Saturday, April 8, 2023

Dark Castle: Turn 10

 


No surprises here. Let's check out our battles.

Obocte:


I knew this was potentially a tough fight, but those elephants did even more damage then I was expecting. Luckily, I was able to kill the elephants relatively quickly with my knights, but the pachyderms still managed to trample a lot of my chaff into a fine dust in the first few rounds before my knights dispatched them. Even then, they managed to pulverize one of my Knights. This was initially surprising since  trampling unit gets a defense check. When I checked further, I noticed that the Knight wasn't blessed.

This is unfortunate because I'm not sure if I have enough chaff in this expansion army to take more neutrals -- especially when there's a risk of bumping Ulm.

The Caverns:


This was a well executed battle, but we did lose some chaff. However, the 9 attack skill caveman were unable to hit our Knights and they fled after just a few rounds. I'd imagine this would be a more difficult fight for nations that can't see in the dark and have a -3 penalty to attack and defense.


Here was our event:

I wouldn't be doing chores during a zombie apocalypse either

For our battles this turn I send Embarr to attack Golm. He'll only have 10 chaff, but he will have 4 Knights. This might be pretty weak, but I think Pale Ones have bad attack skill so my Knights will probably do well against him. I might bump Ulm, but if it happens it happens. 


We recruit 2 priests and a scout. I'm going to hold off summoning more Spectators since Bone Daddy could be arriving at any time (dormant pretenders arrive between turn 10-15 -- see https://illwiki.com/dom5/pretenders), and I want to make sure I have enough gems for an Arch Bishop, a Dusk Elder, and Laurels. 

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