I was constantly at war with somebody
I can't imagine why :D
FOR FUCKS SAKE, diplo aspect of Illwinter should be the LAST THING TO CONSIDER!! Can't you understand that this global turns Niefelheim from a moderately-annoying-nation to UNBEATABLE MONSTROSITY TO AVOID AT ALL COSTS?
What's the FUCKING alternative then? Spamming Wolven Winter every time you go to war? YEAH, THAT'S SO MUCH BETTER, SO TOLERANT OF YOU! AT LEAST YOU WILL STAY FRIENDLY, RIGHT??
Well, the plan is to not use Nifel Jarls (
pls don't kill me) except defensively but instead to focus on Skratti and Gyga with a bit of Skinshifer/summons when fighting heat nations until we are ready to cast Illwinter. We shall see how it works!
I remember being so butthurt in THAT game, when sqeecoo refused to attack Grim's NIefelheim after he had cast Illwinter. "Sure it's a bit annoying, but I still have a NAP with him and don't want to break it.
" Maybe he had a NAP, but he also was busy eating free meals (ie. people who had previously accepted Grim's "generous" peace terms) and winning the game.
It's all about butthurt management at least in Codex games. People have vendettas against everyone, but they do have to prioritize one over the others.
True, true. No amount of FRIENDLINESS can stem the flow of butthurt. Btw in that game I was playing Agartha, a cold-blooded nation that takes massive fatigue penalties in the cold temperature that Illwinter creates, but I
still decided it more profitable to eat Grim's leftovers than to try to stop Illwinter. I guess that turned out to be a good decision?
But back to this game!
Turn 10: Entangled Amazons
So last turn we attacked that Jade Amazon province with a strong group. However, this happened:
The two brave raptor-riding amazons charged in and caused our giants to clump around them before they killed them, breaking our formation and exposing our left flank to the amazonian infantry following behind. One of our Skinshifters got totally surrounded and would have died if not for this:
The two Jade Amazon sorceresses (red) kept casting Tangle Vines, a low-level but effective spell:
Anything this hits will be unable to attack and have it's defense reduced to 0 until it can disentangle itself, which is not easy. We are fighting in a forest with +2 growth scale - Skinshifters have strength 22 so it lasts only a turn for them, but that's still significant. It's actually a great early spell, especially against stuff with high defense such as cavalry or elves. However it only hits one square and it can miss. And boy did the amazonian sorceresses miss. You can see 4 squares of amazons entangled by vines (green), three of which are the amazons surrounding our left flank due to the brave sacrifice of the raptor riders. A massive fail for the amazons and a lucky break for us that prevents us from loosing any dudes:
On the western front, our brave commander engages in melee as we described last turn:
Not only does he not rout, he gets enough personal kills to earn him a spot in the Hall of Fame:
He gets a bonus to magic resistance. Fun, but not really impactful
If he'd gotten something like quickness we could have used him as a budget thug.
The overall situation is as follows:
We've decided not to take the cavalry province (blue) with the prophet group we moved that way last turn. The prophet group (in the forest directly west) has 11 dudes, which may not be enough if there's like 12 heavy cav out of the 60ish toops defending. Instead we're merging the prophet group and the group that just beat the amazons at the red mark and going for those barbarians to the west and hopefully then that farmland further west. We could beat the barbs with less, but at this point it's good to bring overwhelming force cause the barbs with their big mauls can really put the hurt on our giants if they outnumber us badly. Another consideration is that that Atlantis is showing no further signs of shiftiness so our coast should be safe enough in the short term.
We're also moving one of our few Gygas from the capitol to the location of our first fort (orange) with two turns still to go on the fort. This way she can build a lab there next turn, and the lab and fort will finish on the same turn so that we can recruit mages immediately. This kind of micro is pretty important as it saves us valuable fort turns.
Our brave Hall of Fame hero of the eastern front is returning to the capitol to pick up the group of Skinshifters we are recruiting and take that cavalry province.
We won't be making army troops for much longer (at least we're also making mages now too), but I'd like some more dudes for the Yomi offensive which is now pretty much decided on. I'm not saying there were not better options we might have wished for, but Yomi is the only option we can currently attack with an ally, and fighting such an easy early war was part of our VISION described above. It also adheres to the "go with my flow" diplomatic mentality. It also cements our friendship with Hinnom.
At the time we did not have the benefit of Grim's advice on fighting Atlantis so I didn't think it'd be a good war to fight solo; even if it was, however, that's a much riskier move than fighting Yomi in a minor capacity while waiting for our research. If we get attacked by, say, Tien Chi from the west while fighting Atlantis solo, we have a war on two fronts; if we're fighting Yomi we could pull back from there if we needed to while Hinnom continues to occupy Yomi.
We can also note that Yomi has constructed a temple (green) in an unforted province next to his cap. Temples generate Ko-Oni demons for Yomi - tiny dudes you can see in that province, moderately dangerous in the same way as bakemono due to being small and 6 to a square. An unprotected temple like that is a prime war target, especially since it deprives them of freespawn.
Finally, we've also started recruiting monkey leaders from that monkey province we conquered:
While these guys are more expensive than scouts (40 vs 25 gold) due to being able to lead troops, they are also stealthy and can serve the role of scouts. Since none of the provinces we have allow us to recruit human scouts (this is random) we have to make do with these guys for now. Scouts are very important for... scouting, but also for carrying around gems and sometimes gear for your armies and thugs. You can never have enough!
That concludes the update. Next time we fight some bulky barbarians and see if Tien Chi has expanded to that farmland - if not, their expansion is so poor we will seriously consider attacking them instead or even in addition to Yomi.