Mr_Stibbons plays Age of Wonders 3

Faith Reborn (Elven Court Mission 3)


Happy new year everyone. May this one be less memetically terrible than the last.

We're back to the elven court plot in this mission, with the best character taking charge and giving us a look at the grimy underbelly of the Commonwealth and setting everything on fire. Once again, Sundren demonstrates her ability to sneak herself and a few hundred troops across half a continent with ease, as well as actually make progress in the ongoing war, instead of staunching the bleeding and going on treasure hunts.

Nomlik's story:

Nomlik's sad story begins with a priest named Voraditius. This charismatic priest forsook all gods and declared Emperor Leonus to be Divine Ascendant. Naturally, the Emperor appointed him high priest Eternal. Voraditious purged all rival gods from the Imperial Temple, replaced the signs of the Allfather, and demanded all priests bow to Leonus.

Instead of yielding, Nomlik pleaded before the assembly, "Remember the Allfather! Leans only cares about gold and power. Voraditius, stop this!"

Branded a heretic, Nomlik awaited his martyrdom, until a ragged stranger slipped into his cell, telling him his prayers were not in vain. The Allfather wanted him to live. He set Nomlik free, directing him to Ralikesh, where the Allfather would send a sign. Nomlik lit his temple ablaze rather than see it corrupted, and fled to Ralikesh where he fasted and prayed until I appeared.

There's something intoxicating about his story-this reassurance that my actions have consequences, enough to get the attention of gods. When I think of my fallen brother Thannis it's strangely comforting.



Now, if you didn't read Nomlik's story and think "How the hell did they get away with that", you probably weren't paying much attention. How did one priest manage such a sweeping rewriting of the religion of the Commonwealth, even with imperial backing? How did they enforce this? How did they have enough troops believing this new doctrine to crush the inevitable rebellions? Declaring yourself the one true god isn't usually a move that leads to political success, but somehow this has been a done deal for years, since the entire cast of the commonwealth campaign praises Leonus without hesitation.

There is of course, an explanation. Suffice it to say, this is the first sign that there is something rotten in the house of the Commonwealth, more than just rampart greed and arrogance. Right now though, we have a priest to kill, and goblins to liberate.



This mission is basically broken up into three phases. The first one is the "rally the swamp section". We start with only Nomlik, Sundren, and Groshak, and a small amount of troops, since Reskar has a country to run, and unlike some people he actually is going to spend time ruling, EDWARD! To our advantage, this section of the map is covered in wetlands, and has a large number of independent goblin villages, many of which will give you a scripted quest when you encounter them. This means, if you remember, once you complete this quest all of the guards will join your faction, to the tune of three to six units per village or more. If we move quickly and efficiently in a few turns we'll have a veritable sea of cheap goblins to advance to the second stage of the mission with.



Our first task is to take a nearby watchtower from dwarves troops and destroy it. Interesting to note is that the guards of the villages are the normal random guards rather than scripted stacks. You can tell since they give us butchers instead of the since patched out implaers. This does create a small amount of RNG influence of the mission based off of what guards spawn. Since you will need to be using these starting troops to win siege battles as soon as possible, every swarm darter that spawns is worth twice every other unit.



This is our first round with the final class in the base Age of Wonders, the theocrat. Thematically, this class is heavily focused on the power of religion, heavy on the spirit damage, crusaders, and the ability of religion to motivate people. Mechanically the class is most similar to the rouge, being a production focused class with an emphasis on unconventional strategies over pure industrial power.

Nomlik starts out with some class units to give us a taste of power, and the one that shows that last point is the Evangelist unit. They're a support unit, but don't have any ranged attacks. What they do have is the convert ability, a very accurate mind control ability that can be used at range, in addition to healing and buffs. Spamming these units to turn the independents into your own army is one of the key moves the class has, and one that synergies well with the goblin race. Both untouchables and blight doctors have very reliable ways to knock down the magic resistance of the enemy, and make the mind control more effective.

Sadly, I have poor luck with this unit of evangelists. Both from poor luck with conversion attempts, and because I positioned them poorly and kept them from the front lines on the strategic map.



The second class unit we start with is a unit of martyrs. This is an irregular unit with the signature ability to take all the damage another unit would take. Unfortunately, the goblin version has a health penalty, which makes them rather bad at using their key ability. To compensate, they get a chunk of bonus blight damage on their ranged attack, making them actually able to kill things. This is far more important than it may appear. One of the empire upgrades for theocrat gives martyrs the ability to evolve into tier three Exalted, and having martyrs that can actually do work while they grind XP makes this a much more viable strategy.



Nomlik: You! you are the one who rescued me from the emperor's dungeons. I have never forgotten the compassion of the Allfather, nor your kindness. But as for my allies, I must let them choose their own way.

Nameless Wanderer: This is all any of us can do. If this world is to be saved, it will not be done by force or through slavery, but by the deliberate choices of free people.


At the start of turn two, this little scene happens, where a mysterious old man with facial tattoos shows up and chats with Nomlik. You may remember a similar character showing up previously.

Anyway, last turn the troops from the first settlement headed to the next one to west. This village tells us to capture a commonwealth fortress that has culture-bombed their gold mine. Sundren and Groshak are on the case.



Nomlik takes his class troops south to get the quest for a new village, once again to take a fortress, only this one is guarding goblins forced into slavery. On the way he runs into a spy drone. There are a bunch of these thing hanging around this section of the map, to add to the dystopian slum feeling of the goblin settlements. You do want to kill them as you see them to prevent them from walking into one of the goblin settlements, but try to avoid having them explode on top of your swarm darters.



To help deal with the fortress, Groshak breaks out the chain lightning, while Sundren picks off softened units with her bow.



After taking the fortress, Groshak flies to the northeast, bounces off some haste berries, and finds a stack of goblins guarding a neutral settler. They've been kicked out of their village, and would like us to take it back.

And yes, one of our opponents on this map is Gustav Gorsmog, the same leader we just fought in the commonwealth campaign. I am going to assume that he does not have lands in two different provinces which he runs back and forth between, and that this Gustav Gorsmog is a different character. A cousin, perhaps.



To take the burned settlement back, we have to defeat a flame tank, a high end dreadnought unit which is, exactly what it sounds like. A rolling flamethrower covered in armour. Mechanically, it basically gets an unlimited supply of dragon breath attacks and explodes on death, which is bad news for fragile goblins. Thus, I send Groshak to solo it with his shock damage and much more robust health pool.



In the southwest, the stack I gained from the second city runs into a small stack and the domain of Voraditious himself. I decline to engage at this point, because the enemy has some of his own evangelists that could make the engagement go south and bounce off some haste berries to clear the southern fortress.



Nomlik and his evangelists get literally bogged down in the swampy terrain, but I send his outriders to link up with the militia force to clear the fortress on the end of turn three. One pack of warg riders falls, but we clear the fortress, getting a massive stack of untouchables in addition of the alliance of the southern village.



Groshak: Yes, we have to stop them. Weakening the Commonwealth's production here will be beneficial to the Elven Court, and killing that power-hungry priest Voraditious is just a bonus. Making Leonus a God, what nonsense!

Despite this line of dialogue, we haven't actually finished securing the swamp. There are still two more neutral villages, though without scripted quests, and the one Voradtitus owns.



Nomlik: You have been mislead. The Allfather is the only true god! He loves all of his creation equally. You do not need to sacrifice a good life now for a place in the afterlife. Your time on Athla can be a tribute to the Allfather. Voradtitous is lying, he is exploiting you all. The Allfather is at your side wherever you are.

Goblin: That does sound a lot better… Great, we will join your cause.


And with that short scene, another village to the east and it's guards join us for free!

I guess that's a comedic scene? Though the mission does back of the idea that the swamp of Xablor is pacified by force and constant surveillance from watchtowers and drones instead of actual religious conversion to the cult of Holy Leonus, so it would be easy to convert these goblins onto our side.



Now, let's take some time to discuss the economic situation here: we're broke. Not officially, but we're losing money at an alarming rate, and have had to keep almost every city producing gold only. I can afford to make a single extra swarm darter, but that's it. Even with five towns there are just too many units costing upkeep. We don't have much hope of climbing out of this economic pit on our own: we'll have to take Gustav's territory.



On the very edge of our vision, we can see Gustav taking on some independants, and revealing a rather fearsome army that's up and about. Certainly more troops than I though he would have this far forward on turn 5.



To remedy the money situation, I summon some of the theocrat's scout unit, cherubs, to go picking up some of the goodies that my actual armies didn't have time to grab. This will stave off financial ruin, and wipe out the morale penalties we're getting from an empty treasury.



Next on the to-do list is crushing this annoying village to keep it from causing trouble later.

I do find it interesting that despite the quite in-depth character creation abilities of the game, Nomlik and Voraditius's avatars deliberately share some common aspects. The yellow collar, the halo, even the same backdrop.

So, guesses on how well this fight went?



TERRIBLY!

Human evangelists, unlike the goblin ones, get to smite the unbeliever with holy wrath. They can basically kill one unit of untouchables a turn, and I missed a 65% shot at converting their swarm darters, which let me open to get slaughtered. Without much in the way of siege equipment, I didn't have any other options than to slowly wear down the enemy with weak ranged attacks.

On the bright side I'm losing money far less quickly now.
 
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Take all this with a grain of salt, as I am no multiplayer master.

The recurring suspect for most powerful class race combination is high elf warlord, like we played last mission. Warlord, as a class has probably the most powerful super late game due to the combination of super cost efficient, highly mobile and spammable manticore riders with all the buffs(Thoroughbred mounts for extra hp, Martial arts and Training regimen for -20% gold cost) and the best "ultimate" spell in the game in global assault, which gives everything full medals permanently. High elves combine this with fantastic mid game unit in the longbow mounted archers, and one of the easiest early game clearing ability from regular longbows, which makes them much more difficult .

Most powerful on the world map isn't a very easy category to distinguish from tactical map power. The only thing that comes to mind is the destruction master rogue strategy, which relies on using stealth units and the scorched earth spell to raze every city on the map while keeping their own economy running with corpse looting and treasure raiding. I don't know that strategy well enough to know which race is the best for it. There's a case for goblins, to take advantage of the blight empire spell, but that also gets hard countered very easily by some classes.
 
Faith Reborn part 2


Before we get anywhere near Voraditius, we'll have to get past the front gates, where Sundren has found herself in a bit of a pickle. There are a lot of defenders here, though they've been split into multiple small stacks. This would be a great opportunity, but Sundren's stack is mostly out of movement. I don't have any other troops to bring as reinforcements this turn, and would lose the game on the spot if all these dwarves jumped me, since Sundren still must be kept alive at all costs.



To even the odds a bit, I'm going to use Sundren and the wolf riders to pick fights with the two pike units guarding the watchtowers, and try to mind control them. My butcher units are more than tough enough to take a hit from the dwarves, which leaves the enemy off guard mode, and then I can use blight doctors to deal another hit to the enemy magic resistance. Put together, even I manage to convert one of the two units.



This little trick also gives me control of two watchtowers, and what I see does nothing good for my blood pressure. Gustav has five more units in this pass that I couldn't see initially. All I can do is pray that the AI doesn't know the Sundren must stay alive and decides to pull back instead of take casualties.



The rest of my army beelines toward the pass, and I break Nomlik off from his starting units to get him to the front faster. The Evangelist and martyr get grouped into a backline cleanup task force to get quests from the last independent goblin village and clear out a bandit camp my scouts found.



By some miracle of AI foolishness, Gorsmog didn't attack Sundren's force, and used his mountainwalking abilities to retreat en mass. Sundren largely sits tight as three more units trickled in, but we did advance enough to trigger this canned message.

Important to note, there's a mercenary inn just a few tiles into Gorsmog's territory. If I could somehow come up with money I could get some reinforcements.



Before I could get on that, the dwarves are kind enough to leave one of their heroes and one of the tier three firstborn units that were menacing me previously out in the open, with a light escort. and I am not int the mood to waste this opportunity.



The dwarves open the engagement by having their hero buff the firstborn units attack and sending forward their irregulars to harass my forces. I counter by weakening and charming one of the crossbow units, then cutting down the other with swarm darters and cavalry.



The Cherubs I had summoned are sent to harass the prospectors and then get crushed by the firstborn in response. This leaves them very far forward and off guard, and my entire army falls on them and takes them apart with flanking.



Now, it would be nice if I could buy more troops from that mercenary inn. So, how do I afford mercenaries on this nonexistent budget?

Pawning junk.

Every item a hero has can be sold, anywhere on the map, for some amount of gold and mana. And the total contents of your heroes inventories carry over to the next map. Including the junk. The equipment which is outdated by better stuff. The redundant ranged weapons which do the same damage in a different element. The knickknacks that grant abilities that you never use. You can sell all of this stuff at any time, in any mission.

So, when playing the campaign, I've been collecting every item I can get my hands on. Even if I'm never going to use it, I can stash it for three missions to give me a gold infusion when I need it, especially missions like this one where the design forces you to operate without many resources. Selling a useless sabotage kit and a flame rod I wasn't really using gives me enough gold on hand to hire a elven longbow unit.



Turn 8 rolls around, and I begin the assault of the first one of Gorsmog's cities. I'm basically using the same force from the previous battle, but I detached Nomlik and Groshak from the rest of my army to push this through.

I really can't afford to wait even one turn. Not only is my economy much weaker than Gorsmog's, he will also be able to brutally hard counter my army if he gets the time to research higher level dreadnought units. Machines are outright immune to both spirit and blight, which shuts down much of the power from both my class and race. Even my very useful evangelists are can't convert machines, because conversion is a spirt ability. If Gorsmog gets the chance to get his research done and his economy up and running, this mission becomes almost impossible to complete.



The siege battle goes about as siege battles go. The terrible dwarven ranged units get dominated by swarm darters, longbows, and blight doctors, Groshak makes a token foray onto the battlements to harass the defenders further. The left flank is quickly suppressed and several infantry units start scaling the battlements.



The only obstacle is the unit of firstborn, which are too hard to take down easily. I use the walls to kite them, retreating the marauders, weakening them, and unloading fire into them from my side of the wall. At the end of the battle I'm up one unit of dwarven axemen, courtesy of Nomlik's conversion ability.



I'm far from done here. Gorsmog has two more metropoli, around what I assume is supposed to be a volcanic island in the middle of the lake. Neither of them are heavily defended, one of them doesn't even have walls, so to save time I split my forces. Groshak is moving to take the northeast metropolis, Sundren the southeast, while Nomlik, and much of the rest of my army, are out of moves and sitting around.

Take note of the sculpted, symmetrical layout of Gorsmog's territory. It does a great job of creating the idea of a more elaborate city using only the standard game tiles. Small details like the double bridges connecting each city in the lake to the shore, the circular roads , the small shoreside mountains at regular intervals, and even the use of lava and mountain tiles to suggest a volcano caldera. It paints a picture, the great city on the lake, with great bridges stretching across at three points, rocky cliff side, all overlooked by a great volcano.

We've spent much of the campaign so far on the frontiers of this world, in sparsely settled sacred grounds. This is the first time we see the true heart of the commonwealth. Even Hengvolt from the last mission seems small when compared to the wonders we find in Xablor province.



The southern city is heavy on ranged units, but I manage to bait the musketeers into firing on the basically invincible Sundren. After this, Sundren and swarm darters clear off the other irregulars, and butchers break down the gates.



The northern city doesn't even have walls, and is quickly overwhelmed by calvary, and concentrated fire. I'm getting slightly annoyed with my poor luck at converting anything at all.



And with that, I've secured enough territory that I'm actually making money now!

There are still a few locations that I can secure to boost my economy: two undefended fortresses that control gold mines, and a small village run by Voraditious to the south. None of them are a credible military threat.

Because Nomlik is the good aligned character of the elven court campaign, I'm absorbing the dwarves metropoli, which means that most of the reinforcements I'll be receiving for the rest of the mission will be dwarfs: My starting goblin cities are just too far back and only have a fraction of the production that the dwarven cities do.



Voraditous' guards are pretty minimal, and there aren't any fortifications so Sundren and a small detachment of goblins are detached to take it over.



In the process, Sundren demonstrates exactly why rouge heroes are the best melee heroes.



Next time, we'll finish off Gorsmog in his final bastion of power, the underground. He's clearly been retreating most of his forces down here all campaign.
 
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Faith Reborn part 3
Ok, this will be another double update to wrap up the third set of missions. Stay tuned, because at the end of this update there will be a very, VERY important vote.


Gorsmog doesn't take kindly to having my scouts poking around his stronghold. He detaches a good half of his defenders to thrash one scout.



Sigh.

Gorsmog, don't do this.

I'm gonna go reload a few times to give you the chance to move your troops back into sensible position.

Would that work?

No?

Ok then.



Your loss.

I lose a single swarm darter unit to trebuchets before wiping this half of Gorsmog's army



The even more outnumbered last surviving stack of Gustav's army manages a repeat performance, but they don't do very well either. especially sine I broke all the gates down the first time round.



Gorsmog isn't dead, though. He never personally got into the fight, and he still has some forces at his disposal. His frigate pry the river, and a dangerous pack of spy drones are prowling around the northern edge of the map.



Now, as opposed to last time, where rushing down Gorsmog was an obvious move to the point of being the only move you could make, the game slows down, and doesn't give an obvious route towards Voraditious. To the west there's a line of impassible mountains, and the river is covered in warships that I can't fight without unacceptable casualties or building a fleet of my own. That leaves the choice of trying to find a route through in the underground.

Scouting reveals some intriguing goodies, including a road leading southwest that looks promising, and a parallel river underground, which is also occupied by dwarven frigates. There's also one of Gorsmog's fortresses which was undefended, providing even more income.



There clearly is a way through, because a small scouting force from Voraditious gets cornered in side passage and beaten up by Nomlik. Groshak after doing his job pinning in the commonwealth troops, digs into a side passage, kills some thugs and finds a bit of loot.



So, at this point we have a job to do that we haven't had to do all this game: run an economy.

The dwarves metropoli are being absorbed by now, and it's time to start up production of a real army. Which I may actually use if resistance is stiffer than expected. It always pays to be prepared.

So, let's talk a bit about dwarfs. Every dwarf unit gets +1 defence and magic resistance, 20% blight resistance, and faster movement over mountains and in caves, but are 10% more expensive to produce. These aren't a bad set of racial abilities, but they are saddled with the worst lineup of racial units, at least in the base game. From worst to best:

-Their archers, crossbowmen, trade damage output for mobility, but are unable to do traditional archer jobs, like pile on the damage from behind a line of melee units.

-Their cavalry, boar riders. Despite the decent racial bonuses, they have slower speed than every other cavalry unit for no explainable reason.

-Their irregulars, Prospectors. No elemental damage, no combat abilities, not enough health to benefit from the armour buffs. Also, throwing rocks? Major loss of style points.

-Their racial tier three, Firstborn. Not strictly a bad unit, but pales in comparison to the other racial tier three infantry unit, and is saddled with a bunch of situational abilities.

-Their pikemen, Deepguard, have no special abilities, but the extra armour really helps on a melee blocker unit.

-Their infantry Axemen. One of the few racial infantry units that are worth mass producing for the expansion stage in the game, because of the defensive strike ability. This is a single attack at slightly higher damage than normal, after which the unit goes on guard, which lets axemen charge the enemy without getting flanked and demolished by the enemy counterattack.

-Their priests, Forge Priests. Have to do all the normal archer jobs because crossbows aren't pulling their weight, but get a useful damage buff+heal ability, and extra defences boosts in addition to the racial boost.

The main problem is that a bunch of the stuff I'm complaining about are what are for other races the mainstays of their racial lineup: archers, cavalry, and tier three units. So dwarfs tend to have an unusual priests and infantry expand strategy, and have to leverage class units a bit harder than normal to make up for the lack of decent cavalry and meh tier three unit.

Since we have three cities, I'm going to have them specialize a bit. One will get an observatory up to add an extra production site into it's domain, and then start cranking out priest units. The other two are going to set up arenas, and the start producing crusaders. This is a tier two theocrat heavy infantry unit which gets more defence bonuses when on guard mode and do bonus damage to evil units and undead. The dwarf version gets the same defensive strike ability that the dwarf axemen have. Add on even more armour from racial traits and dwarf crusaders are a very, very good unit.



Scouts heading down the underground road come across a promising looking teleporter. It gets even more promising when Knights wearing Vorditious' colours pop out and run them down.

Hurrah for expendable scouts.

Nomlik and Groshak will be heading over at speed to lock the area down. I don't want to engage now, but if I stand on the teleporter, Voraditious can't attack me, and also send my own scouts through.



Meanwhile Sundren is going to clean up some of the back areas, like this dead end cavern full of giant spiders and treasure. She picks up almost two hundred gold and two adorable baby spider units.



And we are correct! The teleport lets out three tiles from Voraditious' capital. And woo, place is swanky! He's copied the city in the middle of the lake connected on all sides by bridges. There's also another city to the west, and both have non-negligible garrisons.



Voraditious doesn't take to kindly to my continued incursions but we see signs that there are more cities to the north.



Meanwhile, I'm still doing my best to grow my economy. I've brought along a builder unit to to make fortresses and take control of various resource sites that are in the underground. Sundren is going to be clearing out this tomb.



Goddamit, this isn't going well. I've killed the entire enemy stack, but now half of them was raised from the dead, and now my own troops are trying to kill me. Sundren, I need you to come through here, you aren't allowed to die!



Welp. Strike up another game loss. Stupid ghoul raising spell. All of the original defenders are dead, but so is my attack force.

After restart, Sundren gets told to book it to to the front. I'll clear this stupid site out later.



There's an opportunity here to wipe Voraditious off the map, but I'm not going to take it. His hero is out of position, which gives me the opportunity to take him out, and then take his throne city in two quick battles. But I don't want to do that: I want to grind some more xp off of this map.

In retrospect, I forgot briefly that Gorsmog was still playing, and might have had a better time with grinding by taking out Voraditious here and now, then methodically taking out all of his now independent troops with my heroes rather than what I actually did.



Anyway, rather than take the capitol, Nomlik, Gorsmog, and a pile of goblins instead take over this town to east of the teleporter, with minimal casualties.



After taking the first city, the majority of my troops head north, to rampage around Voraditious' poorly defended northern cities. Seriously, I was expecting more resistance from Voraditious, I don't even have to commit all my forces to this fight.



Nomlik, Groshak, and a crack team are going to clear out this tomb. I was more than a little nervous after the last round with one of these sites, but I had a better force this time, and I desperately needed the loot.

There's very few treasure sites on this map compared to the others: just the two tombs, and one bandit camp in the swamp. I believe that this was intentional since it's supposed to be a highly developed Commonwealth province. Because of this, the better equipment for heroes that you expect for most missions is in short supply, so take what you can get.



As an insurance policy, I've given Nomlik an ability to grant a large amount of bonus fire damage to all undead units, which seriously helps my ability to remove the undead.
 
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Faith Reborn part 4


On the turn after I clean out the tomb, I get a nasty surprise. Gorsmog has pulled an army together, mainly out of summons, and is raring to take back his cities.

Well, nothing I can do can save the city that Gorsmog is literally sitting beside. But, I pull back some of the reinforcements that had been heading underground and the backline cleanup crew to fortify the other two cities.



On the front lines, the advance north continues. It's pretty clear that Voraditious hasn't been doing much in the way of fortifying his back lines, and even a pile of goblins and low level converts can roll over city after city.



The next turn rolls around, and Gorsmog oddly refuses to actually assault a city, even one of the undefended ones. He's still sitting around in my territory, so the fancy new army I've been building up that looks increasingly unnecessary with how easily Voraditious folds, jumps him.



On the first round, I heal up the fireball damage on my swarm darters, while both the pack of hell hounds and the dwarf troops run toward my left flank, probably because it's made of largely fragile goblins and casters. In response, the crusaders in my centre run to reinforce my left. Meanwhile, the firstborn unit and forge priests on my right charge Gustav himself, who has been sitting still hurling fireballs.



Despite a frightening amount of damage, I don't use a single unit. The fire immunity makes my forge priests less useful, but they can smack hellhounds with sticks to turn them around.



Gorsmog has been losing a fight with a tier three, since he has no levels. He calls in the two spy drones to help him out, but they both die in a chain reaction of explosions that kill Gorsmog.



The normal dwarf forces are late to the party. By the time they get to the fight, I've killed all the hellhounds, and the rest of my forces have grouped up. The dwarf troops run onto my virtually unkillable crusaders and are then bombarded by priests and swarm darters.



Back on the offensive, I secure the last of the Voraditious' backline cities.



In addition, we finally track down the last city that Gorsmog controls. We can't actually reach in from Voraditious' territory either, so we're going to be taking the dwarf army I built up and hike over the mountains.

In the west, Sundren has caught up with Nomlik and Groshak. It's time to put Voraditious out of his misery.



For the second time the AI has left their troops out of position, thus I have the chance to fight Voraditious' force in two rounds. The first round will be primarily a very conventional, infantry heavy human army. On the left flank, Grosak takes advantage of the unsecured battlement to lock down the enemy trebuchet.



In the centre, Nomlik converts a unit of civc guard to cover the advance of the goblin marauders. This leaves him in charge range of the enemy knight unit, which deals him a nasty blow.



Sunder dashes over to bail him out, but can't quite finish off the knight unit in a single attack. I have Nomlik finish the knights off. This is, in retrospect a mistake, as it leaves Nomlik on too low health to survive the next turn, because I don't have any units able to kill off the archers on the enemy battlements.



On the left, Voraditious infantry tries to counterattack, but it dosn't have enough power to push me back.



After Nomlik dies, Groshak finishes off the pesky central strongpoint via surgical application of chain lightning, then the marauder unit disassembles the enemy trebuchet.



Round two. In which I shamelessly throw a pile of troops at a far more elite garrison. Voraditious himself is here, and he has four of the human evangelist units that shredded me at the start of the mission holding the fort this time. Unfortunately I was literally a single movement point short with one of my stacks, and I couldn't fight the second round on the same turn. This means that the gates will have been repaired for this battle.



Now, since I know that Sundren is getting respecced next mission, I've given her a very situational skill that gives her entire stack devout slayer. Just what you need to deal with pesky theocrats. Her first target is Voraditious himself, he hasn't gotten himself any levels, which makes him far more vulnerable than the evangelists that are dominating the walls.



My next scheme is to take advantage of the crusader unit, which is immune to spirit damage, to scale the walls on the left flank. Their immunity should make them very resilient to the evangelists.



The rest of the siege is a long, drawn out process of battering down the gates and covering the very resilient evangelists in blight. Since Sundren and Groshak were rather shot up from the last fight, I wasn't in the mood to do anything risky less I have to restart this again.



Shortly afterwards Gustav's final retreat in the mountains is crushed by dwarves converted back to worship of the all father. I also spent three turns assembling a massively overkill force to clear out the tomb that caused my reset, getting an almost useless drill for my trouble.

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And there goes the third elven court mission. It's very linear, and has the usual 4x flaw that after the first half, you basically can't lose. The linearity may be justified by the structure: because you'll be losing so much money once you've rallied the swamp, the designer needs to funnel you in the right direction or you would likely have to restart until you found the right path.

Thematically the mission works really well, you're leading a frenzied peasant revolt against the man that needs loot from the man to survive. I almost think that having the pause before second half of the mission might have been a mistake, that they should have either let you run straight to Voraditious or just removed Gorsmog and have you fighting Voraditious all the time. Gorsmog doesn't even have relevance in the large story. All in all, a little bland, but probably justified.

Anyway, it's vote time!

[] Elf Waifu
[] Magic Waifu
 
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Matters of Duty (Commonwealth Mission 4)
Well, I did not expect the vote to swing back after a couple days of silence, but I do need to get moving, so have a short update to officially close the voting.


Time ticks along. Despite it being months since Thannis' death at the pool of origin, the two superpowers have been dancing around open war. The Elven Court has secured it's hold on the pool of origins, while the Commonwealth makes minor gains while Xalbor province burns.

The Commonwealth is stalling for time to implement it's new technologies and suppress the rebellions that tear it apart, while the court marshals their forces, integrates their new allies from Railkesh and secures its supply lines. The world is holding it's breath.



Merlin's Cataclysm

I hesitate to record this:

As we approached the thundering skies of Sunbirth, the same mad wanderer from Nirvenkiln appeared.

He claims to be Merlin, a despised figure from legend.

Merlin lived in Sunbirth Citadel when it was still whole. He knew the Wizard Kings who rushed through the last Shadowgate before he obliterated it. Those Wizards found new power in the Shadow Realm and claimed it without knowing the consequences. Merlin belived the power originated from a malevolence seeking to annihilate our world. He destroyed the Wizard's Circle in Evermore to channel it's power, sealing of Athla from the Shadow Realm. The act destroyed Sunbirth Citadel, and robbed all remaining Wizards of their powers.

With no Wizards, famine and war swept Athla. It is said the Elven Queen Julia, who once loved Merlin, imprisoned and executed him to appease her angry subjects.

So how could he be Merlin?

The hermit had no response, save a grin when I mentioned Julia.

He addressed me by name, saying that Laryssa is not a traitor and that I must decide whether I wish to remain loyal to the Emperor, or if I wish to save the world. He says I cannot do both.

That's when Valery rushed in, and he fled. He's clearly insane, so why can't I dismiss his shrewd smile?


Oooh-kay… So, this is a massive bloody exposition dump which, dosn't actually explain much of what the hell is going on. There is a more complete explanation of events that was posted online as part of the advertising, which may or may not still be accurate. I'll do my best to give a summary.

First things first, we need to go back to the previous age of wonders game, age of wonders 2, and it's expansion pack shadow magic. I haven't actually played shadow magic, so take the following summary with a grain of salt.

Now, when making the third game, the devs decided that they didn't care much to follow the lore and mechanics of a fairly obscure game from half a decade ago. So, they decided to run the clock forward two hundred years and told the writing team to justify all the changes in mechanics and available races and damn the consequences. As much as the final product may have been improved because of this decision, the transition isn't pretty.

In shadow magic, the planet is invaded by an extra dimensional race called the shadow demons. To defeat them, the immensely powerful wizards of Athla united, then took the fight into the shadow realm, and then killed the shadow demon overmind, which caused all of the shadow demons to die. However, the devs for this game didn't want to implement the shadow realm. And they didn't like the elemental focused wizards either.

In the epilogue of shadow magic, since the shadow gates opened by the demons remained open the victors were left with full access to the shadow realm and through it an infinite multiverse. Thus, exploratory parties were sent, including many of the great wizards of the time, to search for new riches, magic, and threats.

They mostly found threats. More and more great wizards were called to fight wars in other dimensions, and few returned. Since no trade was coming through the gates, and they occasionally spat out wild monsters, they were closed, one by one, until there was only a single gate left, near Sunbirth Citadel, due to being remote and uninhabited.

Then, almost a century later, King Meandor of the dark elves returns unexpectedly. He meets in secret with his sister and Merlin, then raises an army, sacks Sunbirth citadel, and takes the army into the shadow gate. Then Merlin destroys the wizards throne to channel it's power directly, and puts a permanent seal between Athla and the shadow realm. In the process, the sun birth region becomes a blighted wasteland and all the wizards lose their power, throwing the world into chaos.

Got all that? Because I shouldn't have had to explain it, but to the best of my knowledge none of this comes up in campaign in any detail. Needless to say, it's a little frustrating.

It's also irrelevant, because the thread has spoken, and we will be joyfully ignoring the ancient wizards advice, and carrying out our orders.

I hope you all are happy. Welcome to the Evil Campaign.



Valery: Do you see that Inn ahead? I can just make out a Fortress next to it. More signs of civilization than we have seen in many days. It will be good to take it for the Commonwealth. I suspect we will need more resources and troops soon.

As you may have inferred from the dialogue, this is going to be the almost obligatory baseless mission for the game. We start with a small army of elite troops, and no access to cites or settlers for a good third of the map. We'll also be losing money the entire time, and have to find enough loot and use our builder to make fortresses to make it up so we can actually do anything when we do get a city.



Edward: Yes we welcome you to out expedition! We can use all the help we can get. I am impressed you made it all the way out here alone, you'll make a strong ally.

We are almost immediately joined by the highly mysterious orc rogue Sulthor, who is going to serve as our third hero. He's just level one, so rather pathetic compared to Valery and Edward, but we can work him into shape.

He also comes on a mercenary inn, where some extra units are available at a rather steep cost. This presents an interesting dilemma: how many mercenaries can we take while still having a gold reserve by the time we get a city?



The answer is pretty much as many as we want, because we have junk.

Both Valery and Edward have completely full backpacks, which gives me enough stuff to kit out Sulthor with a laser mace, new boots, shield and pet giant spider, and then sell enough stuff to buy a crack squad of orc berserkers from the inn.



The next thing that we need to do is to take this nearby fort from a pack of bandits. As I said earlier, we have a pretty elite force with us-a knight, a human musketeer unit, an elf phalanx courtesy of Valery, a flame tank, and a single human civic guard unit for fun, in addition to our heroes and the mercs we hired.



Capturing the fortress staunches the bleeding a bit by giving us income from two gold mines. There's a third that we could expand the fortress' domain to by upgrading it, but it's probably not worth the cost since it wouldn't get us into the black. Taking the mine does provide some loot though.



We track west, until the road ends in a blighted, poisonous swamp. We also find a shrine, where a short line of dialogue plays. Which raises the question, what are these shrines? Where are they powered from? Why do they show up where they do, and why do they seem to be elementally themed?

I'm not just yammering on here, these questions do have answers. The blessing of the scarlet destroyer is certainly helpful at fending off the marauding pack of wraiths.



To the north, there is a peninsula full of goodies, under heavy guard. I'm not actually going up here: I don't think that the rewards are worth the wasted time and damaged troops, though that dungeon is awful tempting. The teleporter helps, by warping you back to the path, but it will still take time to slog through all of those forests.

I will use my scout to pick up this undefended fortress and get some more gold income, though.



There are some sites that I want to hit on the way, such as this tomb that is inexplicably being used as a warg den. The wargs don't last long agains high level troops. I thine have the builder set up a fortress to take the income from the tomb. Combine with the empire upgrade that I've been researching, and I'm making money! Now to find something to spend it on besides more fortresses.



More successful are the air elemental and beholder guarding the nearby knowledge vault, who stun then annihilate my mercenary berserkers.



Edward: Who are you?

Carishar: Laryssa came here and started attacking me, I am just defending myself. That's all you need to know.


Well, I guess we found out who has been building these shrines around. And we did hear that Laryssa was raising an army, so it looks like she's turned it on this peaceful magical recluse.



Carrying on, we've found the road again, and a small pile of sites that can be cleared pretty easily. This would be a good place for a settler once we get control of a city.

Also note the untouched vault of knowledge. I have no desire to lose any more troops to stunning shenanigans, losing that one berserker unit already hurts.



At the very edge of the clearing, we get a sight of the edge of Laryssa's territory. This is the moment of decision, and you all have made your choice.

Edward: Stopping you, traitor.

And thus we get our next objective: Execute Laryssa
 
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Matters of Duty part 2
In this update, I learn that hard mode is, in fact, kinda hard. And kill my childhood friend. Among other things.

Prior to the assault on the traitorous waifu we clear out this tomb at the edge of the her territory, losing one of our summoned hell hounds in the process.



Thankfully Laryssa isn't prepared. Her rebellious empire, built on the one patch of decent land in the area is defended by nothing more than a pack of scout summons. Of course, Laryssa herself still has all her stats and gear from the last time we had her, so this fight will have some teeth.



The pack of summons is quickly shredded by ranged fire-Edwards wizard hunters ability gives everything bonus damage to them, which is more than the fragile summons can take.



Laryssa rushes and wipes out the poor regiment of civic guards, but is then attacked from behind by Valery. The exchange dosn't go well for her, leaving the traitor mostly dead and panicked, fearing for her life.



But, there are some things that you have to do personally.



Carishar: Great, the annoying one has fallen. Now to deal with the fool. Die!

Edward: What?

And with that, Laryssa Mirabellis is dead. Her final words were not recorded. But now the mysterious sorcerer Carishar Moorclaw has declared his intent to make sure we never survive to leave the blighted ruins of Sunbirth.

What the hell is going on?



Valery: I have heard of you. You are a well-respected theocrat, devoted to the people of the Commonwealth. It is fortunate to meet a friend out here. I for one would welcome you. Edward?

Edward: I agree.



My scouts advance and secure a fortress formerly held by Larryssa. This boost my income even further, but also gives a ton of research points.



However, Carishir isn't very accommodating of this adventure. He responds by sending an Archon Titan, of all things to crush the scout drone and take the fortress.

Who is this guy? Where is he getting access to revenants?



In response to the titan, I split my forces. All of the heroes fly out with a summon to take the western goblin city that Carishar controls. Now, the odds look bad, but my heroes are no slouches and I've redistributed Laryssa's equipment to the new guys. I've got a good feeling about this, provided I don't make any major mistakes with hero positioning.



Swarm darters make a formidable defence against normal troops, but Edwards fire bombs can do terrible things to the fragile goblins, while they can't do much damage to Edward in return.



After sweeping the left battlements with missile fire and actual fire, Valery descends on the right battlements and does enough damage to the other swarm darter unit that they burn to death next turn.



Things get a little hairy at the end of the battle, where Edward is flanked by a trebuchet and warg riders, but Sulthor bails them out by using his sprint ability to leap the wall. Still its a sobering reminder that heroes are only durable, not invincible. This is a theme that will be repeating throughout the map.



By the time the heroes get back to the front lines, the Archon Revenants have vanished, and the fortress is rescued without a fight. Not a good sign. I'd prefer if I could have caught them in a field battle, rather than having them fort up.



To the northeast, a mountain range contains some goodies under heavy guard, and yet more war shrines. I'll be leaving this be for a while, since I have no need of the gold at this point.
 
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Matters of Duty part 3

Continuing our little exploration fest, by following the road to the southeast, we run into more of Carishar's territory, in this case a wooden fortress covering a gold mine.



To our immediate south, there is a hostile and heavily fortified giant keep and a small collection of goodie sites. I'll be using the overpowered collection of heroes to clear the sites out: the dungeon in particular is of interest for the extra units, but there's a chance the forbidden sanctum will give us a very powerful spell. The giants I'm going to be leaving for now, in hopes they turn friendly at some point, since they are super fortified.



As the fortress was undefended, I walk in, which reveals a second gold mine and an vault of knowledge. I do a bit of probing into Carishar's city, which he's named after himself. He's got a mix of draconian and revenants defending it, along with an out of place human cavalry unit which could be explained by the empty dungeon along the main road.

He's also cast the glyphs of warding spell, which will fry any enemy army that lurks around in his territory for a turn. It's easy enough to circumvent: just charge the city from outside it's domain in a single turn, but you might lose some efficiency setting the charge up.



The tomb is once again filled mostly with wargs rather than the more traditional revenants. I suspect that this is supposed to represent Carishar's necromantic experiments-he's bound the undead that used to guard these tombs, so now wild animals are moving in.



The dungeon coughed out a griffon rider and an orcish cavalry unit, which is a pretty good haul in my book, and I send them to take the sanctum (the spiders were charmed by Sulphur)

The sanctum has some seriously annoying guards though, lots of ranged attacks and incorporeal melee units that are going to make this fight difficult.


t ends up being too difficult. I order Sulthor too far forward, and he's focused down by the entire enemy force. Despite a heroic effort that wipes out everything but a singe apprentice unit, he doesn't survive

Sulthor deaths:1

Game loss due to death of critical character.



With a resounding "Well that didn't work" I pull the heroic death squad back to the northeast to move on Carishar Hin. There's another, less frustratingly guarded Forbidden Sanctum on the edge of the territory that offers slightly easier prey.



And we get the jackpot! Summon Obsidian Dragon, a tier four summon unit. Who needs war machines when I can conjure dragons from thin air?

Seriously the spell does exactly what it says on the tin. For a staggering investment in mana and cast points I can summon a tier four dragon. Considering how sparse the dreadnought selection of strategic spells can be, it's a very nice pickup, and it comes with more mana than I'll ever need.



I've also been building up an incredible supply of cash over the turns, which has been accumulating faster than I can spend it. To hopefully counteract this phenomenon I've been cranking out settler units, though they may be less than effective in the blighted climate. In a few turns I should be able to build up a conventional army effectively.



Lets do this thing then. Not the safest attack, but I'm getting bored and I think the odds are in my favour.



The main problem on the walls are these draconian apprentice units. They get to steal the fire bomb attack from the draconian archers, but they are forced to rely on only fire bolts instead of the usual fairy fire attack. This, is not so much of a downside, and my army is getting big enough that the fire bombs really hurt.

My best counters are mosquito dart attacks from heroes and the one unit I rescued from a bandit camp. Of course, they don't do jack to zombies, which is a shame.



The second part of the plan is to ignore the walls with flying heroes, after I've sufficiently shot off most of the defenders.



However, not all of my assaults go so well. Valery gets into a spot of trouble when she gets assaulted by Carishar's titan.

Now, I don't manage to get her out of there, but she doesn't die. No, instead Sulthor, who's at almost full health and on my side of the walls, is taken apart by the apprentices and archon casters. I really didn't see it coming.

Sulthor deaths: 2

What went wrong? Well, fighting fair fights with characters that aren't allowed to die isn't a good idea, for one. More subtly I think I've been overestimating the durability of my hero's in the face of caster units. You see, the invincibility I keep talking bout is because of sky high defence values thanks to cheap armour pieces. The resistance of my heroes is nowhere near as high which leaves as vulnerable to casters as many other units.



Per my policy of not save-scumming fights if I don't have to, I kill three turns clearing out the northeast mountain range, and some back for round two, now with some extra troops and my first dragon summon.

And it seems Carishar has been accommodating, and misplaced his troops.



Who needs fair fights, when the AI is a moron, after all? Well, they did take down edward, which is inconvenient, but not the end of the world like all of the other heroes I have.

Edward deaths: 3

Now to mop up the other stack with all the troops that were too slow to be part of the flanking stacks. I'll just auto-combat it, because it's getting late...



OH COME ON.

Let us never use the auto-combat feature in a battle with heroes ever again. And probably play this game at a time that isn't midnight.

Sulthor deaths: 3
(It was probably him, he was on half health and draws fire like a pyromaniac cartoonist.)
(Also, fighting a battle for real that I lost in auto combat doesn't count for save scumming. New rule.)
 
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It's also irrelevant, because the thread has spoken, and we will be joyfully ignoring the ancient wizards advice, and carrying out our orders.

I hope you all are happy. Welcome to the Evil Campaign.

Evil is a small price to pay for Elf Waifus. Pointy ears: best ears!
 
I was going to mutter something about this route not having the best Elf waifu, but then I stumbled into a random tangent.

One of the weird things about AoW3 is that one of the most prominent characters from the previous games played next-to-no role in this one, but it actually kind of makes sense when you realize that Elf pregnancies last almost a decade.
 
Matters of Duty part 4
In this update, we wrap up this mission through a series of bloody difficult fights.


Well, here we go again. Time for the third battle of Carishar Hin. Rather than sneak around the back again, I'm just going to smash into the front with the extra troops I didn't bring last time.

The initial skirmishing goes about the same as last time: Valery and Ed dominate a missile duel with a pack of Carishar's apprentices, and Carishar responds by nuking a weak unit with fireballs, this time a pack of wargs.



I'm going to have to be a little ruthless to clear this fight, and so the first step was to have this pack of baby spiders teleport over the walls to web up this unit of archon casters. I'm not happy with it, but this caster unit was responsible for at least one game loss in this campaign, so locking them down until the battle is mostly decided is a trade I am going to make.

This sacrifice gambit has the added bonus of drawing off the archon titan, which informs my next move.



Because the most dangerous enemy unit is far on the right flank, on the left flank, the main assault occurs. The dragon is the spearhead, while my flame tank and my hero units provide fire support. I use the black knights and the phalanx unit to prevent Carishar from sallying into my heroes.



The enemy Cavalry does try to sally, but they throw themselves to their death on the spearpoints of my phalanx.



With that suicidal move, my Griffon rider is able to swoop in and break the back of the resistance on the left flank. With that flank secure I have the chance to divert Sulthor and Valery to clearing out the knot of casters that have been holding the centre.



On the right flank, I take advantage of the buff from the shrine of the queen of spiders to get a knight unit up on the battlements. Their job is to crush this pack of irregulars, then hold off of the titan for as long as possible. If I play well, they might even survive.

(I don't play well.)



On the next turn the flame tank break continue to help mop up the last few units of archon revenants that are trying to hold the battlements.



And with that, all that's left standing is the titan. My brave knights didn't survive their fight with the monster, they barely scratched it's bronze armour. To avenge them, I'm sending in all of my heroes at once. They take the chance to shoot the webbed up caster unit to death.



The titan rushes the pack of hell hounds that had been trying to force the rightmost gate, before being surrounded by heroes and dragons, though the hounds got themselves killed in their enthusiasm to for revenge.



Well well well. Maybe you shouldn't have EXECUTED HER!

It's a strange writing decision to require the evil path to be embarked on by taking an action which is almost certainly a mistake. Unlike certain other games that will remain unnamed, the results of your Important Moral Choice aren't ambiguous, only revealed much later, or outright retconned to make the player feel better. Within 1-2 hours of gameplay, the game throws it in your face that Laryssa was innocent of the charges levelled, was always innocent, and if you wanted to kill her you are either, to quote Carishar "a fool", or deliberately making a mistake to see the other path of the story. It's reminiscent of games like Heavy Rain, where the entire branch of the campaign is an elaborate alternate failure state.

I'm not sure I like this structure, and would prefer less immediate pushback on your decisions. Not that the story doesn't work, but it's a strange structure for a video game to require the player make a mistake for a story to play out.



Well, after that revelation changed our opinion on Carishar from "What the hell are you doing you lunatic" to "YOU FUCKING BASTARD TIME TO DIE", were going to be looking towards the next city that we can take from the bastard.

Well, it's not a city, it's an Archon revenant necropolis. Which explains the amount of zombies Carishar has been able to field. And, ughh. That's a lot of troops. A lot of very very good troops. Our campaign of vengeance is going to be slightly delayed.
 
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Matters of Duty Finale
SIX TURNS LATER . . .

Carishar hasn't been slacking in his production of revenants, throwing out two wraiths and two more titans, but I have a much stronger economy. I've summoned two more dragons, cranked out three knights from Torchbright, and migrated Carishar Hin to humans, and then had it crank out human priests for that sweet, super effective spirt damage. I may actually have a chance here.



So, unlike most of the LP, this isn't a siege battle: dwellings don't get walls, and are fought in a standard hex grid. Instead, there's an undisjunctable curse put on all of my troops to give the defender the edge.

Now, a general trend in these kind of four stack versus three stack battles is that the defender's best move is to use their centre to overwhelm one of the attackers flanks in a two stack versus one stack battle. In this case my south flank, with three priests, two knights and a dragon, is getting the love.



Since this isn't a siege battle, I can't use my normal convention of "left flank, right flank centre" Instead I'll be referring to four hotspots in the melee.

To the north, I'm doing my best to harass and pin down the enemies remaining stack with my north flank, while the units from the centre move to reinforce the battle in the southeast.



And the battle in the southeast isn't going that well, as the enemy is attacking with overwhelming force.

It's quickly become apparent that not only do the archon titans outnumber my obsidian dragons, they also out-class them. Between their immunity to blight damage, and the fact that titans have traded out flying, aoe attacks, and health regeneration for more raw melee power.



I would like to reinforce them, but these two titans and the apprentice unit bogs down most of my heroes into a second melee that I'm going to call the southwest. The titans just have too much HP and damage for me to be able to bypass them.

Another defining factor of the battle is that everything and anything get's lit on fire. The curse effect makes all of my stuff likely to get lit on fire by draconians with immolation ability, and I've stolen an heart of the volcano, which gives my entire army the ability to light the enemy on fire. It also does not help the morale issues of my army: blighted terrain and curse has already reduced my army to negative morale, and anything on fire has a massive fumbling problem.



The last flashpoint in the battle is this fight that I'm going to be calling the West front. Valery has intercepted half of the north enemy stack, and is doing a reasonable job of surrounding and demolishing them as fast as she can. She herself has taken a bit of a beating, but things are mostly coming out in my favour here. These are only normal wraiths after all.



To alleviate issues with the southeast battle, I dispatch my only slightly expendable hero, Edward, since I still don't have high hopes for anything that takes part in this meat grinder. Sadly, a string of fumbles lets the draconian raptors to not only survive, but get the better of my knights.



On the north of the battlefield, Carshar's undead start to overwhelm the hellhounds and dragon that have been harassing them. I'll manage to smash this unit of revenants, but the wraith kings are going to bring down my dragon.



In the battle to the southwest Sulthor is forced to retreat up north where the only surviving priest unit can heal him up before he burns to death, but Valerys troops are able to not only clear out the wraiths that they had engaged, but offer enough fire support to drop one of the enemy titans, avenging the centre dragon, which was easily overwhelmed.



Shortly after, I'm able to use a combination of cavalry and Dwemus to bring down another titan. Only two more to go.


In response, one of the two surviving titans orchestrates the complete collapse of my southeastern flank by sending Edward to the void.

So, despite our overwhelming advantage in the center, Carishar has a pair of formidable forces on my flanks.



The last problem in the west is brought down by a less than enthusiastic charge by an out of ammo musketeer regiment, which leaves many of my more mobile elements free to stem the bleeding in the south. Thankfully most of the damage was soaked by the plating of the flame tank, rather than hurting a more vulnerable unit.



Dwemus shoots down the last titan, after it had been softened up by calvary charges, while the orc black knights finally kill off the draconian raptors. The next turn the last surviving unit of wraiths is surrounded and brute forced to death despite it's incorporeality.



The flame tank nobly sacrifices itself fending off the last undead in the north. It had suffered from the tender ministrations of an archon titan earlier and was on it's last legs.

In retrospect, I don't know why I did this. I probably could have held it back and tanked the charge from the undead, but whatever. The day was, finally, won, when the revenants blew themselves up.



The full scale of the carnage, for those who are interested. 13 out of 22 units died. Arguably the better 13. But we did it, Carishar lost another city. What could he possibly have left?



You're kidding me.

Three more tier four units as his personal guard?

On the plus side, these units are probably scripted not to move, so I can just kill a few turns to heal up and shake up some more reinforcements. No dragons until Edward is back in action though.



FIVE TURNS LATER

Edward: We are getting close to the ruins of Sunbirth Citadel, the location where once horrible shadow demons entered our world. The remains of the last shadowgate lay buried in the rubble.

With some extra production, and clearing out a dungeon for extra cavalry, I've got enough troops to wipe out this last redoubt.



The eldritch horror and dragon open up with breath attacks, but that only leaves them open to being surrounded by calvary.

One thing to comment on is that I picked up the side arms upgrade, which gives all cavalry units a short ranged and pretty hard hitting pistol attack. I don't usually think much of, but I did like more than I thought I would in this play through, it opened up calvary tactics notably.



Next, the wraith king that occupied the left flank was obliterated from range by spirit bolts.



And, after a bit of skirmishing, Carishar was eaten by a dragon.

Edward: It seems the Draconian had a lot of knowledge about the Commonwealth and the Elven Court. Perhaps Laryssa was on to something after all! I need to study this.



Transcribed due to cutoff.

Werlac, his draconian enforcer Carishar, and councillors close to the Emperor conspired together to conjure foul magic here. I found evidence on Carishar's body, of traitors and thieves— a group he calls Shadowborn. They seek to destroy the world.


So many are deceived. I must gather true allies. Dwemus and Sulthor both join me, yet I mourn. Valery is my strength in these terrible times, My old friend Laryssa is lost forever. I see how my desire to please the Emperor blinded me to my true duty to the Commonwealth.

The Emperor spreads the lie that I have done a great service in slaying Laryssa. His agents flatter me, hoping I will ignore the truth.

I am the people's champion. I won't sit idly by while carrion birds pick apart the innocent. Like the Elven Court, the Shadowborn are another group of traitors the Emperor has tolerated. It's time to remove all corrupt and failed leaders, no matter the gold circling their brow.

Power is a gift from the people we serve, not sinister gods, forbidden magic, or even clever inventions.

It's time they know what I know. It's time to heal our wounded empire.

So, if it wasn't logically obvious, Edward isn't is a good place after the end of this mission. He's wracked with guilt over Laryssa's execution, and with feelings of betrayal towards the very empire he dedicated his life to. Even in the picture, you can see that he's leaning on his sword at Larryssa's funeral pyre, while Valery stands straight. He's channeling those emotions into anger, rather than confront his guilt. You can even see the effects in his dialogue, which has changed from curt and professional to short, disjointed, and paranoid. There's that whole bit about him being the peoples champion, a sobriquet that he has no right to claim, that he's using to justify the terrible things he's planning on doing.

Since the evil missions are not canon, I'm going to break from our alternating mission structure, and just finish Edward's plot branch before returning to Sundren. So join us next time, whenever that is, for the continuing adventures of Edward.
 
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Slaying a False God (Commonwealth Loyalist Mission 5)


Yes, you read the mission title right. The war is staring off in earnest, Sundren has disappeared from the map, and the Commonwealth is still dithering around and cleaning up the mess in Xablor. So Edward has decided that it's time to do something about it, and get some petty revenge while he's at it. It is time for a change in leadership. It's time for a coup. It's time to slay a false god.



Much of the story groundwork for this mission was set up back in the third elven court mission, which is one of the many reasons I recommended playing the missions in parallel. Voraditious' death from religious revolt has shattered one of the main pillars of the support of Leonus, the idea that he is divine and infallible.

Which is perhaps why Edward isn't heading the coup himself. He's using his new friend, Dwemus, another theocrat. He even admits it, that "Dwemus will serve me well". It's Dwemus the highly respected theocrat, according to the official story, who decided that Leonus was no longer worthy of being emperor, and launched the coup that we're doing in this mission. Dwemus chose Edward as a replacement, since he's the governor of a province, and a hero of the empire twice over. A man who knows how to crush a rebellion, just like he'll crush the shadow born conspiracy and the elven court.

Except, this was totally all Edward's idea. But the people of the commonwealth that he has proclaimed himself champion of don't need to know that. He can't trust them to handle the truth.



So, the first thing that jumps out in the mission, is that Sulthor, the mysterious hero who joined us for the last mission is going to be his own AI controlled faction in this mission instead of being part of our squad. If you have a single ounce of proper video game paranoia, you should have a bad feeling about this: the only thing more suspicious in a strategy game than AI controlled allies, are AI controlled allies that used to be under your control and switched for no readily explainable reason.



Now for ourselves, we start with a middling selection of units and a settler, so the first order of business is to pick out a site for a new settlement and clear off the guards on surrounding sites. Since Ed and Valery are far more powerful than even tier four units at this point, this takes negligible effort.



Orc Guards: If you will not leave, you will leave us no choice but to attack and kill you?

Edward: So be it.


Just past our first settlement are the gates to Bisancon, a pair of fortresses guarded by orcs.

It's a strange trend in this mission that Leonus makes rather heavy use of orc troops in addition to human ones. Does he perhaps feel that orcs are more divested from politics than other races, and thus make better guards? Or is this a way to show that even at it's worst the commonwealth is still a multicultural society.

Anyway, after this message I plop this army, heavy on theocrat troops, slightly outside the two fortresses until my heroes head over to smash the garrisons.

It may have been a bit of a mistake.



The orc guards leave their posts and attack the out of position troops at the same time. I could easily lose this entire stack here, but it's not impossible to win here. Because the two stacks are attacking from opposite sides, we have the chance to defeat them in detail, and the enemy is largely made up of orc archers (which are hilariously terribad).



I break for the northern garrison, using my axmen with defensive strike to tie up the archer heavy enemy. However, the first volley from the garrison shreds an overenthusiastic martyr unit before my troops close.



After a short and bloody fight, the orcish archers are scattered, and we move to battle the second stack. This time, my evangelists are using their much more robust HP pools to tie up the enemy archers, while the forge priest stack heals itself after using their power to serve as the rearguard of my army for the last few turns.



The orcish spearmen sprint over and murder the forge priests in response, while the razorbows do a number on my evangelists before falling, but we do win the day at the end.



After that, we can walk through the undefended fortress and then march up the scenic double width highway to the emperor's summer retreat.

I love how darn pretty this map is. It's also crawling with wild animal stacks, representing the game animals that this kind of noble retreat would have, which just adds to the appearance of natural beauty that we're fighting over. It's a good choice for the Commonwealth campaign, where the leadership has been portrayed as decadent and detached from the common folk, for the showdown with Leonus to be in his vacation palace.



Soon enough, we stumble upon the next roadblock on our highway to revenge: The territory of General Wazhul, one of three commonwealth warlords standing between Edward and Leonus. We seem to have caught him with his pants down, and a small fraction of our forces march into Hindur with no casualties. It seems that Leonus and his guards really didn't see this coup coming.



Slightly to the north is a fortress overlooking the main highway. It's also basically undefended, so we can walk right in.



And what do you know, Wazhul's capitol is sitting right here, guarded by a rabble of goblins. I would have expected slightly more professionalism from a high ranking commonwealth general than this rabble of low tier goblins.



Anyway, just as soon as we met him, Wazuhl is defeated for good. Just two more to go!

Sulthor: Wazuhl has been slain, well done. Now that one of his lackeys has fallen, Leonus will fear you and justly so. His downfall is close as well.

Thanks Sulthor. Now would it kill you to actually make some aggressive moves sometime this year?



Dwemus: To negotiate.

Colm. Why would I want an alliance with Edward? What is he going to do? Overthrow Leonus and become the new Emperor? Hah! You don't stand a chance against him!

Dwemus: With your help we do.

Colm: So, you need my help to overthrow Leonus? You've got courage asking me this Dwarf, I'll give you that. My help does not come cheap though. What do you offer?

Dwemus: Leonus' palace.

Colm: Hah. Give me some proof that you're strong enough. Burn down either Azarog or Morgron, and I'll be your ally.


Such men of quality that Leonus has in his inner circle.

I admit this is an interesting decision. Azarog is Wazhul's old capitol, and I can set it alight at anytime I want. The question then, is do you want to sacrifice this one city to take the second warlord out of the fight, or do you keep it and then take Colm's land as well?

I suppose it depends on play style, but I tend towards hyper-aggressive rushing over the slow grinding campaign that fighting through yet another faction would entail, so I take him up on his offer. I tell my troops to stop absorbing Azarog and to start plundering it. Colm did offer peace if you go through this branch of the dialogue tree, so I might as well get the extra resources from plundering the city.



Of course, the scout that encountered Colm wasn't the only scout I made. Further reports stream in, and we learn that we still have a long way to go until we meet Leonus.

I'm also slightly curious what lies between my starting position and Sulthor. There could be some goodies, or another neutral city hiding in there.



And, like several times before, my incessant scouting hits map trigger ahead of schedule, in this case Sulthor's sudden but inevitable betrayal.

This is actually a pretty favourable early trigger, since I can actually redirect my army to deal with Sulthor in a timely fashion instead of having him swallow our vulnerable and undefended heartland while my army is super far forward.



On the positive side, this city of warlord number three was completely undefended, and I walk in with a single scout. Then have the scout hide on the water from the imperial troops that are lurking at the edge of our new domain.



Colm: I must admit I doubted whether you had it in you, but you did. I will keep my word and join you in your war against Leonus.

So as turn 11 rolls around, the city finishes burning and Colm joins our side. This gives us access to his maps, which does help a lot, and reveals that there are not one but two neutral cities on our half of the map that I had missed while I stream north. We also get a good look at Leonus' territory, a private island with only a single bridge into it.



And, in a shocking turn of events, there's another completely undefended city that's going to be taken by a single scout. Wow. Now I'm curious where this asshole's army is, since I now have all his cities, and they're about to be retaken by his boss, who's planning on keeping them.
 
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Thank you for this, mr_stibbons. I've very much enjoyed reading your playthrough of Age of Wonders 3. You actually inspired me to buy the game from Steam. (Well, it had been on my radar for a while. I've been a fan of the Age of Wonders series for a long time, ever since my aunt and uncle bought me Age of Wonders 2: Shadow Magic for Christmas one year. But it was my reading of this thread that convinced me that Age of Wonders 3 was a game I wanted, like, now.)

I like how you've discussed the game mechanics and the decisions Triumph Studios had to make when they made this game. Personally, I like it a lot. Everything seems a lot smoother and faster-paced than in Age of Wonders 2. (I thought I'd try Age of Wonders 2: The Wizard's Throne before I started on Age of Wonders 3, so I bought that. However, after only a few missions, I got bored with it.)

When I started playing, I got through the Tutorial and the Council of Origins without much difficulty, but Promised Lands was a long, hard slog. It took me 90 turns to get through it. The main reason for that was my style of play: I'm cautious, slow and methodical. I like to build up my forces, clear out all the treasure sites, and make sure that I've got the advantage of numbers on my side before I try to push on and conquer new territory. However, doing that gave Urlagh and Shnaga plenty of time to build up their forces, train their elite troops, and bog me down even further. It did lead to some interesting battles, though. Despite my trying to be cautious, I've got a bad habit of moving stacks of troops too close to the enemy before I'm ready to attack. Twice, Urlagh sent large armies of Warbreeds and Phalanxes to crush my puny armies of Swarm Darters, Flamers and Baby Reed Serpents; I actually won both battles, but they were hard-fought and, for someone like me who doesn't like to lose even a single unit, they were costly. I did eventually get to the end of that mission by defeating Urlagh, Shnaga and Lucian, but it took such a long time that it left me feeling like there must be a better way to do it. So I came back here and reread how you'd done it. And then I took a peek at Faith Reborn to see if I could get some useful tips from that.

I realised that I needed to be much more aggressive. In Faith Reborn, you can't afford to sit back and build up your armies; you don't have enough time or money. You need to go on the offensive straight away and keep on attacking until Gorsmog and Voraditius can't hurt you anymore. So that's what I did. I have to say it was a very successful strategy. By turn 30, I'd conquered every city on the map except for Voraditius' throne city. I delayed my final assault until turn 40 so I could clear out all the treasure sites.

Along the way, something happened that I'm almost embarrassingly proud of:

(Basically, I made my usual mistake: I left two stacks of units out in the open, too close to Voraditius's throne city. Voraditius threw everything he had at me: 18 units in total, as well as himself. Yeah, most of his army was made up of weak Tier I units, but so was mine, and he had more Tier III units than I did. I was outnumbered 3:2 and I worried that I was going to have to restart the whole mission.

I not only won the battle, I didn't even lose a single unit in doing so. Admittedly, I'm playing on Normal difficulty, but still... I thought that was quite an accomplishment. ;)

Anyway, I completed that mission and started playing The Sapphire Archipelago, which I'm having a lot of trouble with. This is the first mission I've played where sailing from one island to another (and then another) has been a major part of the gameplay. I mean, yeah, in the tutorial you had to sail from one island to another, but that was fairly easy: you only had to do it once. My problem is that embarking on a ship, crossing the water, and then disembarking takes at least three turns. Also, the map is so richly detailed and tightly packed with interesting structures that I've been falling back into bad habits; I've been spending a lot of time killing roving packs of animals and clearing out treasure sites instead of taking the fight to Isabella.

That's not to say that I've been completely negligent. I've sent the bulk of my army to do battle with Isabella. I've captured Portama, Craws, Suush Pen*, Ianell, and Milles from her. The problem is that I'm finding it difficult to move on from there. Isabella has built up such a massive fleet of warships that I just can't deal with it. I've tried building warships of my own, but each time I build one she sends a fleet of six to destroy it before I can build any more. She uses those warships to intercept my armies at sea and destroy them before they can make landfall. I've considered building an army of elven gryphon riders to fly in and fight the warships, but it'll take too long. I'm running out of money. She's started inciting revolt in my cities and there doesn't seem to be anything I can do about it (because it takes me 2 turns to gather enough mana to disjunct the spell and by then she's already strengthened it to the point that I can't disjunct it).
*Twice. The first time, I handed it over to independent vassals, whom Isabella then recaptured it from. I had to fight another difficult battle to get it back from her.

It's now Turn 38. I'm considering restarting. It'll be a wrench to have to give up Sundren's Fire Wyvern mount (it's taken me until this mission to find any decent mounts for her), but I guess it's what I'm gonna have to do.

Any advice, by the way? Please...
 
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Well, I'm glad you're enjoying this. It's been a little rough going, and I've slowly been trying to edit out the masses of typos.

Sapphire Archipelago is possible one of the most frustrating missions in the entire campaign, exactly because of the massive amount of naval units that that AI throws out. Because there isn't much valuable about the water, the only thing for naval units to do is to stop land units from travelling through the water. They are very good at that, as you have probably noticed So the game just drags on forever and you can't attack. Building a large flying army of griffon riders/succubi/shadow stalkers is an option, but you may be better off trying to dart past the navy and just take cities with them, unless you have a large economic advantage you are unlikely to have favourable engagements.

You could also look into settling more cities. If I recall, the map is pretty big, and there are some resource rich islands to the south, west, and northeast if you explore a little. That strategy could easily lead to a 150 turn game though.
 
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Heh. I almost exclusively play the largest skirmish maps possible throwing around a massive army that wouldn't be out of place in 17th century Europe if it wasn't for the beards and pointy ears.

Musket, Cannon, Pike, and Cavalry is enough to overwhelm any city.... if I keep throwing cranking them out in endless waves.

This is also one of those games where the morality system can't handle "Nice to pretty races. Exterminate the ugly, use the rest as trash cannon fodder" so my alignment is technically "Good" even though my pastime is replacing goblins with elves and so on
 
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