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Records of Failure

History is written by the victor! And so most AARs detail the author's road to victory. But maybe there is as much, if not more, to learn from reading the annals of those who lost. What fatal decisions led to their eventual demise? What could have been done differently?

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.

Records_of_drainage on Immersion

Author: Naaira
Nation: MA Vanarus
No. of players: 12
Map: Vanilla map (15 provinces/player)
Mods: BetterArena_1_3.dm, ImprovedCastingAIv1.04.dm,
LucidsThematicGemGenV163.dm, WH_6_24.dm

Nation Analysis

Opponent nations
(in order of pick)

  • Na'Ba
  • Ashdod
  • Ys
  • Phaeacia
  • Asphodel
  • C'tis
  • Atlantis
  • Xibalba
  • Pangaea
  • Vanarus
  • Marignon
  • Pythium

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. The nation features no recruitable cavalry whatsoever so mobility is an issue.

So Chud!

In line with the northern theme the nation features two hardhitting dual-wielding berserker units: The 15g Vanarusian Berserker and the 35g Chud Hirdman. The Chud Hirdman is a significant upgrade with +5 hp, +4 Prot, +2 attack… but it is it worth more than twice the cost? They also have the glasscannon shapeshiting Chud Skinshifter.

Finally they have Oath-Bound, a 16 Prot elven shieldbearer with decent stats, glamour, stealth and sacred, all for the price of 35g.

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 Oath-Bound.

The mage lineup is wide but shallow. The anyfort Vanarusian Sage has lots of randoms. There is a potential to random air 33 but most of the time you end up with air 11 or air 22 and some other 1-level paths. A fair few sages will have blood 11 for some blood hunting and blood communions. Other mages have the fire 11death 11 crosspath for Fire Skulls, and some have air 11death 11 for Corpse Constructs.

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: Vyedmas are natural Mossbody casters with 1/4 being Foul Vapors capable. Vyeduns trade the W path for chance of air 22 and (more importantly) fire 22 for Sulphur Haze and Summon Fire Elemental.

Finally the cap-only Vanabog adds thug potential, magic phase capability and guaranteed air 22 with a chance for air 33. The air 22death 22blood 11holy 22 can cast Wailing Winds later on with a Skull Staff which is huge. They are also stealthy priests so they can potentially lead stealthy groups of Oath-Bound. Potentially.

Of note is that all of your non-cap mages are very good researchers - and none of them are sacred. All of the mages have a lot of randoms, so you need to recruit a lot to get the magic diversity you want. Thus, you get a lot of mages out the gate with little infrastructure but you pay for that with high upkeep and lots of randoms that you might not have a good use for.

Finally, and most importantly, Vanarus non-cap mages peak at fire 22, air 33, water 11, earth 11 !, nature 22, death 11 and blood 11 with many mages being stuck with no 2-path. The nation screams magic boosters, many of which it can create natively… at Construction 6. Thus for a majority of the early to mid game your magic is limited to the paths available. Also not having access to a single earth 22 natively means that you pay a premium for using E magic. Every gem counts.

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

Going into the game I wanted to use the Oath-Bound to carry my early game. I thought (and still think) that it's a very solid unit. 35g for a 14 hp, 16 Prot sacred with good stats and glamour is a bargain in my opinion. I also wanted to practice being more aggressive early. So I decided early that I wanted to build a bless around the Oath-bound. After extensive debate with some of the mentors in my mentee channel on Immersion I settled on this god:

God picture

Failure #1: No Fire Resistance

Not taking Fire Resistance was a major mistake. This meant that my whole unit lineup was incredibly vulnerable to Fire Shield. Berserkers are excellent blenders… until they meet a big fat Fire Elemental and blend themselves to death super quickly. Fire Resistance would have given me a frontline that could tank Fire Elementals.

Fire Resistance would also have made it much easier to buff my Oath-Bound with Protection and Wooden Warriors.

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 and Magic Weapons meant that one spell, Summon Fire Elementals essentially countered three cornerstones of my army: The Oath-Bound, the berserkers and mages casting Summon Air Elemental. Fire Elementals are the natural counter to Air Elementals who like to attack the big blobs of fire and kill themselves on their fire shields.

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's excellent guide features a sample pretender for Vanarus that, given my choice of first war target, would have been much better for this game.

Picture of Johnny's god

Expansion Phase

This was my starting position: Picture of starting position

Failure #3: Vanilla map

What can I say? I hate vanilla map making.

Expansion went really smoothly using mainly Oath-Bound and Chud Jarls with Chud Hirdman, Vanarusian Berserkers and Chud Skinshifters recruited occasionally to bolster the line. From expansion testing I found that around 10-12 dudes in a line prevented most commander snipes.

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.

user/records-of-failure.1636555681.txt.gz · Last modified: 2021/11/10 14:48 by naaira