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user:records-of-failure [2021/11/10 14:14] naaira [Nation Analysis] |
user:records-of-failure [2021/11/14 14:29] (current) naaira [Records of Failure] |
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I hope to give an honest account of a game that I failed. As people come to lavish every detail of my failure I will incorporate any useful feedback I receive into this AAR. Happy reading. | I hope to give an honest account of a game that I failed. As people come to lavish every detail of my failure I will incorporate any useful feedback I receive into this AAR. Happy reading. | ||
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==== Records_of_drainage on Immersion ==== | ==== Records_of_drainage on Immersion ==== | ||
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**Nation:** MA Vanarus \\ | **Nation:** MA Vanarus \\ | ||
**No. of players:** 12 \\ | **No. of players:** 12 \\ | ||
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</ | </ | ||
I had wanted to try out Vanarus for a while. I hadn't played a lot of human nations previously and the combination of a light touch of elves, chud berserkers and human mages seemed interesting to me. | I had wanted to try out Vanarus for a while. I hadn't played a lot of human nations previously and the combination of a light touch of elves, chud berserkers and human mages seemed interesting to me. | ||
- | Vanarus belongs to the northern group of nations. All units except the elven ??Vanabog?? have cold resistance (5) and most units have snow move. The regular troops have prot values around 11-13 and javelins to chug at people. A cheap shortbow archer can also be recruited. | + | |
+ | Vanarus belongs to the northern group of nations. All units except the elven ??Vanabog?? have cold resistance (5) and most units have snow move. The regular troops have prot values around 11-13 and javelins to chug at people. A cheap shortbow archer can also be recruited. The nation features no recruitable cavalry whatsoever so mobility is an issue. | ||
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The mundane commander lineup features a scout, 60 leadership herse, 80 leadership jarl, a 10 leadership priest and the 80 leadership H1 ??Chud Jarl??. Notably neither priest nor Jarl are stealthy so cannot lead stealthy parties of ?? | The mundane commander lineup features a scout, 60 leadership herse, 80 leadership jarl, a 10 leadership priest and the 80 leadership H1 ??Chud Jarl??. Notably neither priest nor Jarl are stealthy so cannot lead stealthy parties of ?? | ||
- | The mage lineup is wide but shallow. The anyfort ?? | + | <WRAP column 30px centeralign> |
The nation also features two forest-recruit mages: The ??Vyedma?? and the ??Vyedun??, named similarly to keep the player ever confused. The difference between them is miniscule but significant: | The nation also features two forest-recruit mages: The ??Vyedma?? and the ??Vyedun??, named similarly to keep the player ever confused. The difference between them is miniscule but significant: | ||
- | Finally the cap-only ??Vanabog?? adds thug potential, guaranteed {{path> | + | <WRAP column 50px centeralign> |
- | Of note is that all of the mages are very good researchers - and none of them are sacreds. All of the mages have a lot of randoms, so a lot are needed | + | Of note is that all of your non-cap |
+ | |||
+ | Finally, and most importantly, | ||
The end effect is that Vanarus can eat gems like no other nation. Your wide but shallow magic diversity comes with a cost later on as you need gems and boosters to use all the magic your research unlocks. | The end effect is that Vanarus can eat gems like no other nation. Your wide but shallow magic diversity comes with a cost later on as you need gems and boosters to use all the magic your research unlocks. | ||
===== Pretender Design ===== | ===== Pretender Design ===== | ||
+ | When I joined the game I had a few goals in mind: | ||
+ | * I wanted to practice being more aggressive in the early game. My goal was to be in a war around turn 14, using my ??Vyedma?? to pointbuff with Alteration 3 magic. | ||
+ | * I did not want to do a lot of diplomacy, favoring loose understandings above NAPs. I would try to go for 1v1s preferably. | ||
+ | * I wanted a decent bless and not only rely on scales troops. | ||
+ | |||
Going into the game I wanted to use the ?? | Going into the game I wanted to use the ?? | ||
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</ | </ | ||
<WRAP box 800px center> ==== Failure #2: No Magic Weapons ==== | <WRAP box 800px center> ==== Failure #2: No Magic Weapons ==== | ||
- | With the dual-wielding berserkers magic weapons is not mandatory on Vanarus, since the berserkers will have an attack density of 6 per square so they can bypass ??Body Ethereal?? more easily than most. However, missing both Fire Resistance | + | With the dual-wielding berserkers magic weapons is not mandatory on Vanarus, since the berserkers will have an attack density of 6 per square so they can bypass ??Body Ethereal?? more easily than most. However, missing both Fire Resistance |
</ | </ | ||
In hindsight I should have realized what the Oath-Bound are - really high-value blockers - and built around that. I should have picked up Fire Resistance, Magic Weapons and maybe even more Defense. Johnny' | In hindsight I should have realized what the Oath-Bound are - really high-value blockers - and built around that. I should have picked up Fire Resistance, Magic Weapons and maybe even more Defense. Johnny' | ||
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This was my starting position: | This was my starting position: | ||
Picture of starting position | Picture of starting position | ||
- | <WRAP box 800px center> ==== Failure #3: Vanilla map ==== | + | <WRAP box 800px center> ==== Failure #3: Vanilla map and map settings |
- | What can I say? I hate vanilla map making. | + | What can I say? I hate vanilla map making. |
+ | </ | ||
+ | |||
+ | Expansion went really smoothly using mainly ?? | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Despite some rivers that just would not freeze and a bit of backtracking because of low-connection provinces in the south by turn 12 I had 21 provinces. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | <WRAP box 800px center> ==== Failure #4: Infrastructure delay ==== | ||
+ | I was swimming in gold but did not have a lot of infrastructure in place yet. By turn 12 I still had two turns left on my second fort and I just could not find a good place to build my third fort. I did not want to build any coastal forts because of Ys being located very close by. I also wanted to keep forests clear of forts and make sure I did not drain forests completely of resources so I could recruit my forest mages... but all of that led to a delay in infrastructure which in turn might have delayed my early game timings.</ | ||
+ | |||
+ | Despite the delays in getting up forts, I still felt very satisfied about my early game. Getting 21 provinces by turn 12 in a multiplayer game is above expectations, | ||
+ | |||
+ | ===== Early diplomacy and picking my first war ===== | ||
+ | As my scouts gave me more information of the world I began to get a picture of who my neighbors were. My coastal position meant that I was faced with three choices: | ||
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+ | <WRAP column third>{{ : | ||
+ | <WRAP column third>{{ : | ||
+ | <WRAP column third>{{ : | ||
+ | |||
+ | My scouting suggested that Pythium had had a rough expansion phase and was significantly smaller than me. Asphodel had not done spectacularly either, but on the other hand the prospect of taking control of his population-depleted lands was not an attractive prospect. In the end I decided to attack Na'Ba. My reasoning was three-fold: | ||
+ | * Na'Ba just gets more and more cancerous with time. With excellent high-path mages, good magic diversity, decent summons and the potential for ?? | ||
+ | * I had fought the player before and knew I would be in for a challenge. It just seemed more fun. | ||
+ | * The Thrones placement in the game meant that any contender would have to go to the belt of land north of Na'Ba where Ashdod resides. I could approach that land either from the north through Pythium or west through Na' | ||
+ | |||
+ | With that in mind I reached out to Asphodel and Pythium and declared my intention of not attacking them at this stage. When Na'Ba reached out to settle borders and asked for a NAP I answered ambiguously. The stage was set for a war with Na' | ||
+ | |||
+ | |||
+ | <WRAP box 800px center> ==== Mistake #4: Picking First War Target ==== | ||
+ | While there were plenty of reasons to go to war with Na'Ba I missed some key reasons **not** to go to war with them. | ||
+ | * Remember my bless? No fire resistance was a fatal vulnerability in my lineup that Na' | ||
+ | * Na' | ||
+ | * Geography was awkward with a mountain range that meant that my initial movement would be very predictable. | ||
+ | * The delay in infrastructure meant that I did not have the research advantage I was banking on to win my first war. As I discovered much too soon, Na'Ba was never behind in research to any significant degree. They might even have had the lead. | ||
+ | |||
+ | What I should have done is attack Pythium instead. They looked weaker with a much smaller expansion, were closer to my cap, had fewer answers to what I could bring. Had I set out to win the game at any cost I should have accepted the NAP from Na'Ba and gone north, researched the Fire resistance buffing spells and my midgame suit of magic like Wailing Winds. | ||
+ | |||
+ | .... or I should have played the diplo game and formed a coalition against Na'Ba. | ||
+ | </ | ||
+ | |||
+ | ===== Analyzing my opponent ===== | ||
+ | So let's have a look at my opponent nation. Na'Ba is one of the more powerful nations in MA with some amazing tricks up its sleeve once it gets its research online. I have played it two times before using a build similar to [[150-proof-guide-to-na-ba-by-baalz|Baalz' | ||
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+ | ==== Na'Ba Strength and Weaknessess ==== | ||
+ | <WRAP column half> | ||
+ | * **Amazing mages with high paths:** | ||
+ | * ?? | ||
+ | * ??Sahir??, | ||
+ | * ??Hermit Sahir?? | ||
+ | * Decent half-giant scales troops: | ||
+ | * ??' | ||
+ | * ??' | ||
+ | * Foreign recruit options: | ||
+ | * Great mobility and lots of stealth | ||
+ | * Vision: ??Nabaean Scout?? | ||
+ | * Scaling | ||
+ | * Blood potential | ||
+ | * Decent summons | ||
</ | </ | ||
+ | <WRAP column half> | ||
+ | **Weaknesses** | ||
+ | * Research-reliant | ||
+ | * Mages need to "come online" | ||
+ | * Weak early game | ||
+ | * Mediocre sacreds: | ||
+ | * {{path> | ||
+ | </ |