
                  Greenskins take Badlands from Gnolls
            1 Auxiliaries moved from Dusty Mountains to Dusty Heights
            1 Auxiliaries moved from Dathic South to Dathic East
                  Greenskins take Dathic East from Murlocs
            1 Brown-Dragon and 1 General moved from Dathic South to Dathic East
            1 Monster moved from Dathic South to Dathic East
            1 Brown-Dragon moved from Dathic East to Silverdeep
            1 Bowmen, 2 Rangerss and 1 White-Dragon moved from Bahar Longcliff to Silverdeep
            1 Auxiliaries and 1 Bowmen moved from Orcengor to Dusty Mountains
            1 Monoreme moved from Sea Zone 71 to Sea Zone 69
            1 Rangers moved from Warg Caves to Sea Zone 69
            1 Monoreme and 1 Rangers moved from Sea Zone 69 to Sea Zone 71
            1 Rangers moved from Southern Pontic Desert to Kallingdor
            1 Rangers moved from Sea Zone 71 to Kallingdor
            1 Rangers moved from Southern Pontic Desert to Kallingdor
            1 Lgt-Cavalry moved from Ponticor to Western Pontic Desert
                  Greenskins take Western Pontic Desert from Gnolls
            1 Lgt-Cavalry moved from Western Pontic Desert to Pontic Desert
            1 Hvy-Infantry moved from Ponticor to Pontic Desert
    
        Combat - Greenskins
            Battle in Kallingdor
                Greenskins attack with 3 Rangerss
                Barbarians defend with 2 Barbarians, 1 Barbarian-Village and 1 Cattle
                    Greenskins roll dice for 3 Rangerss in Kallingdor, round 2 : 0/3 hits, 0.75 expected hits
                    Barbarians roll dice for 2 Barbarians in Kallingdor, round 2 : 1/2 hits, 0.75 expected hits
                    1 Rangers owned by the Greenskins lost in Kallingdor
                    Greenskins roll dice for 2 Rangerss in Kallingdor, round 3 : 1/2 hits, 0.50 expected hits
                    Barbarians roll dice for 2 Barbarians in Kallingdor, round 3 : 0/2 hits, 0.75 expected hits
                    1 Barbarian owned by the Barbarians lost in Kallingdor
                    Greenskins roll dice for 2 Rangerss in Kallingdor, round 4 : 1/2 hits, 0.50 expected hits
                    Barbarians roll dice for 1 Barbarian in Kallingdor, round 4 : 1/1 hits, 0.38 expected hits
                    1 Rangers owned by the Greenskins and 1 Barbarian owned by the Barbarians lost in Kallingdor
                Greenskins captures one of Barbarians capitals
                Some non-combat units are destroyed: 
                Greenskins win, taking Kallingdor from Barbarians with 1 Rangers remaining. Battle score for attacker is -10
                Casualties for Greenskins: 2 Rangerss
                Casualties for Barbarians: 2 Barbarians
            Battle in Pontic Desert
                Greenskins attack with 1 Hvy-Infantry and 1 Lgt-Cavalry
                Gnolls defend with 1 Gnoll
                    Greenskins roll dice for 1 Hvy-Infantry and 1 Lgt-Cavalry in Pontic Desert, round 2 : 0/2 hits, 0.88 expected hits
                    Gnolls roll dice for 1 Gnoll in Pontic Desert, round 2 : 1/1 hits, 0.38 expected hits
                1 Hvy-Infantry owned by the Greenskins lost in Pontic Desert
                    Greenskins roll dice for 1 Lgt-Cavalry in Pontic Desert, round 3 : 1/1 hits, 0.38 expected hits
                    Gnolls roll dice for 1 Gnoll in Pontic Desert, round 3 : 1/1 hits, 0.38 expected hits
                    1 Gnoll owned by the Gnolls and 1 Lgt-Cavalry owned by the Greenskins lost in Pontic Desert
                Gnolls win with no units remaining. Battle score for attacker is -10
                Casualties for Greenskins: 1 Hvy-Infantry and 1 Lgt-Cavalry
                Casualties for Gnolls: 1 Gnoll
            Battle in Silverdeep
                Greenskins attack with 1 Bowmen, 1 Brown-Dragon, 2 Rangerss and 1 White-Dragon
                Ogres defend with 1 Castle, 1 Mine, 1 Ogre and 1 Ogre-Village
                    Greenskins roll dice for 1 Bowmen, 1 Brown-Dragon, 2 Rangerss and 1 White-Dragon in Silverdeep, round 2 : 1/5 hits, 2.13 expected hits
                    Ogres roll dice for 1 Castle and 1 Ogre in Silverdeep, round 2 : 0/1 hits, 0.50 expected hits
                    1 Ogre owned by the Ogres lost in Silverdeep
                Greenskins captures one of Ogres capitals
                Some non-combat units are destroyed: 
                Greenskins win, taking Silverdeep from Ogres with 1 Bowmen, 1 Brown-Dragon, 2 Rangerss and 1 White-Dragon remaining. Battle score for attacker is 10
                Casualties for Ogres: 1 Ogre
    
        Non Combat Move - Greenskins
    
        Purchase Units - Greenskins
            Greenskins buy 1 Knights and 1 Lgt-Cavalry; Remaining resources: 0 PUs; 4 Food; 8 Wood; 1 Metal; 
    
        Place Units - Greenskins
            1 Knights placed in Surigard
            1 Lgt-Cavalry placed in Orcengor
    
        Turn Complete - Greenskins
            Trigger Rangers in Warg Caves: Greenskins has 1 Rangers placed in Warg Caves
            Trigger Auxiliaries in Orcengor: Greenskins has 1 Auxiliaries placed in Orcengor
            Greenskins collect 45 PUs; end with 45 PUs
            Units generate 10 Food; Greenskins end with 14 Food
            Units generate 6 Wood; Greenskins end with 14 Wood
            Units generate 9 Metal; Greenskins end with 10 Metal
            Units generate -15 PUs; Greenskins end with 30 PUs
    

    Combat Hit Differential Summary :

    Gnolls : 1.25
    Ogres : -0.50
    Greenskins : -1.13
    Barbarians : 0.13
    

    Savegame



  • TripleA Turn Summary: Undead round 7

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 7
    
        Combat Move - Undead
            1 Giant-Bat moved from Necroloft to Lifeless Barrens
            1 Zombies moved from Dreadpass to Lifeless Barrens
            1 Bowmen moved from Haunted Moorland to Lifeless Barrens
            1 Hvy-Cavalry moved from South Witching Mountains to Hellbrook
                  Undead take Hells Crossing from Murlocs
            1 Auxiliaries, 1 General and 1 Lgt-Infantry moved from South Witching Mountains to Cape Despair
            1 Auxiliaries, 1 Hvy-Infantry and 1 Spearmen moved from North Witching Mountains to West Witching Mountains
            1 Auxiliaries moved from Necroloft to Forsaken Mountains
            1 Zombies moved from Plagued Fields to Dreadpass
    
        Combat - Undead
            Battle in Hellbrook
                Undead attack with 1 Hvy-Cavalry
                Murlocs defend with 1 Murloc and 1 Murloc-Village
                    Undead roll dice for 1 Hvy-Cavalry in Hellbrook, round 2 : 0/1 hits, 0.38 expected hits
                    Murlocs roll dice for 1 Murloc in Hellbrook, round 2 : 1/1 hits, 0.25 expected hits
                1 Hvy-Cavalry owned by the Undead lost in Hellbrook
                Murlocs win with 1 Murloc remaining. Battle score for attacker is -10
                Casualties for Undead: 1 Hvy-Cavalry
            Battle in Lifeless Barrens
                Undead attack with 1 Bowmen, 1 Giant-Bat and 1 Zombies
                Barbarians defend with 1 Barbarian
                    Undead roll dice for 1 Bowmen, 1 Giant-Bat and 1 Zombies in Lifeless Barrens, round 2 : 0/3 hits, 1.00 expected hits
                    Barbarians roll dice for 1 Barbarian in Lifeless Barrens, round 2 : 0/1 hits, 0.38 expected hits
                    Undead roll dice for 1 Bowmen, 1 Giant-Bat and 1 Zombies in Lifeless Barrens, round 3 : 0/3 hits, 1.00 expected hits
                    Barbarians roll dice for 1 Barbarian in Lifeless Barrens, round 3 : 0/1 hits, 0.38 expected hits
                    Undead roll dice for 1 Bowmen, 1 Giant-Bat and 1 Zombies in Lifeless Barrens, round 4 : 2/3 hits, 1.00 expected hits
                    Barbarians roll dice for 1 Barbarian in Lifeless Barrens, round 4 : 1/1 hits, 0.38 expected hits
                    1 Zombies owned by the Undead and 1 Barbarian owned by the Barbarians lost in Lifeless Barrens
                Undead win, taking Lifeless Barrens from Barbarians with 1 Bowmen and 1 Giant-Bat remaining. Battle score for attacker is 2
                Casualties for Undead: 1 Zombies
                Casualties for Barbarians: 1 Barbarian
            Battle in Cape Despair
                Undead attack with 1 Auxiliaries, 1 General and 1 Lgt-Infantry
                Murlocs defend with 1 Murloc
                    Undead roll dice for 1 Auxiliaries, 1 General and 1 Lgt-Infantry in Cape Despair, round 2 : 0/3 hits, 1.50 expected hits
                    Murlocs roll dice for 1 Murloc in Cape Despair, round 2 : 1/1 hits, 0.25 expected hits
                    1 Auxiliaries owned by the Undead lost in Cape Despair
                    Undead roll dice for 1 General and 1 Lgt-Infantry in Cape Despair, round 3 : 1/2 hits, 1.13 expected hits
                    Murlocs roll dice for 1 Murloc in Cape Despair, round 3 : 1/1 hits, 0.25 expected hits
                1 Lgt-Infantry owned by the Undead and 1 Murloc owned by the Murlocs lost in Cape Despair
                Undead win, taking Cape Despair from Murlocs with 1 General remaining. Battle score for attacker is -9
                Casualties for Undead: 1 Auxiliaries and 1 Lgt-Infantry
                Casualties for Murlocs: 1 Murloc
            Battle in West Witching Mountains
                Undead attack with 1 Auxiliaries, 1 Hvy-Infantry and 1 Spearmen
                Gnolls defend with 1 Gnoll
                    Undead roll dice for 1 Auxiliaries, 1 Hvy-Infantry and 1 Spearmen in West Witching Mountains, round 2 : 1/3 hits, 1.13 expected hits
                    Gnolls roll dice for 1 Gnoll in West Witching Mountains, round 2 : 0/1 hits, 0.50 expected hits
                    1 Gnoll owned by the Gnolls lost in West Witching Mountains
                Undead win, taking West Witching Mountains from Gnolls with 1 Auxiliaries, 1 Hvy-Infantry and 1 Spearmen remaining. Battle score for attacker is 9
                Casualties for Gnolls: 1 Gnoll
    
        Non Combat Move - Undead
    
        Purchase Units - Undead
            Undead buy 1 Hvy-Cavalry and 1 Spearmen; Remaining resources: 1 PUs; 1 Food; 7 Wood; 0 Metal; 
    
        Place Units - Undead
            1 Hvy-Cavalry and 1 Spearmen placed in Necroloft
    
        Turn Complete - Undead
            Undead collect 38 PUs; end with 39 PUs
            Units generate 6 Wood; Undead end with 13 Wood
            Units generate 4 Food; Undead end with 5 Food
            Units generate 6 Metal; Undead end with 6 Metal
            Units generate -15 PUs; Undead end with 24 PUs
            Undead creates 1 Zombies in Plagued Fields
    

    Combat Hit Differential Summary :

    Gnolls : -0.50
    Undead : -3.13
    Murlocs : 2.25
    Barbarians : -0.13
    

    Savegame



  • Quick note on map connections. It looks as if there is a river separating Northern Baldoria from Southern Baldoria, but I was able to blitz from one to the other with a cavalry unit.

    Got a little naval standoff here going between the Crows and the Dwarves, hopefully I put enough heat with my fleet to keep it alive. Don't want to see another undead situation lol. That red dragon is causing them all kinds of headaches


  • Admin

    @Black_Elk Yeah, I'm pretty sure North and South Baldoria aren't supposed to be connected. @Frostion You probably want to take a look at that.


  • Admin

    TripleA Turn Summary: Lionia round 7

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 7
    
        Combat Move - Lionia
            1 unit repaired.
            1 Lgt-Infantry moved from Grand Peaks to Scavendeep
                  Lionia take Scavendeep from Kobolds
            3 Crusaderss and 1 Hvy-Infantry moved from Jade Mountains to Cape Despair
            1 Knights and 1 Lgt-Cavalry moved from Orangerock Mountains to Crystal Strand
            1 General moved from Southern Illyria to Crystal Strand
            1 Auxiliaries moved from Orangerock Mountains to Crystal Strand
            1 Large-Ship moved from Sea Zone 58 to Sea Zone 59
            1 Marines moved from Broken Peninsula to Sea Zone 59
            1 Auxiliaries moved from Lionport to Sea Zone 59
            1 Auxiliaries, 1 Large-Ship and 1 Marines moved from Sea Zone 59 to Sea Zone 65
                  Lionia take Sea Zone 64 from Pirates
                  Lionia take Sea Zone 65 from Pirates
            1 Auxiliaries and 1 Marines moved from Sea Zone 65 to Crab Island
    
        Combat - Lionia
            Lionia creates battle in territory Sea Zone 51
            Battle in Crab Island
            Battle in Cape Despair
                Lionia attack with 3 Crusaderss and 1 Hvy-Infantry
                Undead defend with 1 General
                    Lionia roll dice for 3 Crusaderss and 1 Hvy-Infantry in Cape Despair, round 2 : 2/4 hits, 2.00 expected hits
                    Undead roll dice for 1 General in Cape Despair, round 2 : 0/1 hits, 0.63 expected hits
                    1 General owned by the Undead lost in Cape Despair
                Lionia win, taking Crab Island from Pirates, taking Cape Despair from Undead with 3 Crusaderss and 1 Hvy-Infantry remaining. Battle score for attacker is 20
                Casualties for Undead: 1 General
            Battle in Crystal Strand
                Lionia attack with 1 Auxiliaries, 1 General, 1 Knights and 1 Lgt-Cavalry
                Gnolls defend with 1 Cattle and 1 Gnoll
                    Lionia roll dice for 1 Auxiliaries, 1 General, 1 Knights and 1 Lgt-Cavalry in Crystal Strand, round 2 : 1/4 hits, 2.25 expected hits
                    Gnolls roll dice for 1 Gnoll in Crystal Strand, round 2 : 0/1 hits, 0.38 expected hits
                    1 Gnoll owned by the Gnolls lost in Crystal Strand
                Lionia win, taking Crystal Strand from Gnolls with 1 Auxiliaries, 1 General, 1 Knights and 1 Lgt-Cavalry remaining. Battle score for attacker is 9
                Casualties for Gnolls: 1 Gnoll
    
        Non Combat Move - Lionia
            3 Auxiliariess moved from Lionian Outback to Orangerock Mountains
            1 Crusaders moved from Southern Illyria to Orangerock Mountains
            1 Hvy-Cavalry and 1 Knights moved from Lionport to Orangerock Mountains
            1 Auxiliaries moved from Freegrass to Lion Heights
            1 Spearmen moved from Wilderpoint to Greenshore
            1 Air-Balloon moved from Sea Zone 58 to Sea Zone 65
            1 Red-Dragon moved from Sea Zone 51 to Sea Zone 46
    
        Purchase Units - Lionia
            Lionia buy 1 Hvy-Cavalry, 1 Small-Ship and 5 Woods; Remaining resources: 2 PUs; 5 Food; 0 Wood; 1 Metal; 
    
        Place Units - Lionia
            1 Small-Ship placed in Sea Zone 56
            1 Hvy-Cavalry placed in Lionport
    
        Turn Complete - Lionia
            Trigger Auxiliaries in Lionport: Lionia has 1 Auxiliaries placed in Lionport
            Trigger Crusaders in Jade Mountains: Lionia has 1 Crusaders placed in Jade Mountains
            Lionia collect 47 PUs; end with 49 PUs
            Units generate 9 Metal; Lionia end with 10 Metal
            Units generate 8 Food; Lionia end with 13 Food
            Units generate -15 PUs; Lionia end with 34 PUs
            Units generate 3 Wood; Lionia end with 8 Wood
    

    Combat Hit Differential Summary :

    Gnolls : -0.38
    Undead : -0.63
    Lionia : -1.25
    

    Savegame


  • Admin

    TripleA Turn Summary: Dwarves round 7

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 7
    
        Combat Move - Dwarves
            Trigger Dwarven fishing in Sea Zone 19: Dwarves has 1 Whales placed in Sea Zone 19
            1 Gnomes moved from Lost Furlongs to Wild Arids
                  Dwarves take Wild Arids from Barbarians
            1 Halflings moved from Duskwick to Troll Mountains
                  Dwarves take Troll Mountains from Barbarians
            1 Gnomes moved from Dathic Hollows to Westerfoss
                  Dwarves take Westerfoss from Ogres
            1 Lgt-Cavalry moved from Dathiwatch to Dathic North
                  Dwarves take Dathic North from Murlocs
            1 Lgt-Cavalry moved from Dathic North to Dathiwatch
            1 Auxiliaries moved from Mithrildon to Maragorn
                  Dwarves take Maragorn from Crowton
            1 Halflings moved from Halfling Meadows to Sea Zone 36
            1 Gnomes moved from Gnomen Lowland to Dol Ulum
            1 Halflings and 1 Small-Ship moved from Sea Zone 36 to Sea Zone 28
            1 Halflings moved from Sea Zone 28 to Safe Haven
            1 Auxiliaries moved from Fruity Lagoon to Sea Zone 28
            1 Auxiliaries moved from Faranwall to Mithrildon
            1 Auxiliaries moved from Faranwall to West Parnesis Desert
            1 Gnomes moved from Dol Ulum to Mount Thoril
            3 Halflingss moved from East Parnesis Desert to Faranwall
            1 Marines moved from Faranwall to East Parnesis Desert
            1 Auxiliaries moved from Ironhorn to East Parnesis Desert
            1 Auxiliaries moved from Sea Zone 28 to East Parnesis Desert
    
        Combat - Dwarves
    
        Non Combat Move - Dwarves
    
        Purchase Units - Dwarves
            Dwarves buy 2 Hvy-Cavalrys, 1 Monoreme and 5 Woods; Remaining resources: 1 PUs; 5 Food; 0 Wood; 0 Metal; 
    
        Place Units - Dwarves
            1 Monoreme placed in Sea Zone 28
            1 Hvy-Cavalry placed in Dol Ulum
            1 Hvy-Cavalry placed in Ironhorn
    
        Turn Complete - Dwarves
            Trigger Halflings in Halfling Meadows: Dwarves has 1 Halflings placed in Halfling Meadows
            Trigger Auxiliaries in Ironhorn: Dwarves has 1 Auxiliaries placed in Ironhorn
            Trigger Gnomes in Gnomen Lowland: Dwarves has 1 Gnomes placed in Gnomen Lowland
            Dwarves collect 55 PUs; end with 56 PUs
            Units generate 9 Food; Dwarves end with 14 Food
            Units generate 12 Wood; Dwarves end with 17 Wood
            Units generate -15 PUs; Dwarves end with 41 PUs
            Units generate 6 Metal; Dwarves end with 6 Metal
    

    Combat Hit Differential Summary :

    Savegame


  • Admin

    TripleA Turn Summary: Elves round 7

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 7
    
        Combat Move - Elves
            1 Lgt-Infantry moved from Rimdell Inlands to Rimdell Backlands
                  Elves take Rimdell Backlands from Murlocs
            1 Auxiliaries moved from Rimdell to Rimdell Inlands
            1 Lgt-Cavalry moved from Doomed Bridge to Ponticor
                  Elves take Western Pontic Desert from Greenskins
                  Elves take Ponticor from Greenskins
            1 Auxiliaries moved from West Savanna to North Savanna
            1 General moved from South Savanna to North Savanna
            1 Wood-Elves moved from South Savanna to North Savanna
            1 Wood-Elves moved from Oorsik Forest to Sea Zone 8
            1 Auxiliaries moved from Athondir to Sea Zone 8
            1 Auxiliaries, 1 Bireme, 1 Transport-Ship and 1 Wood-Elves moved from Sea Zone 8 to Sea Zone 9
                  Elves take Sea Zone 9 from Pirates
            1 Auxiliaries and 1 Wood-Elves moved from Sea Zone 9 to Durlan South Coast
            1 Auxiliaries and 2 Wood-Elvess moved from Oorsik Hills to Sea Zone 6
            1 Auxiliaries, 1 Transport-Ship and 2 Wood-Elvess moved from Sea Zone 6 to Sea Zone 9
            1 Auxiliaries and 2 Wood-Elvess moved from Sea Zone 9 to Durlan South Coast
            1 Auxiliaries moved from The Outlands to North Durlan Hills
            2 Lgt-Infantrys moved from The Outlands to Doomed Bridge
            1 Bireme moved from Sea Zone 5 to Sea Zone 7
                  Elves take Sea Zone 4 from Pirates
    
        Combat - Elves
    
        Non Combat Move - Elves
    
        Purchase Units - Elves
            Elves buy 1 Bireme and 1 Hvy-Infantry; Remaining resources: 0 PUs; 18 Food; 1 Wood; 5 Metal; 
    
        Place Units - Elves
            1 Bireme placed in Sea Zone 9
            1 Hvy-Infantry placed in Athondir
    
        Turn Complete - Elves
            Trigger Wood-Elves in Oorsik Forest: Elves has 1 Wood-Elves placed in Oorsik Forest
            Trigger Auxiliaries in Athondir: Elves has 1 Auxiliaries placed in Athondir
            Elves collect 42 PUs; end with 42 PUs
            Units generate 10 Food; Elves end with 28 Food
            Units generate 6 Metal; Elves end with 11 Metal
            Units generate 9 Wood; Elves end with 10 Wood
            Units generate -15 PUs; Elves end with 27 PUs
    

    Combat Hit Differential Summary :

    Savegame



  • TripleA Turn Summary: Crowton round 8

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 8
    
        Combat Move - Crowton
            1 Hvy-Cavalry moved from Southern Baldoria to Baldorian Crossing
                  Crowton take Baldorian Crossing from Murlocs
            1 Lgt-Infantry moved from Fromont to Stormwood
            1 Marines moved from Iceburn to Oldengard
            1 Auxiliaries, 1 General, 1 Hvy-Cavalry and 1 Lgt-Infantry moved from Garwald to Sea Zone 26
            1 Spearmen moved from Baldor Castle to Sea Zone 26
            1 Auxiliaries, 1 General, 1 Hvy-Cavalry, 1 Lgt-Infantry and 1 Spearmen moved from Sea Zone 26 to Baldor Castle
            1 Auxiliaries moved from Baldor Castle to Baldorian Crossing
    
        Combat - Crowton
    
        Non Combat Move - Crowton
    
        Purchase Units - Crowton
            Note to players Crowton: A Crowton Wizard stands ready in Stormwood.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flying....
            Trigger Crowton acquires a Wizard: Crowton has 1 Wizard placed in Stormwood
            Crowton buy 1 Bowmen and 1 Large-Ship; Remaining resources: 0 PUs; 2 Food; 7 Wood; 0 Metal; 
    
        Place Units - Crowton
            1 Large-Ship placed in Sea Zone 26
            1 Bowmen placed in Stormwood
    
        Turn Complete - Crowton
            Trigger Auxiliaries in Stormwood: Crowton has 1 Auxiliaries placed in Stormwood
            Crowton collect 33 PUs; end with 33 PUs
            Units generate 6 Food; Crowton end with 8 Food
            Units generate 6 Wood; Crowton end with 13 Wood
            Units generate -15 PUs; Crowton end with 18 PUs
            Units generate 3 Metal; Crowton end with 3 Metal
    

    Combat Hit Differential Summary :

    Savegame



  • TripleA Turn Summary: Greenskins round 8

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 8
    
        Combat Move - Greenskins
                Some non-combat units are destroyed: 
            1 General and 1 Monster moved from Dathic East to Dathic Jungle
                  Greenskins take Dathic Jungle from Murlocs
            1 Auxiliaries moved from Dathic East to Dathic Jungle
            1 Auxiliaries moved from Badlands to Wild Mire
                  Greenskins take Wild Mire from Murlocs
            1 Auxiliaries moved from Dusty Heights to Old Slavenport
                  Greenskins take Old Slavenport from Gnolls
            1 Bowmen, 1 Brown-Dragon, 2 Rangerss and 1 White-Dragon moved from Silverdeep to Robach
            1 Monoreme moved from Sea Zone 71 to Sea Zone 69
            1 Rangers moved from Warg Caves to Sea Zone 69
            1 Knights moved from Surigard to Ponticor
            1 Auxiliaries and 1 Bowmen moved from Dusty Mountains to Orcengor
            1 Rangers moved from Sea Zone 69 to Wetwood
                  Greenskins take Wetwood from Murlocs
    
        Combat - Greenskins
            Battle in Robach
                Greenskins attack with 1 Bowmen, 1 Brown-Dragon, 2 Rangerss and 1 White-Dragon
                Ogres defend with 1 Ogre
                    Greenskins roll dice for 1 Bowmen, 1 Brown-Dragon, 2 Rangerss and 1 White-Dragon in Robach, round 2 : 2/5 hits, 2.13 expected hits
                    Ogres roll dice for 1 Ogre in Robach, round 2 : 0/1 hits, 0.38 expected hits
                    1 Ogre owned by the Ogres lost in Robach
                Greenskins win, taking Robach from Ogres with 1 Bowmen, 1 Brown-Dragon, 2 Rangerss and 1 White-Dragon remaining. Battle score for attacker is 10
                Casualties for Ogres: 1 Ogre
            Battle in Ponticor
                Greenskins attack with 1 Knights
                Elves defend with 1 Lgt-Cavalry and 1 Windmill
                    Greenskins roll dice for 1 Knights in Ponticor, round 2 : 1/1 hits, 0.63 expected hits
                    Elves roll dice for 1 Lgt-Cavalry in Ponticor, round 2 : 0/1 hits, 0.50 expected hits
                1 Lgt-Cavalry owned by the Elves lost in Ponticor
                Greenskins win, taking Ponticor from Elves with 1 Knights remaining. Battle score for attacker is 10
                Casualties for Elves: 1 Lgt-Cavalry
    
        Non Combat Move - Greenskins
    
        Purchase Units - Greenskins
            Note to players Greenskins: A Greenskin Wizard stands ready in Orcengor.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flyin....
            Trigger Greenskins acquire a Wizard: Greenskins has 1 Wizard placed in Orcengor
            Greenskins buy 2 Lgt-Cavalrys and 1 Village; Remaining resources: 0 PUs; 0 Food; 7 Wood; 1 Metal; 
    
        Place Units - Greenskins
            1 Lgt-Cavalry placed in Surigard
            1 Village placed in Silverdeep
            1 Lgt-Cavalry placed in Orcengor
    
        Turn Complete - Greenskins
            Trigger Rangers in Warg Caves: Greenskins has 1 Rangers placed in Warg Caves
            Trigger Auxiliaries in Orcengor: Greenskins has 1 Auxiliaries placed in Orcengor
            Greenskins collect 48 PUs; end with 48 PUs
            Units generate 8 Food; Greenskins end with 8 Food
            Units generate 6 Wood; Greenskins end with 13 Wood
            Units generate 9 Metal; Greenskins end with 10 Metal
            Units generate -15 PUs; Greenskins end with 33 PUs
    

    Combat Hit Differential Summary :

    Ogres : -0.38
    Elves : -0.50
    Greenskins : 0.25
    

    Savegame



  • TripleA Turn Summary: Undead round 8

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 8
    
        Combat Move - Undead
            1 Zombies moved from Dreadpass to Zool Twins
                  Undead take Zool Twins from Barbarians
            1 Bowmen moved from Lifeless Barrens to Misty Slopes
                  Undead take Misty Slopes from Barbarians
            1 Zombies moved from Plagued Fields to The Hinderlands
            1 Giant-Bat moved from Lifeless Barrens to The Hinderlands
            1 Auxiliaries moved from Forsaken Mountains to Plagued Fields
            1 Auxiliaries, 1 Hvy-Infantry and 1 Spearmen moved from West Witching Mountains to Misty Slopes
    
        Combat - Undead
            Battle in The Hinderlands
                Undead attack with 1 Giant-Bat and 1 Zombies
                Ogres defend with 1 Ogre
                    Undead roll dice for 1 Giant-Bat and 1 Zombies in The Hinderlands, round 2 : 1/2 hits, 0.50 expected hits
                    Ogres roll dice for 1 Ogre in The Hinderlands, round 2 : 0/1 hits, 0.50 expected hits
                    1 Ogre owned by the Ogres lost in The Hinderlands
                Undead win, taking The Hinderlands from Ogres with 1 Giant-Bat and 1 Zombies remaining. Battle score for attacker is 10
                Casualties for Ogres: 1 Ogre
    
        Non Combat Move - Undead
            1 Hvy-Cavalry moved from Necroloft to Plagued Fields
            1 Spearmen moved from Necroloft to Forsaken Mountains
    
        Purchase Units - Undead
            Note to players Undead: An Undead Wizard stands ready in Necroloft.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flying....
            Trigger Undead acquires a Wizard: Undead has 1 Wizard placed in Necroloft
            Undead buy 5 Foods and 1 Hvy-Cavalry; Remaining resources: 4 PUs; 1 Food; 12 Wood; 1 Metal; 
    
        Place Units - Undead
            1 Hvy-Cavalry placed in Necroloft
    
        Turn Complete - Undead
            Trigger Auxiliaries in Necroloft: Undead has 1 Auxiliaries placed in Necroloft
            Undead collect 39 PUs; end with 43 PUs
            Units generate 6 Wood; Undead end with 18 Wood
            Units generate 4 Food; Undead end with 10 Food
            Units generate 6 Metal; Undead end with 7 Metal
            Units generate -15 PUs; Undead end with 28 PUs
            Undead creates 1 Zombies in Plagued Fields
    

    Combat Hit Differential Summary :

    Ogres : -0.50
    Undead : 0.50
    

    Savegame


  • Admin

    TripleA Turn Summary: Lionia round 8

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 8
    
        Combat Move - Lionia
            1 unit repaired.
            1 Auxiliaries and 1 Marines moved from Crab Island to Sea Zone 65
            1 Auxiliaries, 1 Large-Ship and 1 Marines moved from Sea Zone 65 to Sea Zone 68
                  Lionia take Sea Zone 66 from Pirates
                  Lionia take Sea Zone 67 from Greenskins
                  Lionia take Sea Zone 68 from Greenskins
            1 Auxiliaries and 1 Marines moved from Sea Zone 68 to Rackelton
            1 Air-Balloon moved from Sea Zone 65 to Sea Zone 68
            1 Auxiliaries moved from Crystal Strand to Samarkum
            3 Auxiliariess and 1 Crusaders moved from Orangerock Mountains to Grand Peaks
            1 Lgt-Infantry moved from Scavendeep to Scavenberg
                  Lionia take Scavenberg from Kobolds
            1 Hvy-Cavalry moved from Orangerock Mountains to Scavendeep
            1 Red-Dragon moved from Sea Zone 46 to Hellbrook
            1 Crusaders moved from Cape Despair to South Witching Mountains
                  Lionia take South Witching Mountains from Undead
            1 Hvy-Infantry moved from Cape Despair to Hells Crossing
                  Lionia take Hells Crossing from Undead
            1 Crusaders moved from Cape Despair to Hellbrook
            1 Crusaders moved from Cape Despair to Hellbrook
            1 Auxiliaries moved from Lionport to Sea Zone 56
            1 Auxiliaries and 1 Small-Ship moved from Sea Zone 56 to Sea Zone 52
                  Lionia take Sea Zone 52 from Pirates
            1 Auxiliaries moved from Sea Zone 52 to Bluebeard Island
            1 Crusaders moved from Jade Mountains to Cape Despair
            1 Auxiliaries moved from Lion Heights to Jade Mountains
            1 Spearmen moved from Greenshore to Jade Mountains
            1 Knights and 1 Lgt-Cavalry moved from Crystal Strand to Samarkum
            1 General moved from Crystal Strand to Grand Peaks
            1 Knights moved from Orangerock Mountains to Scavendeep
            1 Hvy-Cavalry moved from Lionport to Orangerock Mountains
    
        Combat - Lionia
            Battle in Bluebeard Island
                Some non-combat units are destroyed: 
            Battle in Rackelton
            Battle in Hellbrook
                Lionia attack with 2 Crusaderss and 1 Red-Dragon
                Murlocs defend with 2 Murlocs and 1 Murloc-Village
                    Lionia roll dice for 2 Crusaderss and 1 Red-Dragon in Hellbrook, round 2 : 1/3 hits, 1.50 expected hits
                    Murlocs roll dice for 2 Murlocs in Hellbrook, round 2 : 0/2 hits, 0.25 expected hits
                    1 Murloc owned by the Murlocs lost in Hellbrook
                    Lionia roll dice for 2 Crusaderss and 1 Red-Dragon in Hellbrook, round 3 : 2/3 hits, 1.50 expected hits
                    Murlocs roll dice for 1 Murloc in Hellbrook, round 3 : 0/1 hits, 0.13 expected hits
                    1 Murloc owned by the Murlocs lost in Hellbrook
                Some non-combat units are destroyed: 
                Lionia win, taking Bluebeard Island from Pirates, taking Rackelton from Greenskins, taking Hellbrook from Murlocs with 2 Crusaderss and 1 Red-Dragon remaining. Battle score for attacker is 14
                Casualties for Murlocs: 2 Murlocs
            Battle in Samarkum
                Lionia attack with 1 Auxiliaries, 1 Knights and 1 Lgt-Cavalry
                Gnolls defend with 1 Gnoll, 1 Gnoll-Village and 1 Windmill
                    Lionia roll dice for 1 Auxiliaries, 1 Knights and 1 Lgt-Cavalry in Samarkum, round 2 : 1/3 hits, 1.25 expected hits
                    Gnolls roll dice for 1 Gnoll in Samarkum, round 2 : 1/1 hits, 0.38 expected hits
                    1 Gnoll owned by the Gnolls and 1 Auxiliaries owned by the Lionia lost in Samarkum
                Some non-combat units are destroyed: 
                Lionia win, taking Samarkum from Gnolls with 1 Knights and 1 Lgt-Cavalry remaining. Battle score for attacker is 2
                Casualties for Lionia: 1 Auxiliaries
                Casualties for Gnolls: 1 Gnoll
    
        Non Combat Move - Lionia
            1 Red-Dragon moved from Hellbrook to Cape Despair
    
        Purchase Units - Lionia
            Note to players Lionia: A Lionian Wizard stands ready in Lionport.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flying ....
            Trigger Lionia acquires a Wizard: Lionia has 1 Wizard placed in Lionport
            Lionia buy 1 Lgt-Cavalry, 1 Lgt-Infantry and 1 Small-Ship; Remaining resources: 6 PUs; 2 Food; 1 Wood; 0 Metal; 
    
        Place Units - Lionia
            1 Lgt-Infantry placed in Rackelton
            1 Small-Ship placed in Sea Zone 59
            1 Lgt-Cavalry placed in Lionport
    
        Turn Complete - Lionia
            Trigger Auxiliaries in Lionport: Lionia has 1 Auxiliaries placed in Lionport
            Trigger Crusaders in Jade Mountains: Lionia has 1 Crusaders placed in Jade Mountains
            Lionia collect 61 PUs; end with 67 PUs
            Units generate 12 Metal; Lionia end with 12 Metal
            Units generate 11 Food; Lionia end with 13 Food
            Units generate -15 PUs; Lionia end with 52 PUs
            Units generate 3 Wood; Lionia end with 4 Wood
    

    Combat Hit Differential Summary :

    Gnolls : 0.63
    Lionia : -0.25
    Murlocs : -0.38
    

    Savegame


  • Admin

    TripleA Turn Summary: Dwarves round 8

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 8
    
        Combat Move - Dwarves
            Trigger Dwarven fishing in Sea Zone 19: Dwarves has 1 Whales placed in Sea Zone 19
            1 Gnomes moved from Westerfoss to Dathic North
            1 Gnomes moved from Mount Thoril to Dol Ulum
            1 Gnomes moved from Gnomen Lowland to Dol Ulum
            1 Auxiliaries moved from Mithrildon to Mount Thoril
            1 Auxiliaries moved from Faranwall to Mithrildon
            1 Hvy-Cavalry moved from Ironhorn to Faranwall
            1 Auxiliaries moved from Ironhorn to East Parnesis Desert
            1 Halflings moved from Halfling Meadows to Ironhorn
            1 Auxiliaries moved from East Parnesis Desert to Faranwall
            1 Gnomes moved from Wild Arids to Spectoria
                  Dwarves take Spectoria from Murlocs
            1 Halflings moved from Troll Mountains to Bridge of No Return
                  Dwarves take Bridge of No Return from Barbarians
            1 Halflings moved from Safe Haven to Sea Zone 28
            1 Halflings moved from Sea Zone 28 to East Parnesis Desert
    
        Combat - Dwarves
    
        Non Combat Move - Dwarves
    
        Purchase Units - Dwarves
            Note to players Dwarves: A Dwarven Wizard stands ready in Ironhorn.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flying ....
            Trigger Dwarves acquires a Wizard: Dwarves has 1 Wizard placed in Ironhorn
            Dwarves buy 2 Monoremes, 1 Monster and 5 Woods; Remaining resources: 1 PUs; 6 Food; 1 Wood; 0 Metal; 
    
        Place Units - Dwarves
            1 Monster placed in Dol Ulum
            2 Monoremes placed in Sea Zone 28
    
        Turn Complete - Dwarves
            Trigger Halflings in Halfling Meadows: Dwarves has 1 Halflings placed in Halfling Meadows
            Trigger Auxiliaries in Ironhorn: Dwarves has 1 Auxiliaries placed in Ironhorn
            Trigger Gnomes in Gnomen Lowland: Dwarves has 1 Gnomes placed in Gnomen Lowland
            Dwarves collect 57 PUs; end with 58 PUs
            Units generate 9 Food; Dwarves end with 15 Food
            Units generate 9 Metal; Dwarves end with 9 Metal
            Units generate 12 Wood; Dwarves end with 18 Wood
            Units generate -15 PUs; Dwarves end with 43 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • Admin

    TripleA Turn Summary: Elves round 8

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 8
    
        Combat Move - Elves
            1 Lgt-Infantry moved from Rimdell Backlands to West Winterpass
            1 Spearmen moved from East Savanna to South Western Pontic Desert
            1 General moved from North Savanna to South Western Pontic Desert
            1 Auxiliaries and 1 Wood-Elves moved from North Savanna to South Western Pontic Desert
    
        Combat - Elves
            Battle in West Winterpass
                Elves attack with 1 Lgt-Infantry
                Pirates defend with 1 Pirate
                    Elves roll dice for 1 Lgt-Infantry in West Winterpass, round 2 : 0/1 hits, 0.25 expected hits
                    Pirates roll dice for 1 Pirate in West Winterpass, round 2 : 0/1 hits, 0.13 expected hits
                    Elves roll dice for 1 Lgt-Infantry in West Winterpass, round 3 : 0/1 hits, 0.25 expected hits
                    Pirates roll dice for 1 Pirate in West Winterpass, round 3 : 0/1 hits, 0.13 expected hits
                    Elves roll dice for 1 Lgt-Infantry in West Winterpass, round 4 : 0/1 hits, 0.25 expected hits
                    Pirates roll dice for 1 Pirate in West Winterpass, round 4 : 0/1 hits, 0.13 expected hits
                    Elves roll dice for 1 Lgt-Infantry in West Winterpass, round 5 : 0/1 hits, 0.25 expected hits
                    Pirates roll dice for 1 Pirate in West Winterpass, round 5 : 0/1 hits, 0.13 expected hits
                    Elves roll dice for 1 Lgt-Infantry in West Winterpass, round 6 : 0/1 hits, 0.25 expected hits
                    Pirates roll dice for 1 Pirate in West Winterpass, round 6 : 0/1 hits, 0.13 expected hits
                Pirates and Elves reach a stalemate
            Battle in South Western Pontic Desert
                Elves attack with 1 Auxiliaries, 1 General, 1 Spearmen and 1 Wood-Elves
                Gnolls defend with 1 Gnoll
                    Elves roll dice for 1 Auxiliaries, 1 General, 1 Spearmen and 1 Wood-Elves in South Western Pontic Desert, round 2 : 1/4 hits, 1.75 expected hits
                    Gnolls roll dice for 1 Gnoll in South Western Pontic Desert, round 2 : 0/1 hits, 0.38 expected hits
                    1 Gnoll owned by the Gnolls lost in South Western Pontic Desert
                Elves win, taking South Western Pontic Desert from Gnolls with 1 Auxiliaries, 1 General, 1 Spearmen and 1 Wood-Elves remaining. Battle score for attacker is 9
                Casualties for Gnolls: 1 Gnoll
    
        Non Combat Move - Elves
            2 Lgt-Infantrys moved from Doomed Bridge to Western Pontic Desert
            1 Auxiliaries moved from Rimdell Inlands to Rimdell Backlands
            1 Transport-Ship moved from Sea Zone 9 to Sea Zone 10
            1 Bireme moved from Sea Zone 7 to Sea Zone 5
            2 Biremes moved from Sea Zone 9 to Sea Zone 8
            1 Wood-Elves moved from Oorsik Forest to Sea Zone 8
            1 Auxiliaries and 1 Hvy-Infantry moved from Athondir to Sea Zone 8
            1 Auxiliaries, 2 Biremes, 1 Hvy-Infantry and 1 Wood-Elves moved from Sea Zone 8 to Sea Zone 9
            1 Auxiliaries, 1 Hvy-Infantry and 1 Wood-Elves moved from Sea Zone 9 to Durlan South Coast
            1 Auxiliaries and 1 Crossbowmen moved from North Durlan Hills to The Outlands
    
        Purchase Units - Elves
            Note to players Elves: An Elven Wizard stands ready in Athondir.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flying o....
            Trigger Elves acquire a Wizard: Elves has 1 Wizard placed in Athondir
            Elves buy 1 Hvy-Infantry, 1 Marines and 1 Transport-Ship; Remaining resources: 1 PUs; 18 Food; 1 Wood; 4 Metal; 
    
        Place Units - Elves
            1 Transport-Ship placed in Sea Zone 8
            1 Hvy-Infantry and 1 Marines placed in Athondir
    
        Turn Complete - Elves
            Trigger Wood-Elves in Oorsik Forest: Elves has 1 Wood-Elves placed in Oorsik Forest
            Trigger Auxiliaries in Athondir: Elves has 1 Auxiliaries placed in Athondir
            Elves collect 40 PUs; end with 41 PUs
            Units generate 6 Metal; Elves end with 10 Metal
            Units generate 7 Food; Elves end with 25 Food
            Units generate 9 Wood; Elves end with 10 Wood
            Units generate -15 PUs; Elves end with 26 PUs
    

    Combat Hit Differential Summary :

    Gnolls : -0.38
    Elves : -2.00
    Pirates : -0.63
    

    Savegame


 

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