As some may recall, I posted a thread about how aggressive the .76 AI was at colonizing (https://forums.elementalgame.com/416368). This caused me to have to go to war in order to survive against far larger Kingdoms. In the last story I attacked the Northeastern Desert of Despair, as we are now calling it. The Gilden were fairly easily routed from the Northeastern Desert of Despair, but were able to send troops to defend the mountain pass to the north at the city of Fargan's Keep. I used my powerful magics to overcome their well placed defensive force and won the city. To the south lies Gildenshard. A larger city that I need to capture to secure the entrance into the Northeastern Desert of Despair.
And so begins...
The Battle for Gildenshard

As soon as I took Fargan's Keep, I was attacked by units that must have been on their way to secure the city.

It seems that the AI is using designed units and cares not what race they are. I know this is 2012 and I am not a fan of separate but equal, except when it comes to Trogs and Ironeers. That is an abomination.
But seeing the units sizes up close really makes me appreciate the difference in races. I was able to defeat them both. It didn't slow my inevitable march towards Gildenshard.

I have been longing for a full army fight since I started the beta. Now that I have one, I seriously am thinking about casting blizzard with my Frost Mage that has Impulsive (+10 to Initiative) which would end the battle before it began. I decided to play it for the sake of testing the AI. I expected the standard dash and bash, but the AI had some really nice archers that forced me to rush them. For once the AI got the first strike. I am at the top there and the enemy is on the lower side. I cast slow to stop those pesky Katars from picking off my archers. Then I moved out my Spellsword and got my Fire Spearmen to form a front line.

By the second round the enemy had wasted alot of units by attacking my Fire Spearmen, who all have Mantle of Fire (does damage to the attacker on hit). Their mercenary Trogs were in bad shape due to lack of dodging ability. It was down to their Katars and my amateur archers. The I realized my Frost Mage had bonuses to movement and a good dagger that does 4 poison damage. Surely that would tip the scales.

With their Katars getting poisoned, the battle turned heavily in my favor. At this point it was the greatest battle I had experienced. I felt that I earned this city. I had no idea the storm that was building all around me.
This is an aerial view of my Kingdom's colonies. As you can see, the Northeastern Desert of Despair is well defended and has a bounty of shards. These two cities would become powerful strategic points for years to come. I began building a defense when I suddenly noticed how many trolls had been living on this side of the mountain. This fight might not be over.

Trolls! An army of trolls had banded together, no doubt to feed on the babies in Gildenshard. Now seems like a great time to use a blizzard spell. It does decent enough damage and I now realize has a great radius of attack. But this battle is far from over. I have some defenders this time to help distract the trolls while I use my hero's poison sword to counteract their annoying +4-8 health per turn advantage. It reminds me of the werewolves in my upcoming Ivory Towers Mod. They too will be regenerative.

These trolls are well armed and armored with alot of health. they are easy enough to hit though and take alot of damage from my Fire Spearmen, who also do 2 poison damage on hit. The battle is going my way, once again due in part to casting Slow on their Troll Warrior. That spell is probably most useful low level spell. It also the most balanced spell I have seen.

Now that the Troll Shaman and others are dead, I can go after the poor Troll warrior I seem to have put to sleep with my Slow spell. He must already have a low Initiative. The city is defended! I am now deeply connected to it and will enjoy tales of this glorious battle for years to come. I wish that is how this story ended...

(Here is the Battle Details for anyone desperate for a battle)


Lord Markinn, upon hearing of the sacking of Gildenshard and Fargan's Keep, swiftly returned to his Kingdom to restore order. His army was famous for having the most heroic fighters money could buy. I was neck deep in it now. I thought about just burning the damn thing and retreating into the Northeastern Desert of Despair, but I know he would eventually follow. I had to make a stand, probably the last one.

On an AI note, he only moves one turn the next time and waits till the next one to actually attack. Is that supposed to let the human have more time to buy defenders? I am playing on Challenging, so I would hope this is a pathing issue. He is listed as deadly even though I have better overall stats. I think this is counting the extra combat rating points his heroes have from traits. I saw ~50 points for certain rare traits. This is a great idea to let players know hw dangerous things will be.

Lord Markinn has three Heroes (level 8), two Avant Guarde (+3 to Init and Moves for first round, total of 6 moves!), and a band of Mercenary Trogs. I am once again tempted to abuse the Blizzard + Impulsive balance issue, but I decide to win the fun way. I cast slow on Markinn and his best hero. Then he has one of his heroes sprint at my initial front line. He does medium damage to a Fire Spearman, but they are all level 6 and can take some hits. I gave them all +9 to Constitution through enchantments and traits. Then my Spellsword moves forward and puts up his shield for double defense. Lady Irane then takes the chance to fire off a few shots at the hero that rushed the front line. After her, the dreaded Avant Guarde move up to stab at my defender units. I am able to kill his hero and free up some of my front line to advance towards Markinn, right now my Spellsword and a guard are getting wrecked by themselves.

By round two I have moved a Fire Spearman up to support my guard. Irane is busy trying to hit that dodgy Avant Guarde that is cleverly blocking my ability to move up. I am very happy with the AI at this point.

I realize that my Spellsword is going to die because he is surrounded and they are focusing on him. I have no choice but to let him cast Shockwave (Damage of ~16 to all enemy units in a radius of one from the caster) for 40 mana. It's Super Effective! It kills one of his heroes, cripples his other Avant Guarde and severely wounds Markinn. I now have a clear advantage.

The Avant Guard that I just crippled switches targets for some reason on his next turn. I think he saw an open path to my archers, who have 0 defense. It wouldn't be so wrong, except that they ended their turn on a tile adjacent to an enemy unit and did not attack. This is something that could be improved for the AI. They should always attack units along the way to their destination, unless the units has an ability like counter strike. Markinn, left slowed and alone is defeated, but vanishes into thin air before I can land the killing arrow.

(More Details)
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The Battle for Gildenshard was long and arduous. I lost many brave people over the last year, what my troops are calling "The Year of Hell," but every soldier that survived came out stronger. We are now sure of our security and our ability to hold this city. We are safe...
Next time on The War of Gilden Series:
Surprise Attack!

The whole time they were building forces near a secret passage to the north? What will be the fate of Fargan's Keep?
Find out next time! Same Tarth Time! Same Tarth Channel!