coldcrow
Prophet
- Joined
- Mar 6, 2009
- Messages
- 1,660
Greetings!
People expressed the wish to see a LP of the upcoming Codex Dominions 4 game. I wanted to write a LP for quite awhile, so why not now.
I won't go over the basics of dominions 4 alot, there are plenty of tutorials on youtube, but I will shed light upon some choices and more obscure details. I am not very experienced with the game itself, but as a good chessplayer startegy should come naturally
Since this is a smultaneous LP I can only hope my opponents will display good sportsmanship and don't browse this thread.
Onto the game:
Early Era, standard settings and no thrones (a new feature in dom4), a smallish map with about 90 provinces. Right now we have 5 players signed up, but I set the maximum to 7.
Nations are: Ulm, Mictlan, Ur, Ermor and I commandeer Yomi
In this first post I will just present my Nation and Pretender and try to get familiar with posting.
So I chose the weeaboo demons, knon as Yomi. Based on Japanese mythology they are the eastern counterpart of ghosts, elves, kobolds and so on.
Troops:
First we got the Bakemono:
8g(old), 2-4r(essoruces)
They come with a club, a pointed stick and a shortbow. They are nothing to write home about, except that they are stealthy, cheap and have limited darkvision. They can be useful to ambush unsuspecting enemy forces or have an unexpected archer backup.
Next, human auxiliaries:
9g,11/16r
These guys are average, stealthy humans (10 is the average stat for a human) equipped with spears and also bows. The torch icon is represents their ability to efficiently pillage and be able to raid – does exactly what you would think: gaining some money at the cost of population and unrest. Raiding targets adjacent provinces, only units with the pillage ability can do it.
Pillagers can be stopped by the local population, while raiders can be caught by province defense and patrollers. In that case there is a battle and no gold will be claimed.
Now the demons. I skip over the Ko-Oni as he is a useless little twerp.
Not the Aka-Oni and Ao-Oni:
20/25g,1r
These two are the bread and butter units, so let's go over them in more detail.
I start with the Icons and go voer stats last.
First: cold or fire resistance (5) – deducts 5 of any c-f damage
2nd: They don't need to eat – meaning they can never starve when supplies are low
3rd: Demon : demons have perfect darkvision but can be banished
4th: Mountain survival: they have no movement penalty in mountains and can move through passes
5th: Pillager (1)
6th: Gluttony (2): they still like to eat
7th: undisciplined: can't be given orders and use standard block formation on the battlefield
8th: Chaos Power (1): They get +1 atk, def, str, move for each level of turmoil in a province. Additionally each 15 unrest count as one level of turmoil
9th: Chaos Recruitment (2): You get 2 gold back per level of turmoil
Size 2: 3 fit into one square
They got a Great Club with decent dmg and +1 def, and a magic attack. Either a cold melee attack or a fire ranged. Both are armor piercing (ap) – halves opps armor – and are magical, so they get through etherealness. Their stats are decent except protection, but Oni have a second low HP ethereal form. As you can see you get alot of bang for realtively low buck and almost no ressources. They can be recruited easily if need be and pack a nasty punch in a high turmoil dominion. Also the cold attack deals fatigue damage which acts nicely as a deterrent to SCs and thugs.
Lastly your elite demons:
40/50g,11/10r
They are more expensive but have better stats and in case of the Kuro Oni, 2 magical attacks. Kuro-Oni get pillaging (2) and fire/poison resistance. Both get a fucking huge japanese Sword with lots of boni – cause japanese swords somehow rule. A case could be made for the Onis, since they get 2 javelins which they can throw as far as their strength, which can be pretty high in a turmoil dom.
These guys will be slowly recruited to form a few elite squads over time.
As you can see teir troops are not demanding ressourcewise (a fully armored troop takes about 20-35 ressources), are hard hitters and have magical attacks. Being demonish will open them up to a few select counters (Banishment for example). You do not want to fight these guys in a pillaged, torn country!
In the next post I will write about the commanders and the pretender.
PS: If you have anything to say about formatting, pictures and such, please do so as this is my first LP.
People expressed the wish to see a LP of the upcoming Codex Dominions 4 game. I wanted to write a LP for quite awhile, so why not now.
I won't go over the basics of dominions 4 alot, there are plenty of tutorials on youtube, but I will shed light upon some choices and more obscure details. I am not very experienced with the game itself, but as a good chessplayer startegy should come naturally
Since this is a smultaneous LP I can only hope my opponents will display good sportsmanship and don't browse this thread.
Onto the game:
Early Era, standard settings and no thrones (a new feature in dom4), a smallish map with about 90 provinces. Right now we have 5 players signed up, but I set the maximum to 7.
Nations are: Ulm, Mictlan, Ur, Ermor and I commandeer Yomi
In this first post I will just present my Nation and Pretender and try to get familiar with posting.
So I chose the weeaboo demons, knon as Yomi. Based on Japanese mythology they are the eastern counterpart of ghosts, elves, kobolds and so on.
Troops:
First we got the Bakemono:
8g(old), 2-4r(essoruces)
They come with a club, a pointed stick and a shortbow. They are nothing to write home about, except that they are stealthy, cheap and have limited darkvision. They can be useful to ambush unsuspecting enemy forces or have an unexpected archer backup.
Next, human auxiliaries:
9g,11/16r
These guys are average, stealthy humans (10 is the average stat for a human) equipped with spears and also bows. The torch icon is represents their ability to efficiently pillage and be able to raid – does exactly what you would think: gaining some money at the cost of population and unrest. Raiding targets adjacent provinces, only units with the pillage ability can do it.
Pillagers can be stopped by the local population, while raiders can be caught by province defense and patrollers. In that case there is a battle and no gold will be claimed.
Now the demons. I skip over the Ko-Oni as he is a useless little twerp.
Not the Aka-Oni and Ao-Oni:
20/25g,1r
These two are the bread and butter units, so let's go over them in more detail.
I start with the Icons and go voer stats last.
First: cold or fire resistance (5) – deducts 5 of any c-f damage
2nd: They don't need to eat – meaning they can never starve when supplies are low
3rd: Demon : demons have perfect darkvision but can be banished
4th: Mountain survival: they have no movement penalty in mountains and can move through passes
5th: Pillager (1)
6th: Gluttony (2): they still like to eat
7th: undisciplined: can't be given orders and use standard block formation on the battlefield
8th: Chaos Power (1): They get +1 atk, def, str, move for each level of turmoil in a province. Additionally each 15 unrest count as one level of turmoil
9th: Chaos Recruitment (2): You get 2 gold back per level of turmoil
Size 2: 3 fit into one square
They got a Great Club with decent dmg and +1 def, and a magic attack. Either a cold melee attack or a fire ranged. Both are armor piercing (ap) – halves opps armor – and are magical, so they get through etherealness. Their stats are decent except protection, but Oni have a second low HP ethereal form. As you can see you get alot of bang for realtively low buck and almost no ressources. They can be recruited easily if need be and pack a nasty punch in a high turmoil dominion. Also the cold attack deals fatigue damage which acts nicely as a deterrent to SCs and thugs.
Lastly your elite demons:
40/50g,11/10r
They are more expensive but have better stats and in case of the Kuro Oni, 2 magical attacks. Kuro-Oni get pillaging (2) and fire/poison resistance. Both get a fucking huge japanese Sword with lots of boni – cause japanese swords somehow rule. A case could be made for the Onis, since they get 2 javelins which they can throw as far as their strength, which can be pretty high in a turmoil dom.
These guys will be slowly recruited to form a few elite squads over time.
As you can see teir troops are not demanding ressourcewise (a fully armored troop takes about 20-35 ressources), are hard hitters and have magical attacks. Being demonish will open them up to a few select counters (Banishment for example). You do not want to fight these guys in a pillaged, torn country!
In the next post I will write about the commanders and the pretender.
PS: If you have anything to say about formatting, pictures and such, please do so as this is my first LP.