Really, Dragons don’t like ants (T42 to T48)

Dragons will rule the world

At this point in the game, I was exploring my options and attacking Abolethive looked like the best thing to do. On one hand, he had better scales than me, and on paper he would be a tougher opponent than Drakonia. On the other hand, Drakonia had a grudge against him (Abolethive had taken Bandar Log capital even though Drakonia had sustained the bulk of the war against them), and Drakonia was grateful of my help when Swarmhive was pushing hard against him.

So, I had a natural ally and a contender to my power, it was all but logical for me to try to cast down that contender. And from the start of the game, I had never fought alone in any war : I always had an ally to divide the enemy forces and open opportunities I could exploit.

Finally, the battle of Swarmhive had taken such a toll to Aboleth that I wanted to take advantage of this.

So in the end there was no decision : to push even more my advantage and become the unconstested leading nation, I had to kill Abolethive.

Scuba diving dragons …

I wanted in my first move to surprise the enemy, and attack him where he wouldn’t be expecting me : under the sea. The big lake in the center of the map, just next to Dragenheim, looked like a juicy target and I wanted to take it for me.

To lead the assault, I had equiped 5 dragons with rings of water breathing. However, this came to a cost : I needed to remove either an amulet of Antimagic or a Flask of holy water to put that ring. Indeed, to protect the dragons against Swarmhive’s mind hunter I had equipped all of them with an amulet of antimagic, rising their MR to a very good 24. So removing either of the items was a risk : removing the amulet dropped their MR to 20, and removing the flask of holy water made them lose regeneration and drop the MR to 22.

So, given I was almost sure he would try to mind hunt them, I chose to remove the flask of holy water. That decision was almost fatal to one of them when I discovered that the dragon’s breath attack didn’t work underwater. Also, their flying ability didn’t work either, forcing them to fight the PD head-on. And so, in one of the provinces I met a decent PD force with poisonous spear. There were only 24 of them, but they dropped Viserion down to only 27 HP …

However, the initial operation was a success and on turn 42 I captured no less than 5 underwater provinces and laid siege to the UW fortress close to the throne of Bureaucracy.

Also, I had prepared a very sneaky trap to make Abolethive think twice before mind hunting me. Indeed, my scouts had spotted in one of the sea provinces a few Merrow Druids. To me, that meant that it was almost certain that the province contained a Lab, given they had been there several turns in a row. Also, my dragons could change shape into a Wizard form, a form into which they regained all their magic paths they had before transforming into a full fledged dragon. And some of them had a S1 path …

So here was the plan : I chose a dragon with an astral path (Ancalagon) and, contrarily to the other scuba diving dragons, removed the Amulet of Antimagic and replaced it with the Flask of Holy water. With his lower MR, he was then a more juicy target than his fellows. Then after taking the province, I turned him into wizard’s shape and gave him a Crystal Coin along with a Starshine skullcap, rising his astral power to S3 … and making him the scourge of mind hunters.

And as it stands, he took the bait and found himself with feebleminded 2 of his mind hunters. He also threw 4 other mind hunt attacks on other places that, thankfully, were resisted.

It is also worth noting that I decided to capture the sea province close to Dragenheim with my undeads. A Mound King with 38 Corpse constructs went in … and to be honest, I was very lucky to capture the province. Even though I could overwhelm the PD with my numbers, the PD leader which is an S1 mage made a bold move. After buffing himself (ethereal + astral shield), he did cast blink and found himself right behind my troops. At that point his troops decided to rout while he was alone behind my lines, routing him even more … my troops surrounded him but were too weak to damage him. To open the way to flee, he successfully killed the Mound King … and it’s only because he fled real fast that I could claim the province : my corpses, without commanders, were rapidly disappearing ! When the enemy commander finally retreated, there was only 1 corpse construct left …

Saving the Throne of Fortune

After my underwater attack, Abolethive retaliated immediatly. On turn 43 he had managed to gather a force of 300 ants above the throne of Fortune … and they had breached it ! I don’t know how I couldn’t see that coming given he had this 200 strong army standing right nearby it …

And so, when I checked the situation, I was really annoyed : I didn’t know what to do to save it. Indeed, I had a good army in Dragenheim but with the throne province now being enemy territory, they didn’t have enough MP to reach it in time. Also, most of my dragons were enjoying a bath and were out of range, only 3 of them could potentially intervene.

So, I had 13 research mages inside that fort and I didn’t want to lose them … At first I imagined breaking out and retreating, but then came another idea. The point was to protect the dragons enough so that they could safely buff themselves, and then send them on attack rear to destroy the enemy mages.

And so I made the count : I had 8 mages with N1 and 1 with B1. So I could script them to cast Swarm 16 times in a row, as well as summon up to 10 imps. That was the cannon fodder I needed to let my plan unfold. Also, I had my Antimagic Crystal Sorceress sitting in Dragenheim. With Winged Shoes, she could easily reach the battle field and support the troops. That looked vital to me as she could raise the MR of my dragons to no less than 28 …

Turn 44 unveiled how smart, or not, had been my tactic.

The 320 insects could easily contain the advancing ants, while my Crystal Sorceress had no problem throwing in her vital spell. Meanwhile, the dragons were buffing themselves (Liquid Body, Quicken self, Breath of Winter) while a benevolent Astral mage made them Ethereal. They could then fall on the enemy rear unhindered.

Thanks to their very high MR, the enemy astral spells bounced on them. However, he had a few Earth mages that tried to Petrify them. Even though they easily resisted the spell, they still got paralyzed a few turns … but that changed nothing. Being Ethereal they were almost impervious to the enemy attacks, and the little damage that got through was quickly regenerated. And so, as soon as they recovered from the sneaky spell, began a massacre.

The freezing breath attacks killed scores and those who survived were eaten alive. They should have known that a dragon needs to eat a lot ! Meanwhile the summoned insect, and amongst them several giant ants, were pushing back the enemy ants and closing on the mage line, or … what was left of it.

Overwhelmed on all sides the survivors quickly retreated and Dragenheim could only celebrate their victory.

This had been an absolute crushing victory. More than 220 ants laid dead on the ground, including 11 mages (half of them), for a total cost of about 7000 gold and in reality even more as I could trap some of the survivors that had fled in a raided province (a troop a 1000 worth of gold). On my side, I had lost only 1 of my 4 dragenheim warriors that had made it to the battle. So for me the total was of 35 gold, 16N gems and 2 blood slaves …

For sure, he would now think twice before facing my armies !

Salty water is not good for dragons

After my first underwater raids, it became obvious that is wasn’t a good strategy. Without their breath attacks and their flying ability, the dragons were underused. So I decided to take them back on land were they could really shine.

However, I wanted to take that underwater fortress close to the Throne of Bureaucracy, and for that sent a force of 75 corpse constructs. Abolethive didn’t want to let that happen and this time his mind hunts were highly successful : not only did they kill my Mound King, but they also took out Raeghal, one of my most recently summoned Dragon. The corpse constructs, now without commanders, were destroyed by a single enemy scout … And so I realized that unless I gathered specialized troops and a decent protection against mind hunters, the underwater invasion had no future and so I mostly gave up.

Instead, I gathered troops in Dragenheim and started to march on Aboleth lands. He had a large fortress, Sofekte (89), just 2 provinces away from my Capital. With 80 warriors + 4 truebloods, a host of 3 dragons and an antimagic sorceress, I felt confident I could take his lands for myself with impunity. My only fear was that he would mind duel the sorceress, and as such I was preparing a golem to replace her. He indeed tried once, but I had scripted her to run away …

The enemy fortress was strong, with a wall integrity of 750. And my army was made for battle, not to breach such a strong place. It took no less than 3 turns of siege to breach it … an eternity ! But by turn 48, things looked good. Sofekte was about to fall and all of his raids to harass my economy had ended in failure.

Also, that very same turn, Drakonia had finally recovered from the Swarmhive campaign and had started to pour troops into the ant lands. Furthermore, he had finally lighted up the Eternal Pyre, a promise of many Red dragons in the near future. Surely, with all the dragons focused for the same task, what could go wrong ?

Ermor finally beats Ochreil

While I was going after Abolethive, Ermor was finally getting the edge over Ochreil. A few battles had occured each undisputable victories of Ochreil, but each time closer and closer to defeat. And, finally, on turn 47, the Grand Army of Ochreil met its fate in the Sinkhole Swamp (98).

On one side, Ermor had gathered 19 death mages, including his immortal pretender (Mother-in-law the Lich Queen). Along them, 400 undeads of various kinds.

On the other side, Ochreil had a quite heterogeneous troop. When we look at the battle report, there are almost 70 mages, which is huge. This included about 30 priests, including about 10 lvl 1, 10 lvl 2 and 10 lvl 3. The 40 others were mostly level 1 elemental mages without any communion, so their magic power was limited to the most basic spells. With them, 260 troops, including about 50 karakan sacred warriors and a patchwork of Ochreil’s national units, militias, claymen, amazons, terracotta soldiers, and more … anything he could find.

During the previous battles, he had always managed to destroy the skeleton horde before rigor mortis could show its effects. However, this time, Ermor was ready for a long battle. With both Rigor Mortis and Heat from Hell up, he had also the Wailing winds screaming their terror while his pretender threw in the Wind of Death several times in a row.

Also, the 18 Dusk Elders of the Ermorian army were in a powerful communion to raise hordes of skeletons and pound the enemy under a heavy fire of Nether Darts and Blade wind. And so, as a significant part of Ochreil’s army was decaying to the Wind of Death, the Ermorian horde was holding a strong line, replacing its losses quickly with freshly summoned skeletons.

Ochreil’s power was not enough to break through and, despite huge efforts from his priests, slowly lost momentum. After a time of trying to break the undead line, the army started to falter and the mages, exhausted from the Hellish Heat and Rigor Mortis could not do much more that what they had already done.

And then, with most of its survivors exhausted and unable to catch their breath, they couldn’t but watch their evil enemy slay them one after the other.

The battle was lost, and with it, the war. Ochreil had almost no army left and could only enjoy the survival of his pretender …

King of Crafts

While fighting Swarmhive, and thanks to my scouts, I could see how the ants mental shock attack worked. When you have 100 of them pounding your leaders, they easily interrupt your spell casting and puts in danger all of your spellcasting scripts.

So, it was quite obvious for me that Antimagic was mandatory in every battle against them. For that, I had first taken a rare S2 crystal sorceress with a Starshine Skullcap, along with a Clam of Pearls. I also gave her some additional MR (amulet of antimagic, shroud of the battle saint, shield of lead) to ensure she would cast it no matter what.

However, I knew there was a flaw in that plan : a cunning enemy could sacrifice some of his weakest S mages into a magic duel to take her out. And that was not something I wanted, I felt it vital to ensure that Antimagic would go off 100% of the time in all of my important battles.

And so, taking informations there and there, I learnt that mindless beings were immune to Mind Duel. So if I wanted to achieve my goal, I needed golems. Thankfully I had already hit Const 6 by turn 38, and I immediatly started to search Const 7.

On turn 41, as I was about to unlock it, I had a bit of a brainstorm : what to research next ? I had several options, my Conj was super low (level 3 …) and it was almost mandatory if I wanted to unlock new paths. But my gem income in foreign paths were pretty bad and I wanted immediate results.

So … I remembered the Horror Harmonica that I had faced when subbing for someone in a game. And I really wanted to test it for myself … and so, after some time thinking, I finally to decided to go for it. It would be fun, and I wanted to have fun in this game ! Also, there were probably several other powerful artifacts yet to discover and put into action.

And Metahedron was King of Crafts, so why not honour this title ?

So, as soon as turn 46, I started to craft 1 artifact per turn …

It’s worth relating how I crafted the Harmonica. Indeed, it requires a high S/D crosspath, specifically 5S/4D. I didn’t have any mage in my nation that could do that, and the only reachable summon was Ether Lord, which, not only was very expensive in astral gems (90S), but required to empower my pretender in death (meaning I needed to use an additional 50D).

And then I remembered I had captured the Lost Kingdom of Eludia that allows the recruitment of Eludian Moon Mages. These are 2S/1D + a random path that can give S or D or E or B. And so I made a bit of calculation. I could reach 5S from a 2S with a Starshine Skullcap, a Crystal Coin and a not yet crafted Ring of Sorcery. Metahedron could craft it and quickly made it.

However, to reach the 4D is was another story. With the ring of Sorcery I could bring my 1D to 2D, and with a Skull staff up to 3D. One booster was missing … and there was no easy way to get around. So there were 2 options : either I was very lucky and managed to recruit immediatly a Moon Mage with the right magic path (2S/2D). That had 25% chances to happen given its randoms. Or, in the other case, I would need to empower him for 30D … I was ready for that, but I would have prefered not to.

And, guess what ? The first recruited Eludian Moon Mage was 2S/2D ! 🙂

Time to finish Ochreil ? … or not (T49 to T52)

Overconfidence

With Ermor defeating the main army of Ochreil, I knew that the balance between the two of them had finally been broken. Nothing could stop the undead now.

I had always been thinking of this moment, and knew that in that event I should move again against Ochreil to prevent Ermor to take all of his territory. So, given he was still beholden of my help in the early game, I could negociate my share of Ochreil’s territory. All the northeastern part of his kingdom would befall on me.

However, even though he was mostly vanquished, he wasn’t entirely dead. I thought that a bunch of dragons would suffice to secure the lands. And that was my first mistake of many …

After breaking my NAP-1 turn 47, I launched my first assault turn 48 that landed turn 49. My plan was to take 4 provinces in that first round and, as hoped, 3 of them fell easily. However … a raid on his northern fort was met with some patrolling sacreds and one dragon (Metaxas) out of two didn’t make it while the other retreated. Also, a bad scripting led to a funny event in the last province worth relating (well, at first it wasn’t funny at all and thought it was a bug, but no, it was a funny mechanic at play !).

Indeed I had sent a lone dragon, Nozdormu, take a province with only weak PD. Due to an error in scripting he changed to human form on arrival … and after self-buffing started to attack the PD all alone with his mage outfit. He could hold his ground against a single heavy cavalry but when the heavy infantry came in, he couldn’t but take hits. One of them struck his head and straight decapitated him. His human form “dead”, he turned back into his dragon form … without his head. And as everybody know, there’s not much to hope from a headless dragon, and so he immediatly died a second time, once and for all … As I said to Ochreil afterwards : “Cut the head of a wizard, no good dragon will get out of it !”.

Losing a dragon like that was quite unfortunate, to say the least … but other bad news came in. What the scouts were seeing was not good : Ochreil still had an army of at least 150 units. If he ever wanted to throw them at me, I was not ready to face them … I thought all of his men were dead in the Sinkhole Swamp and that was not really the case.

I then hoped he would send them to try to save his cap from Ermor … but he knew he was fucked up, and then decided that if anyone deserved his last stand, it was me. I can’t blame him, I had ruined his game with my intervention to save Ermor … and so instead of a small raiding force I had to form a new, strong army and get, again, my crystal ladies on the field.

By turn 52, I still needed time to get ready and Ochreil was understanding that he could, as he did 30 turns ago, have fun raiding and pillaging my lands.

Progress against the ants

Feeling not very confident with Magic Duel, I had decided that my antimagic sorceress was obsolete and retreated her from the siege of Sofekte. However, given I did not have enough gems to build a new golem, I sent the horror harmonica golem to replace the sorceress and support the assault. Not only would he cast Antimagic, but with his harmonica Wailing winds would come in handy.

My scouts and scryers had told me that he had sent reinforcements into the fortress via Gateway, with a scout report of about 292 troops. But when the assault finally came (turn 50), he had finally evacuated most of them and my army faced only a handful of mages and weak troops that were quickly overrun. After this success, I decided to keep on and move to the nearest fortress of The Promised Land (83).

Raiding also continued on Abolethive’s border, keeping him as busy as possible and adding a free wolf raid every turn thanks to the free spell from the Soul Stone of the Wolf (Call of the wild). Also at that point I had started to have a decent UW force with sea king and prepared to move again against his fortress in White Water (63), hoping now to take it.

Drakonia gets kicked

On turn 51, Drakonia had breached Bandar Log (held by Abolethive) and I was expecting him to take it in the following turn. However, when I looked at the map on turn 52, the sight was all but reassuring : the Drakonian army had disappeared and a 300 strong army of ants had replaced it.

Sadly, I had not been able to see the battle and could only guess that Abolethive was strong enough to beat Drakonia’s army. I was now besieging that fortress close to Bandar Log, and as such close to that victorious army, but, still, I didn’t feel threatened. Indeed, in my last battle against them, I had a much weaker forces and had still easily won, so what ? And I now had a new Antimagic golem dedicated to this army, which was in my opinion my insurance against the worst he could throw at me. So I decided to let them come …

Angry ants on the loose and vengeful Ochreyuans (T53 to T57)

Angry Ants + Aboleth brains, a deadly cocktail …

As I could expect, Aboleth moved his victorious army from Bandar Log to meet mine above The Promised Land. They just had beaten an army of dragons, why not try with another … (battle turn 53)

My army was the same it had ever been for several turns, with about 80+ Dragenheim warriors, my Prophet, an Antimagic Golem, 3 Dragons, and no mage support. On his side it was another story with 350 ants and no less than 40 mages !

And this time, his magic that had felt irrelevant up to now showed its power. As soon as the battle began, the Fury of the Hive was unleashed, enraging the ants to easily overcome my warriors defense (+4 Att), along with sharpened claws (Weapons of Sharpness), while they were made really tough to kill with Mass Regeneration, stone skin (Marble Warriors), and an insane luck (Will of the Fates). And if that wasn’t enough, his mages threw a massive mind barrage that fell unto my troops with unrelenting Soul Slaying and Paralyzation on top of the usual Mental Shocks. By the end of the battle, those mages even enslaved some of my warriors and sacreds that they later used as bodyguards …

There’s not much more to relate as the battle was a complete disaster. I lost almost all of my troops, my golem and the 3 dragons (the young Nefarian and the heroes Viserion and Ancalagon). Only my prophet was lucky enough to get out, and get a chance for revenge.

At that moment I knew that I was in a precarious situation : on one side I had super strong army of ants that had an open way to my capital and, on the other the Ochreyuans, seeking vengeance and destruction. I just couldn’t fight both at the same time and had to make a choice. Weighing my options, I finally took the decision to commit a large force to stop Ochreil once and for all before the Aboleths could reach my capital. With all my mages in the vicinity, I was confident I could stop them here while beating my 3-eyed enemies.

On the positive side, my first wraith lord was online and the new UW campaign on good tracks (he had reconquered half of the lake after I gave it up) – at least as long as he kept his policy of minimal commitment here into the lake.

“Drako Morghulis”, All Dragons must die …

On turn 54, Ochreil’s next move looked obvious, his raiding had put him in position to concentrate all of his forces in Vath (117). I had myself prepared to meet him in the vicinity and all my important forces were in range, in particular all of my Crystal Sorceresses that in a show of power had just managed to entirely soul slay 33 foolish indie troglodytes that had raided their fort … And with a force of 60 warriors, 20 sorceresses and my last 7 dragons, facing about 150 troops, most of them pretty average, I was was pretty confident. The only question was his pretender, surely some good soul slay would take him out if he tried to make a last stand.

And so on turn 55 was the battle of Vath. The sorceresses immediately began their work and unleashed the power of Thunder on the Ochreyuan army. A lot of good mages and troops died to the onslaught and many started to flee. However, the dragons threw themselves in the middle of enemy troops and most of them met a dire fate, surrounded by muscled 3-eyes beasts that didn’t give a shit about those beasts and murdered them merciless. That was exactly what I had feared at the very beginning of the game when I looked at those troops stats … why did I send them into this trap ?

However, with the deaths of so many troops and leaders struck by lightning and angry dragons, as well as the sight of the fearsome beasts, most of the Ochreyuan army began to rout … but their pretender. Enraged by the killing he had gone on a berzerker rage and started to cut to pieces the dragenheim warriors surrounding him. Afraid by the monster, they too began to rout and soon all the Dragenheim units had fled, leaving almost only the scary Myrmecoleon master of the field. Surely this half ant/half lion creature had some connection with the Aboleths and was following their example at killing dragons…

In the end, the dreams of the revived Dragon Might were now just that : dreams. Of all the proud dragons that had fought the glorious wars of Dragenheim, only one had barely escaped and all others laid dead on the field. This was the end of one dream, but another was still very vivid : that of Metahedron ascension.

And so in spite of this huge and sad loss, the enemy army had suffered tremendous losses, losing no less two third of his mages and troops while during his capital had fallen to the undead hordes that very same turn. Also, apart from the dragons, my losses had not been that high and I could still muster a decent force to finish off the survivors.

Deadly tune for Ochreil’s pretender

After that battle, I wanted to finish Ochreil’s once and for all. I supposed he’d gather again his troops in Vath with his pretender and so sent my survivors too, along with a fresh batch of sorceresses to make up for the lost communion slaves.

However, with his pretender almost all alone in Vath, I had a unique opportunity to get rid of him and remove the last real threat from Ochreil. I ordered my mind hunter to take him out while I sent there my horror harmonica golem. While the mind hunder killed an enemy mage, we can only imagine what will be the last memories of the mad Myrmecoleon in his future prison in tartarus. A frantic, scary, horrific harmonica music, surrounding him and overloading his ears with fear and despair. Creatures of terror dancing on this tune while shredding his body to pieces. He stood no chance, and the deadly music sealed his fate.

And as expected, he had sent his remaining troops and mages to join his pretender and the now gone province defence (second battle of Vath, turn 56). Here, my sorceresses were ordered not to lose time with thunder, but instead soul slay everyone. Direly weakened, outnumbered, his frail force was wiped out and only a handful of mages escaped. Ochreil’s army was no more, the next step was to cleanup this mess.

Preparing for Dragenheim

While I was putting an end to the Ochreil’s last stand, the ants had not been idle. They easily took back their fort in Sofekte, even breaching it in only 1 turn what it had taken no less than 3 turns with my former, dead, army. I felt a bit disgusted by my weak sieging ability compared to my opponents, and started to understand it was a real weakness that would plague me till the end of the game …

However, when he had taken Sofekte, I knew Dragenheim was next and started to draw plans. With main armies being engaged in the north, I wasn’t sure they could intervene on top of the city along with the PD. As such, I decided to fight at the last possible moment, with troops coming from the neighbouring provinces. Dragenheim was in movement range of my Crystal sorceress factory, and several other fortresses with additional troops and mages, all could come in when the time would come.

I used the little time I had left to conquer as much of the lake as possible. First my sea trolls finally got the fortress of White Water on turn 56 while the Wraith lord got 2 more UW provinces. Those trolls would then move on the shores of Dragenheim to intervene for the defense of the cap. It is also to note that I trapped another mind hunter here with a stealthy eludian moon mage … Native stealth on astral mages is nasty !

I also noticed at that time a very powerful artifact that could help a lot in the upcoming battle : the sword of Aurgelmer. I was far from Alt 8 and Will of the Fates looked like something I wouldn’t pull anytime soon. But that magnificent sword, for the cost of only 60 astral pearls just casts it at the very beginning of every battle for free ! With that new toy in my hands, I knew I increased the survivability of my armies by a lot, and didn’t hesitate to pour those 60 pearls into it.

Dragenheim’s breached !

And so by turn 56 his big army was already on the outskirts of Dragenheim. 300 ants and 40 mages, all gathered for one goal : put down the dragons and make them pay for their sins against the Hive.

At this point, with Ochreil’s last army destroyed and Abolethive army at the gates of Dragenheim, I could estimate myself lucky : I had eliminated one of my enemy just in time to face the other one. I then ordered all of my units to converge inside my capital to prepare for the forthcoming decisive battle.

And the ants had no time to lose and were thirsty for vengeance. On turn 57 he had made the move, his army was besieging Dragenheim and had already breached it.

Turning the tide and removing Ochreil (T58 to T66)

Battle of Dragenheim (Turn 58)

Preparing the battle

That battle was occuring 2 turns too early. Indeed, I was on the verge to unlock Ench 8 and both Mass regeneration and Unraveling, but he had breached Dragenheim too soon. Indeed, Unraveling would have been the killer spell, ensuring me complete destruction of most of his army (all Abolethive ants are magic beings, and with unraveling they can decay to a MR check. Given their low age, that means a swift death). But I couldn’t let him take Dragenheim … And so I had to fight it with what I had. And, as such, I sent almost everything in the vicinity.

My analysis of the upcoming battle was the following : I thought I wouldn’t be able to kill them regularly, given they would throw Army of Lead + Luck + Mass regeneration. So I started to think, and the recent deadly Rigor Mortis of Ermor inspired me. Indeed, I had the means to cast it, so why not trying to freeze them out and then find the right tool to kill them ?

As it stands, Elementals are inanimate and don’t care about Rigor Mortis. And that’s around them that I built my strategy : cast Rigor Mortis and a Grip of Winter to help out, and then spam several Ice elementals to trample the enemy to death. The Ice Elementals would be also immune to Grip of Winter, as well as most of my troops. I knew the enemy would have 5 CR with spells, but that would still be less than my average CR amongst my army, and I then expected Grip of winter would have a small effect on him.

And to help my own troops, I also planned to get on with Relief. I also wanted to distract his mages on worthless targets, and so sent in Howl. Finally, I knew the Wailing winds were quite efficient against them and to ensure I would have it up, my Horror harmonica golem joined (though not scripted to spam horrors !).

Given this setup, sending in the Crystal sorceresses would have been like signing their death warrant, and that’s why I chose to let them out (as well as the Eludian moon mages). It would be only dragonkind, undeads, and inanimate beings. My only fear was that Rigor Mortis would backfire and that some ugly things would happen if the battle timed out (as a side note, I didn’t know by the time that a golem is insta-killed when a battle times out … if I had known, I’d have probably let my golem aside and given the harmonica to someone else).

And so we went into battle.

Fight !

On my side, 75 dragenheim warriors and 7 truebloods along with 140 supporting undeads, plus a few sea trolls. To back them up, no less than 65 mages, everything we could find in Dragenheim ! On the other side, 50 mages supported by 70 supplicants (communion slaves) and 280 ants of various kind, including 85 good sacreds and 2 enslaved dragenheim warriors.

The ants did what we expected them to do … except for a rather unexpected Solar Brillance. That came to me as a surprise as much as my Rigor Mortis was probably to him. It meant that all my undeads would die, and that any skelespam would fail … however, it also nullified his own ability to summon skeletons.

However, it was very well thought. Indeed, all ants are naturally blind ! They don’t see with their eyes ! And so it was a potential massive advantage for him, removing -9 to all the attack and defense of most of my army !

However, the Ice elementals I was starting to cast didn’t care either about being blind … even more so that as tramplers their attack values are irrelevant.

And so as both side mages were busy putting their battle enchantments on the field, some of my own began to summon the creatures tasked to win the battle. With 20 x size 6 and 12 x size 4 ice elementals, I hoped this would be enough to finish him when his troops would be exhausted. Also, we grew 320 giant insects to serve as a buffer while my other troops were preparing.

Also, on my part, 3 of the main spells came at the vary beginning of the battle from my artifacts : Wailing winds from the Horror harmonica, Will of the fates from the Sword of Aurgelmer, and Howl from the Soulstone of the wolves. I had no other means to cast Will of the fates as I was far from Alt 8, and in that the Sword of Aurgelmer was invaluable. However, the 2 other spells I had the means to cast them otherwise, but this way I was certain I wouldn’t be interrupted by some mental shock or other unwanted event.

And so as the battle started, his weakest ants immediatly started to flee in terror. The sound of the Wailing winds was too much for them to handle and, as slaves, their low morale backfired (some autospawned units have only 7 morale, and of the regular ones a number have between 9 and 11, all with a -1 malus due to fighting into my dominion).

As a result, the first fightings were of widely scattered troops that were easily killed by my massed warriors. However, at one point a real ant battle line was formed to face my troops and here things could have gone as wrong as it went during the battle of The Promised Land. Indeed, with my troops starting to be blind and the enemy empowered by a Lead Skin, insane Luck and Regeneration, I was pretty doomed.

But, here again, the Wailing winds did their job. The poor slave ants that had marched bravely to the front couldn’t sustain that sound anymore and gave up. That gave free reigns to the warriors to push ahead towards the enemy mage core. With them, the Ice elementals were finding their way to the frontline and were beginning to stir chaos onto their formations.

However, the enemy elite warriors had been mind shocking all along and as such had stayed close to their mages for a long time. And so most of them were ethereal … meaning the Ice elementals trampling attacks were weakened and not that efficient. This whole bunch of sacred ants could have stopped the dragon’s push and possibly beaten them.

However, here again, the unbearable sound of the wailing winds was too much to handle and they too gave up.

At that point, the battle had been raging for some time and those vulnerable to Rigor Mortis were starting to falter. Half of the dragon warriors had already stopped fighting to try to catch their breath and the most vulnerable mages were now quiet. However, the +2 reinvigoration bless of the ants coupled with some Earth power had left some of them still active. But, truth be told, that didn’t change much. Indeed their contribution to the battle had not been that important and those still up and active weren’t very efficient either.

And then began the last part of the battle. The Ice Elementals were almost the only beings still able to do something and they started to trample the ants unrelentingly. And … that’s were the magic of the Ants shined : most of the surviving troops and mages were Ethereal. That meant that 75% of all tramples attacks were nullified ! That, coupled with mass regeneration made them very hard to kill.

So a strange dance of Ice elementals walking around ants could be watched for amateurs of Art. To be honest, it was a boring performance … and after a long time of that boredom the battle timer ringed its bell.

So every army started to retreat. However, all the fatigued units needed to recover to do so, meaning that at first all undeads mages got out. That removed immediately rigor mortis that had been cast by my Wraith Lord. A bit later, when the second bell of the battle timer ringed, the Golem was insta-killed. I was very upset to learn about that mechanic only then, because I lost him and all his equipement, all of that worth almost 150 gems !

Finally, when the last Aboleth left, the surviving supplicant communion slaves where left without commanders. Being mindless beings, they dissolved into oblivion. Also, due to the fact that most of my troops were on the enemy rear, they had a lot of walk to retreat (made even longer due to the fact that they were blind). That meant that when the last enemy retreated, only my troops were left on the battlefield : I had won.

Aftermath

The battle result need some thorough analysis to understand its true implications. First, Abolethive lost all of his 70 supplicants, a force worth 3500 gold and several turns of recruitment. Without them, he would not be able to send in another strong communion as he did and I believe it was decisive to make him give up on my cap afterwards.

About troops, he only lost 11 of his good sacreds, and a small 40 of other weaker ants. However, it’s quite probable he lost more to retreat given he had only 1 province to go. His mage force on its part lost 14 of its members, and only some of the weakest. I estimated the total cost to almost 6000 gold, not counting the retreats and potential freespawns.

On my part, losing my Horror harmonica golem was a huge loss. Indeed, that meant I lost a powerful tool to destroy enemy raiding parties … and rebuilding it would need a few turns and a lot of gems.

The other losses have to be evaluated separatly. First, for the regular troops, only 8 warriors and 1 sea troll had been killed. That is, almost nothing … however, almost 100% of them were now blind and this considerably diminished their combat effectiveness. Thankfully, it wouldn’t prevent them to take hits and hold the line, but I couldn’t really count on them for much more … however, the Chalice could help a little and that was also an incentive to put Gift of Health up.

The loss of my undeads was a setback too. 98 corpse constructs was about 6 turns of production. And these were direly needed to crack fortresses … so it was a real blow to my ability to counter attack.

Finally, I had lost all of my communion slaves. Indeed, the battle had been so long that they couldn’t cope with it … mass regeneration would have saved them, but, again, it was 2 turns too early. All in all that doesn’t look like a much, 12 average mages lost for an important victory. However, only the right randoms could fit that role and it was that many potential communion slaves that I wouldn’t be able to use in a future battle, and these were crucial to cast Unraveling. I still had enough, but it reduced my flexibility.

I then estimated my loss as low as 1500 gold, but 150 gems for the golem and almost 30 other gems used to cast combat spells, for a total of 180 gems.

It wasn’t a decisive victory, but, by pushing the ants away from Dragenheim, I was now able to concentrate on conquering the remnants of Ochreil. And I knew that the next time I would fight the ants, the new spells coming from Ench 8 would give me the decisive edge I needed to win the war.

I also regreted not trying to cut his retreat. It was a risk, but had it been done he would have lost everything !

The end of a dream (turn 60)

After raiding the last Ochreil’s provinces, I finally went for his last fort. Here, I supposed that some 30 warriors and as many archers, along with my last dragon would be enough. But how foolish was it on my part, again underestimating a dying enemy … He had pulled a large PD dump (no less than 60 !) and was patrolling with everything he had left. My army was wiped out and my very last dragon, dead …

… and the end of Ochreil

It took me a few turns to gather the final force to terminate Ochreil. They did not want to die, but I really wanted them to. With Abolethive giving up on me and moving everything against Drakonia, I could finally finish the job for good.

On turn 63, I sent my revived Harmonica golem on his last fort and there he easily eliminated the massive PD on top of it. The following turn, a large army of warriors and mages followed and massacred the last remnants of his forces. Immediately thereafter, the fort was stormed and his last province was the Iron throne.

By turn 65 it was taken, and on turn 66 the last raiding parties were destroyed and the once proud Ochreil empire had been entirely removed from the face of this world.

Meanwhile, with many veteran warriors still blind after the battle of Dragenheim, I finally took time to cast Gift of Health. This also strengthened my defenses and gave me more options for thugging. At the same time, I reached Blood 7 and summoned my first Vampire lord, with plans to go Alt 9 and unlock some Army of Gold/Lead.

… and the beginning of the end of Drakonia

The sacred alliance of the Dragons, be they blue, green or red, had raged on as they all tried to overcome the Ants and their masters. However, the dragons had had a hard time and even if Dragenheim managed to stop the ants offensive, Drakonia was struggling.

The red dragons were completely defenceless against the relentless mind hunting of the insects. Their leaders were picked apart one by one and their mind crushed without mercy, leaving scattered armies disorganized and losing precious mage support.

And if that wasn’t enough to break the morale of the proud drakes, the recent battles had shown them powerless against the superior battle magic of the Aboleth. Against enraged ants protected by a skin as hard as iron, and a devilish luck, the ants looked unbeatable and the dragons suffered defeat after defeat.

But the nail in the coffin was when the newly revived dragons proved unable to turn the tide. Tiamat had tried to follow the example of their blue cousins and Awaken the Dragon Blood hidden within their senior Redwings. As such, many Red Dragons started to fly around to raid the enemy lands. However, in spite of their initial success, the ants quickly recovered from the surprise of their arrival, and the beasts were picked apart and either mind hunted or killed in battle.

And so, by turn 64, Tiamat had given up on ascending to godhood and had left his body to some lower spirit as he tried himself to find salvation in the depth of tartarus (player went AI). The nation still held on as most were fooled by the new personnality of Tiamat, but in the end the erratic commands of their fake god would mean their downfall.

Feeling fucked up … (T67 to T69)

At that point in the game, I really believed it was over for me and that I had lost any opportunity to win. I wanted to win that game by sheer military strength, an overwhelming crushing victory of hordes of dragons swarming the world. But I was far from it.

But even if I had indeed reached a power unequaled, twice as big as both of my remaining major opponents, I just didn’t know how I could beat them. On one side the Aboleth looked extremely hard to beat, with many strong fortresses that would take ages to capture, and the ability to 1-turn break any of my fort they would choose to attack. On the other side, the deads for which I wasn’t sure what to do to oppose them. Rigor mortis was a thing I didn’t know how to handle, and I had seen his battles, he knew what he was doing. And him too had quite the tools to 1-turn pop my forts.

All in all, I felt fucked up, in spite of my huge diplomatic victory I couldn’t see how to transform it into a military triumph.

And they also both started to invade Drakonia and eat it alive, while I was watching, demoralized, trying to figure out how I could beat the ants before the walking deads grew too strong. I was pretty sure that if I allied one of my enemies, he would certainly get most of the spoils of war thanks to his superior sieging ability and I would lose to him in the end game.

And so after signing a truce with Abolethive I started, slowly, to think about a throne rush …

The will of the Dragons (T70 to T73)

And then I had an Enlightment

Unsure of my options, I had went for Alt 8 and then switched to Blood 8. I was starting to discover end-game blood spells and strengthened my blood economy. May be I would find there the tools for victory ? Heliophagus, Rush of Strength, Life for a Life … and why not Blood Vortex ? I started to have hope again.

But, suddenly, while studying all the spells and the map, it struck me. There were many unforted thrones, and I had unlocked both Wizard’s Tower and Three Red Seconds ! If I wanted to go for a throne rush, I had all the tools I wanted, with magic phase attacks, 1-turn forts, and enough to claim 4 thrones at once thanks to an artifact and a bishop fish.

With that in mind, unwilling to fight wars I wasn’t sure to win, I decided to go for it.

The Plan

During the last months of Drakonia, the player told me that he had left his forts unforted, and that, feeling defeat, he wouldn’t change that to leave them open for me. Also, for some unknown reason, Abolethive had never really defended the lake nor its throne hidden on its depths. I had captured it, and had forted it with a Wizard’s Tower.

I had 4 thrones to claim, with already 2 in my hands, the former Orchreil’s one and that one deep under the sea. So 2 were left, and those 2 unforted of Drakonia were screaming the name of Metahedron.

The one on the east of the lake was in a region with no major enemy army around. Ermor had sent there some raiding parties and thugs, but no doom stack to account for. Abolethive had Bandar Log with a decent garrison in the neighbourhood, but I was pretty sure he wasn’t patrolling it and I would be able to trap the troops behind its walls while I was doing my rush.

The other one was just next to Drakonia where Abolethive was busy killing Tiamat’s last armies. Also, it was not that far from Ermor’s armies and I knew I had to send there a strong force to defend it.

So the plan was simple :

  • First, send my prophet and his army right next to Drakonia, to capture and claim the Outer Throne.
  • Second, send heavy thugs to escort a Broodmaster equipped with the Sword of Injustice to capture and claim the Silver Throne next to Bandar Log.
  • Third, have my bishop fish claim the Throne of the First Age down in the deepest abyss of the planet.
  • Finally, send Metahedron on the Iron Throne, the former Ochreil’s one, to claim it.
  • Meanwhile, send all the remaining troops and mages to defend the other exposed thrones.

Also, I wanted to hide my intentions as much as possible. As a result, I had my bishop fish hide until the last moment thanks to the Amulet of the Doppleganger. In the same fashion, my Broodmaster with the Sword of Injustice hid himself beneath the Silver Throne with a Shademail Haubergeon. Finally, I wanted to give as little information as possible and pre-assaulted the thrones with magic phase attacks.

On the Silver Throne, I sent an Elludian Moonmage scripted to skellespam. If he would ever fail, a heavily equipped Arch Devil was following him to murder anything that would still be there. I also magic phased all the provinces around to cut any means for armies to reach it, in particular the units in Bandar Log. Most raiders were cheap, but they should only meet PD.

On the Outer Throne, I sent my horror harmonica golem to clean up the PD while three Elludian moon mages followed up to help with the defense with heavy skellespamming. At the same time, my Prophet would join stealthily thanks again to a Shademail Haubergeon. Meanwhile, I would take the northern and southern provinces to cut off Ermor from the throne and prevent him to intervene in any way. However there were still 2 big armies, close to it, with Drakonia sending his last army to retake his cap, and the main Aboleth army busy taking another fort. I was confident they would kill each other, leaving me time to close in with my main army.

Finally, the army designed to hold on that throne and a probable Abolethive counter-attack was the best I could muster, with 110 warriors, 8 storm demons and no less than 32 mages. One of them was a sorceress with pen 4 gear poised spam Unraveling as many times as possible. Also to note Fog Warriors and Mass Regeneration to empower the army, as well as the Sword of Aurgelmer, the Soul Stone of the Wolves and the Ankh and, last but not least, a Wailing Winds caster. With that much on the field, the ants would really need to pull out many tricks to take back that throne.

Going for it !!

I devised that plan on turn 70, and it took only 1 turn to get everything prepared. So, as soon as turn 71 I gave the orders and watched the plan unfold.

On turn 72, the raids for the Outer Throne were only met by weak PD and the throne was taken and entirely cut off from Ermor. In the meantime, the Aboleth army annihilited all the remaining forces of Drakonia and killed Tiamat. Even though our cousins brought to the field 250 troops and some decent mage support, the battle was entirely one-sided, the ants losing only a handful warriors and even enslaving some enemies. So this meant that for the next turn it was very possible that the ultimate battle would be above that throne. But in 3 red seconds a mighty Citadel of Power was poised to appear and secure the ascension.

That same turn, the 5 raids in and around the Silver Throne were successful but one. Most importantly, Bandar Log was locked up and the army there would never be able to intervene. Also the roads from Ermor were blockaded and the only threat was a shattered raiding force on top of the sourthern Drakonia fort. Our raider here, equipped with Ember, had managed to kill half the units and most importantly slay the Dusk Elder thug there before retreating. As a result, when the survivors tried to storm the fort they were sent back to the realm of the dead and it was highly improbable that anything would come from there. Furthermore, a Wizard’s Tower would soon rise on the top of the Throne to prevent any bad surprise.

And so after those successes, all did their duty. Ansila, the Prophet of Metahedron from the very beginning of the War, Lando the Broodmaster, Anat the Bishop Fish and Metahedron himself, all claimed the thrones and their powers of Ascension.

And on turn 73, all attempts to stop them failed. The Presence, the god of Abolethive had already accepted Metahedron supremacy in his mind and didn’t even try to do anything on the Outer Throne. Ermor on the other hand didn’t want to let go. He began a full invasion of former Ochreil’s territory with raiding squads totaling about 500 undeads. He also tried a Wind of Death trap on the army poised to defend the Outer Throne … but to no avail, as his pretender was killed by the storm demons … and the few dragon warriors hit by the winds still had a enough years of life ahead of them to ignore the effects. Finally, he had moved his most powerful army of 650 units towards the throne, but too late. Etimmu and a large raiding squad were also headed towards the Silver Throne, but here also they were too late.

With the powers awokened, Metahedron was on the verge of ascension, and all would now bow to him.

Metahedron reigns supreme

With the power of the thrones awokened, Metahedron was now strong enough to access the Divine Dimension. He had already tried, many times, to inhabit it, but his being was too weak for such a feat, and he needed the powers of the thrones to open the way.

After his prophet and allies had claimed the thrones, he was the last to bind himself to the power of the Iron Throne. And by doing this, he quickly felt that the path to the Divine Dimension was now wide open and that he could enter it whenever he wanted.

Without delay, he threw himself, again, across all dimensions and in particular that Divine one that was the only one that had been left unknown to his being. As soon as he entered it, he felt that He was made for it. He Was Born Divine. He had always been. The Shape he had seeking all his life, without even knowing it, was there, the Ultimate Shape, the Universe itself. He Was The Shape. He Was The Universe.

And there he understood. A fate fulfilled. An inevitable destiny. This had Always been and had always been Destined to Happen. His Omniscience now Perfect and Clear, he turned back his eyes on this little world – one of many – where he had fought to find his real purpose.

And as he looked, with the glimpse of a thought, he restored the Dragon’s power all over the world. And with the utterance of One Word, the undeads and their leader were sent back across the Styx, while with a whisper, he made the aliens of Rl’yeh free their ant slaves to become the faithful servants of the One True God. And all the pretenders, dead or alive, found themselves in Tartarus, to meditate on the meaning of Power for the rest of eternity …

In the end, they all worship Him. The Far Traveler has ended his journey to ultimate godhood and will now travel where no one goes – for the sake of his people.

Gameplay Analysis

Dragons

The dragons were both very fun and efficient during half of the game. They are great raiders, especially given their very high movement ability (30 MP flying). Of course, they firepower and survivability is a strong advantage, but :
– against a lot of enemies dealing a decent amount of damage (15+), their low protection (18) makes them very vulnerable, even with regeneration
– if the enemy has cold resistance, their efficiency really drops : that breath attack can wreak havoc whereas the 3 melee attacks are good, but nothing better than a brand
– they can’t wear shields, nor armor, nor many things that could really make them better. Sure, there is that national misc item that adds 11 armor on body and head, as well as that national crown that add 5 more armor on body and 26 in the head. But, they are quite expensive (10W/5A for one, 10W/5D for the other), and you need those W gems to summon more dragons. Also, using these items meant sacrificing 1 slot of misc item and the combo Flask of Holy water + Amulet of antimagic was the best I could think of.
– even though on paper they have good sieging ability, the gold/gem ratio compared to their siege value is just abysmal

All in all they can be fantastic early game, but, depending on what your opponent can field, can quickly fall into an average asset, certainly good but not anymore decisive. In the end, I felt them too expensive for what they were : I prefered 13 dragenheim warriors and some good artifacts/summons for the same price.

So, when all of them had died I was sad, but I was pretty convinced that summoning more would be a waste of gems (given my final enemies were for one an astral spammer and for the other a skelespammer with astral abilities too).

Now, with more experience, I think that for the end game Broodmaster/Bluewing thugs are probably better.

Site searching

This is a game where I didn’t do site searching as I usually do. In my other MP games I often have one of the top gem economy, but here things didn’t go that way. Indeed, I was under pressure most of the time, constantly at war from turn 15 to turn 68 and I didn’t want to lose one of my precious mage from a random raid.

I also didn’t want to lose precious gems to site searching spells with the gems I needed the most. So the less the income, the less likely I would do site searching, particularly for earth for which my income was so low. And when I started to conquer lands from other players, I first considered they had already been site searched (which was very true for Swarmhive, not as much for Abolethive, and sometimes not at all for Ochreil).

The last lands of Ochreil I took, I was very disappointed by the lack of magic sites … but I could uncover several sites with my spells, to my surprise and delight … Ermor also told me he found many sites in Ochreil and Drakonia lands through site searching.

So my magical power was probably not what it could have been. But even when I think about it, given the constant threats from raidings, and the pressure of war, this was perhaps as good as I could get.

Artifacts

This was the first time in a multiplayer game that I reached Construction 8, and in that particular game, it was the first level 8 school I reached, so I better had to use it well. Here’s the list of all the items I built as I did 1 per turn during 18 turns (and the last ones later when the end was closing). So I list them below and comment about why I got them and how they fared.

The Chalice : With all my dragons around, a number of them riddled with afflictions, I wanted to have a mean to get them back in their best shape to use them at their best potential. It served its purpose well, and even more when I got bane venom charmed and had all my troops blinded by Solar Brillance.
The Horror Harmonica : I had heard of it, I wanted to try it. Superbe tool to delete raiders and armies without mage support. Also very convenient in battle for the free Wailing Winds … One of the best Artifacts out there.
The Sword of Many Colours
: I couldn’t craft a Staff of Elemental Mastery and really needed an elemental booster. Came in perfectly for that.
Soulstone of the Wolves
: I wanted to increase my free raiding with the built-in spell “Call of the Wild”. I’m surprised I never used it in battle for the turn-1 Howl. Nowadays I tend to consider this item only for that, either in battle or assassinations.
Igor Könhelm’s Tome
: At some point I started to use my single A income (yes, only 1 A per turn for so many turns) to summon Corpse Constructs. So why not summon more … helped build my sieging forces, even though I often wasted them.
The Crown of Despair
: It was cheap, it gave 1 free D income, and I could use it on a Mound Fiend to summon free longdeads, so why not. Good for its price if you have nothing better to get.
Armor of Virtue
: I wanted to give a Life Long Protection to my horror harmonica golem, so this item was perfect to free the slot of my ring of returning. Worth for that. Additionnaly I’m pretty sure you can use the free bless and the Awe for other purposes.
Rod of Death
: With Ermor around, I would probably have found a use for it sooner or later … I never really used it, I think it should be an anti-thug weapon and give it to a mundane commander.
The Black Book of Secrets
: More D and more B. Good path booster, in particular for B as it only requires B2.
The Green Eye
: I wanted more Penetration for Mind Hunting, and later for Unraveling. I think the Autosleep can be useful in other cases, say on thugs with Soul Vortex (given the Pen would improve the Soul Vortex).
The Sword of Aurgelmer
: After I had my ass beaten by Abolethive, I saw this item and understood its value. Turn 1 Will of The Fates is no joke. Expensive, but worth the price, especially if you can’t really cast that spell.
Ardmon’s Soul Trap
: I used it for bodyguarding my prophet. Don’t remember seeing it in action.


Sword of Injustice
: To get another Holy 3. Came in handy for the final throne rush.

Amulet of the Doppelganger
: I got it only for the free stealth. However I now see the Seduction ability as a pretty powerful addition.
Ember
: I love this weapon, even if it’s not game breaking. I had to get it… I just had.

Dawn Fang
: Cheap good weapon for thugs. Awe + MR + Affliction resistance + more damage against undeads & demons. The only “drawback” are the average stats. But no reason not to take  it.
Twin Spear (B variant)
: I saw I could call lesser horrors, and wanted to try it as an horror harmonica. Very, very far to be as powerful as the harmonica …
The Ankh
: At some point I understood this was free Life After Death. No reason not to build it.

Tome of the Lower Planes
: More path boosting (+1B).

Tome of High Power
: Even more path boosting (+2A, +2S). Now I also see the +2 spell range that could be really useful in many situations (but may be not on such a small map, though in combat +50% could be interesting too).

Diplomatic victory

I really feel this victory was a diplomatic victory. I ensured my 2 worst opponents would kill each other, I ensured the downfall of a potential contender, and even if in the end I failed against Abolethive, I could muster a 2vs1 against him when he was the strongest.

The risk I took at the beginning paid off beyond measure, and I can owe my victory to that bold move.