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Bombur mod playtest

 
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Bombur mod playtest - 8/11/2010 1:59:58 AM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
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6 player game
3 Human players
-Jeffrey H (Light Marines)
-Bombur (Trinity country)
-srndac (Anamistic country)
3 AI players


-Screenshots soon
Post #: 1
RE: Bombur mod playtest - 8/11/2010 4:27:21 AM   
Jeffrey H.


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From: San Diego, Ca.
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Did you intentionally want shroud off ?

_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Bombur)
Post #: 2
RE: Bombur mod playtest - 8/11/2010 6:59:23 AM   
srndac

 

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Jeffrey:

Actually, it was I that 'randomized' the map - and I don't usually play with shroud on - and Bombur hasn't told me about the shroud.

Besides, I have taken a look at the map when figuring out who the human players should be - so as to give everyone a fair start - something me and my friends usually do together, but here .. impossible - so it would give me an unfair advantage.

Sorry for the inconvenience.
srndac

< Message edited by srndac -- 8/11/2010 7:00:55 AM >

(in reply to Jeffrey H.)
Post #: 3
RE: Bombur mod playtest - 8/11/2010 7:27:36 PM   
Jeffrey H.


Posts: 3154
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline
Oh ok. I understand your point. I usually just let 'er rip and hope for the best on the initial start. But since Zaratoughda's mod for production balancing has been developed, I don't have as big problem with bad starting positions in random games.

Regardless, it's still going to be fun.

_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to srndac)
Post #: 4
RE: Bombur mod playtest - 8/11/2010 8:12:18 PM   
Bombur

 

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From tye realism POV, shroud make sense for pre industrial age scenarios, but I don´t think it is a good idea for XX century ones, that´s why I didn´t see any trouble with starting setup.

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Post #: 5
RE: Bombur mod playtest - 8/21/2010 12:58:36 AM   
Bombur

 

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Turn 6. I started in a good position, but I also have an AI+ player in my continent. My dreams to build a powerful navy will be delayed....




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Post #: 6
RE: Bombur mod playtest - 8/22/2010 11:53:06 PM   
Bombur

 

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The expansion phase is almost over. The Trinity country managed to be 2nd place in production. Unfortunately, the Southern continent is divided with 2nd society, which is 1st place and have 50% more pp. We managed to occupy a big city in a small peninsula which is located well in the enemy country. I hope to force the enemy to fight in two fronts. Meanwhile, I will build a fortified defensive line (images to be posted soon) in the border with the Second society...




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Post #: 7
RE: Bombur mod playtest - 8/27/2010 2:52:19 AM   
Bombur

 

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Enemy troops are approaching our main defensive lines, but we are prepared....




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Post #: 8
RE: Bombur mod playtest - 9/3/2010 11:41:44 PM   
Bombur

 

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Turn 15, the two armies make contact, my artillery inflicts light losses to the enemy forces.
In other news, we realized that the Aanamistic killers already have superior air forces. They developed level II planes.





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Post #: 9
RE: Bombur mod playtest - 9/14/2010 1:24:02 AM   
Bombur

 

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Turn 25: We are slowly pushing the Secon Society Armies back to their territory. The AI doesn´t like to build artillery, so it´s almost impossible for an AI player to make successfull offensives with WWI technology. However, one I passed from defense to attack, my own losses skyrocketed....




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Post #: 10
RE: Bombur mod playtest - 9/30/2010 12:11:39 PM   
Bombur

 

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Turn 33. Advanced one hex and eliminated the enemy pocket....




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Post #: 11
RE: Bombur mod playtest - 9/30/2010 12:13:04 PM   
Bombur

 

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See the results of an WWI style bloodbath...the enemy fell in love with armoured cars....




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Post #: 12
RE: Bombur mod playtest - 10/6/2010 10:51:26 PM   
Bombur

 

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I captured the first city from the Second Society (the damaged city in the small peninsula). The next city (Cattleroad) will be much tougher, as the enemy has more than 200 units defending it. I must surround the city, reduce it ti rubble with artillery and only then I could try an assault.




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Post #: 13
RE: Bombur mod playtest - 10/21/2010 11:38:40 PM   
Bombur

 

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Turn 42: Cattleroad falls




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Post #: 14
RE: Bombur mod playtest - 10/21/2010 11:39:54 PM   
Bombur

 

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Turn 43, the enemy starts a counterattack. My troops are tired and overextended...




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