Cooks Of War - Clan Members Only

Roger Wilco Roster Sayings
Early Builds Battle Strategy, by Peter Battle Strategy, By David
Rangered Goons Battle History Battle Strategy, by Ash

Roger Wilco: free for download at
rogerwilco.com
Connect to flicks.com, password is "chef" (without the quotes).
RW is important! Download it, test it, get your mic levels set.
Roster

Here is a list of clan member details...
I summon the Iron Chefs!


Here is a list of "Sayings", that you can cut and paste into message boards etc:

Cry Bacon! And let slip the Cooks of War!

And if ever a challenger wins over the iron chef, he or she will gain the people's ovation and fame forever.

Wow, is the challenger really going to make rhaksha icecream?

Kuisan! yes Ohto?

The challanger is using the dreadlord innards, ground parsley, and a whole shadeling wing!

When I saw it being prepared, I didn't think I would like it, but its really good!

The sweetness of the rhaksha complements the sourness of the ground slaan.

Mmm, the flavor of the dreadlord innards, reminds me of a warm spring day!

This dish, its very reassuring. I feel so selfish!

If memory serves me right...

Feel free to suggest more...


Ash Says:

9/26/01

I welcome the new Cooks to the clan...I've played a lot lately with Aibo, Malloc and Bunger and am very excited with their performance. Aibo in particular is quite nasty with his scout/ranger units, probably the best new Chef (better than I), Malloc never surrenders and Bunger is a bastard when he get in your backlines :)

We had around 6 Cooks online at once last night on Fish's server, with three of the new guys playing away, which is great to see.

Remember Chefs, tonight is practice night, so if we can get the same numbers tonight at 8pm Eastern time we can have a real good practice. Once we get a solid practice or two down and get the strats straightened out, it is time to lay down the gauntlet and challenge others to face us in the Kitchen Stadium!

Speaking of strats, it looks like Rangers are the way to go (my personal fav pre-patch unit was stix/rangers, and now everyone and their mother is using 'em). Fish can get the rangered goons out quick...but they can be kind of obsolete if you get lucky and get a trailblazing hero. One game last night we (Fish and I) both went Nats and early goons...he got the goons/ranger out and I had goons/Nat hero with trailblazing...super deadly. Defense was made by multiple units of stix/rangers and extra harrassing was done by bunger who cranked out scout/rangers. I think thats a good strat...two people go goons early (total of 3 goons squads needed) and are backed up by at least 2 squads of scout/rangers. Fast, mobile, powerful. I can crank out 1-2 goons, still have a good econ and then pump out the defense. At least 2-3 players should make 2 units of rangered stix...these are essential for defense. Fast as hell, good against cavalry units, but their rangers are what do the damage. 4-8 rangers wreak hell against early-midgame units. The Stix really just are a shield until they get to regular/vet status.

But the key thing is to go mages/wizards by the midgame. Rangers are good, but lack the real punch of archers/mages or infantry/mages. The goons and rangered scouts do raiding and full-on assault of the enemy frontline. Rangered footmen do the defense and assist with the attacks while the mage units provide the late-game kick to break the ranger stalemate.

That's my plan and I'm sticking to it :) Can we get a little e-mail thread going between the stratgists of the clan (Fish, Peter, IronChef and others) and debate da plan? Once we'e got something working, lets redo ALL the strats on the site...update with build orders and plan of attack and defense. The main info is good (like the defense pointers about using terrain and walling towns in) but needs some tweaking now in the face of all the patches.

Speaking of the CoWs, I've noticed a lot more engineers being used (key...me and Fish walled off an entire section of the map between us last game :) and Aibo and Bunger are REAL good at raiding, which has been our biggest weakness. They have the talent to get the good raiding units together and the balls to see the attacks through and not run away too early. People are too concerened with saving heros and units (don't get me wrong, experience is very useful with goons) instead of fighting until the last minute...they don't run until almost wiped out unlike lots of other people who run as soon as they see the enemy coming at at them. Good stuff cooks!

Allez Cusine!


Kyth/Vijay Says:

9/20/01

Kahil and I were playing tonight and we saw someone use a pretty nice strat for Ceyah. I forget the guys name, but he had a great build that put him at +0 but gave him a great strike force. The build is as follows:

2 settlers + 2 kohan -> 2 new cities
1 city with blast, 2 with blacksmith
1 unit of 6 skellies, 1 of 5, 4 of 4. Put the Kohan with the big units.

So now you are at +0, but you can easily take over an enemy city or two in early game, thereby crushing their econ and really scaring the shit out of them. With a little back up, that setup can really roll. You can repair the econ pretty easily as well - disband some skellies or convert a blacksmith -> blast furnace with some cash. Of course, if you hold a city, you're already +5.

I think it's really effective as a skellie rush even with the patch. Coordinate that rush with 1 other player backing up and you could roll someone really early in the game. Not only that, it's a big enough force that teammates will want to help out, thereby exposing another flank.

I think I have the Council build order down for the EBs. I go with 2 big econ cities (woodmill, upgrade, carp, market, blacksmith, bank, iron export -- it provides for a slight gold advantage by going that way, but hey every bit helps). Before the 2nd one is totally built out, I build the 3rd city as a troop city with the carp guild. I later sell the carp guilds for sawmills. It lets me pop out a unit of 6 stixx and another of 6 archers to serve as backup until I scrap them for the wood production for EBs. It's worth scrapping them since they quickly become useless and the wood is more important. If anyone has suggestions in this matter, let me know. I'm supposed to be the Council faction so I should optimize as much as possible.

I was thinking that perhaps we should always bury the council in the back - it lets that player go full on econ and pop out 4 units of EB/rangers in midgame which can really turn the tide of battles. We used it really effectively tonight. If the council player is in the front, he should trade the first city with a protected player (preferrably the Royals since their additional militia makes for a naturally stronger defense). Sure, the city might cost a bit more to upgrade, but you can trade a bit of gold with it so you can do the upgrade. I'd like to test that out sometime. I think it might be worth doing that with the Nats too so that they can go with a slightly weaker military in favor of a strong econ.


Inigo Says:

What is the Highest Damage Number possible?

Restored Sadira Bahhrum's Heaven's Bolt attacking Shadelings supported by Shadow Priests, led by Ascended Sijansur, and cursed with Magic Vulnerability and Wash of Pain. Heaven's Bolt does 100 points of Holy, Magical damage.
vs
6 DV Shadelings
- 2 DV Immortal Fury = 4 DV
- 2 DV Shadow's Blessing = 2 DV
100 - 2 = 98 points of Holy, Magical Damage
x 2 Holy Vulnerable = 196
x 1.25 Magic Vulnerable = 245
x 1.5 Magic Vulnerability = 367.5
x 1.3 Wash of Pain = 477.75
The highest damage number should be 477.

What is the Highest Possible DV?

Ascended Dylan Garwood leading Elite Grenadiers supported by an Archmage and a Cleric, fortified in jungle, with Holy Armor, Unholy Armor and Magic Plate technologies. Interestingly, testing reveals technology bonuses are calculated before experience is factored.
Holy Armor gives +1 DV.
Unholy Armor grants +1 DV.
Magic Plate affords +2 DV.
Elite Grenadiers have a starting DV of (14 + 4 for technologies) plus 50% DV for elite status. Thus their DV is 27.
Ascended Dylan provides +2 DV to all and casts Protection supplying +6 DV to all.
The Archmage casts True Blessing providing +5 to DV.
The Cleric casts Blessing for +3 DV.
Being Fortified offers +6 DV.
Jungle terrain yields a further +6 DV.
27 + 2 + 6 + 5 + 3 + 6 + 6 = 55
The highest possible DV should be 55.

I recommend either dividing your forces - Raiding and Defending or assigning roles to various players - one to raid another to defend.

For good raiding defense, consider 5 Footmen/1 Ranger - great mobility and anti-cavalry bonus. Move in skirmish formation. One regiment takes 102 gpm upkeep. Hopefully people are building outposts next to their most important production centers.

What I see tons of is Rangers now. With 1.2, Rangers went from marginal to essential. The triple rate of AV loss with 1.2 means companies walk instead of running and Rangers become more useful. Also, now their damage is Khaldunite instead of Ranged Magical so they are no longer ineffective vs Skeletons. And finally, their rate of fire has increased 20%.

So consider 5 Dragoons/1 Ranger or 4 Scouts/2 Rangers for your raiders instead of the Infantry/Magician combination.

Good sources of information are:
The Kohan Editor (this is how I see that Wash of Pain makes enemy companies Frail = takes 130% damage)
Kohan.net
The Awakening


Early Builds:

Council

Ceyah

Nationalist

Royal

Best Strategy Threads Revised


Cooks of War Clan Battle Strategy, by Peter

7/31/01 We need early military forces. Possible candidates include Dragoons, Footmen, and Infantry. Infantry require iron (important for our later forces) and are the slowest, so we rule them out. Dragoons require two components to produce and are expensive (10 each), although they are powerful and mobile. Footmen are the best compromise as they are cheap and relatively fast (speed 20 - 25% faster than Infantry). If all of us build 1 or 2 companies, we have a regiment early. One possibility is all four of our players build 1 company of 4 and 1 company of 6 footmen (total cost = 10 wood) early on. Ceyah players could build one company of 5 or 6 bonebows to support our forces.

We need scouting and engineering. Engineers could serve both roles. They are fast (22) and have a good visual range (7) with the 10% bonus to recon.

We need a force of Tanks to absorb/deal damage. The best Tanks in the game are Elite Guard with Channeler/Cleric support. This requires a Nationalist Player who gets to elites. This also requires a Council player who gives/trades a city to the Nationalist.

We need a raiding party which is fast and deadly. This could consist of 4 companies of Shadow Beasts, 2 companies of Void Beasts, 4 companies of Ranger supported Dragoons, or 2 companies of Ranger supported Cavaliers. This requires either a Ceyah player or a Royalist player.

We need a counter to hordes of Footmen. The greatest weakness of Footmen is morale (only 25). The best counter is Archers/Wiz/Wiz with anything (Foot/Inf) as a screen. Beware the flank! This requires a Council player.

We need a counter to hordes of Skeletons. The greatest weakness of Skeletons is their magic vulnerability. Footmen with Battle Priest support is the ultimate counter.

Frequently, players attack with Infantry/Gauri/Berserkers supported by Mages. The best counter is Gauri, but the second best counter is Infantry supported by Sorceresses.

We need a counter to their raiding parties. Raiding parties are usually cavalry. The best counters are outposts at every settlement greater than a village. The most cost effective counter is massed Footmen. If we build the Footmen early as previously discussed, then we can use them later as our defensive counter.

If we find Anvils or get Golems, we should use them as the counter to Inf/Mage.

So I think the best plans are at least one Council, one Nationalist, and one Ceyah/Royalist (either). The remaining slot can be assigned whatever faction you see fit. We all build 1-2 Footmen or Bone Bows. Then the Nationalist player goes full economy to shoot for Elites. The Council player is key in the middle game making Wizards to break morale. The Royalist player needs to be flexible to go Battle Priests or Sorceresses if necessary, Cavaliers if possible.

This is just a start to the planning for our game.

8/7/01
I didn't know the OW tourney was heavy on forest. In that case, I would recommend the ceyah player swap a city with the royalist. The Royalist and Ceyah players build 1 IE, and as many Blast Furnaces as they can. Then they both skeleton rush. If the other team goes for archers, we are loving it. Skeletons can use pressed formation to run to the enemy without loss of morale.

Kevin's comment: I suppose the royalist should swap a city with each of the other two factions, so that they can build Battle Priests, if the opponents do the same as us!
Jan: Superclumping IS NOT allowed. So whoever is running skellies must remeber to put them in attack mode before attacking (u can put many companies in the same square.... in pressed formation.... then send them to attack a building... when they are all touching the enemy u change to attack formation) (what this means is that almost all of your guys willl be attacking (hitting the enemy), and their guys can only hit 1 of your at a time...)

Here is Peter's version of Xanax's Skeleton Rush:

The Ceyah and Royalist players both build an Iron Export in their first settlement.
Cost = 132
Time = ~45 sec

All Outposts are destroyed because our economy will be feeble and the outposts will be protecting only villages.

One Kohan is awakened.
Cost = 50

Two companies of four Settlers are created, one with a Kohan, one without.
Cost = 135

The Ceyah player trades the first settlement created with the Royalist's first settlement.
Time = ~2 min, 20 sec

Each player builds a company of four Shadelings to scout the enemy and find settlements to take.
Cost = 24

Another company of four Settlers/Kohan is created.
Cost = 60

3 Blacksmiths are built.
Cost = 180 gold

Five companies of four Skeleton Warriors are created, one with a Kohan, four without.
Cost = 100 gold

Total Gold Spent = 681. Our starting gold is 650. We can earn the remaining 31 gold in time to purchase Skeleton Warriors. Remember to purchase them as soon as you have sufficient iron. You don't have to buy all five companies at once. That last village will be force you to lag behind slightly in getting the final two companies of skeletons. What works well is to have the first three companies of the Ceyah player's four Skeleton Warriors team up with the first three companies of the Royalist player's four Skeleton Warriors for a regiment to attack any scouted enemy settlements. Once they are scouted, they will send troops to defend so we need to hit them strong. The remaining two companies can be sent to reinforce once created, and are also a great defensive/reactive force.

*************************************

Comments on Defense:

Let's say you have just been scouted. You should expect trouble soon. First, let everyone know contact has occurred. The best thing is to let your team know which city was scouted too. "My Drauga settlement was just scouted by Ice." Sell the least expensive component in your settlement to create an empty slot. Now build a wall and in 15 sec, when it is finished, upgrade to Watch Towers. The wall will protect your other components from destruction, increases your settlement HP's by 50%, decreases the cities chance to surrender, and increases your militia's defense by +2 DV. How can you pass up such value in a 30 gold purchase!?! The Watch Towers increase your supply range 30%, but most importantly increase your militia's defense by +4, for a total of +6 DV. Another good deal for only 36 gold and 15 sec. The problem with most people is when they are scouted they don't understand their peril. If you are scouted, hunt the scout to try to kill him/prevent him from scouting more of your settlements, and expect the attack to come to your scouted settlement. The best players scout a settlement and attack a nearby settlement instead, but in general, players attack what they see. Don't wait until they arrive to build the Watch Towers. You need 30 seconds to get them up and your milita might be dead by then.

Everyone should try to get nearby defensive companies into battle formation and the best terrain possible (Jungle>Forest>Hills) and then sit in Guard mode (hit "G" then left click in good terrain). If the enemy takes more than 2 min to arrive, your defensive companies will entrench and earn a further + 3 DV bonus. The reason you use guard mode is to try to set up your defesive companies' ZOC's to extend as far out as your settlement's ZOC. If you have suitable terrain which is actually closer to the enemy than your settlement, you may want to forego guard mode so the settlement's ZOC is about the same as your defensive companies' ZOC's.

If your settlement is still overwhelmed despite Watch Towers and entrenched defensive companies, make sure to sell all components in your settlement. My rule of thumb is if my settlement is down to 50% HP, then I sell everything. If all my militia has been killed and they are beating down on my settlement, I sell the Watch Towers, too (44 gold).

I always talk positively to myself if the enemy has committed so much force to taking this one settlement. With the +6 DV and terrain bonus for my militia and +3 DV entrenchment plus any terrain bonus for my defensive companies, I smugly tell myself their victory here at this particular settlement was very costly and may turn out to by pyrrhic. I have done my job for the team and extracted the maximum use out of my units. I will send the Nationalist player 75 gold from my sold components and ask him to build a new settlement for me. Psychologically, I will be at a low point. I just took a beating and it is common for me to start talking about surrender. "It's over. I did my best and still I couldn't stop them." My teammates need to rally here. "No, no - We're hurting them on the other side. We're sending you help to shore up the defenses over there." If you can't send troops to help the assaulted player, then try to attack our opponents with a force sufficient to capture a city (12 Inf/Skel or 18 Footmen).

To summarize: Never let your opponents take your settlement before you have sold all components. Use terrain, entrenchment and battle formation to maximize defensive companies. Use Watch Towers and proactive building to maximize a scouted settlement's defense before they hit you. Beware your personal morale loss after you lose a settlement. Try not to lose hope. Get the Nationalist player on the mission to build you a new and improved settlement.


Cooks of War Clan Battle Strategy, By David

8/7/01

As for games, Tuesday at 8:00 translates to about 3:00 am. Basically we can do games that take place before one in the afternoon weekdays or weekends, or after eleven in the evening on weekends. I don't know about the possibility, but this is the most feasible for us.

Now, I want to tell you about our new foolproof strategy. Peter and I have been using it, and I think it's pretty unbeatable. Here's a copy of a film where my team was beaten with this strategy. Watch how PastorDan and Republican Jew work together. They start in the far left corner.

1. recruit two settlers without heroes (conserve gold)
2. build woodmill
3. destroy any fortresses (gold drain)
4. Send settlers out when they have gotten to three
5. upgrade city
6. trade one of two new cities with teammate
7. In two other cities build blacksmith
8. In central city build carpentry guild, market, bank, blacksmith (you need the market to produce gold)
9. Produce four skelly comps with no heroes. Each comp has four skels in front w/o support (can produce more comps which gives you more undead captains).
10. Since you traded cities you are co-located. Me and Inigo put together our four skellys each, making eight skelly companies. RAMPAGE.

Inigo thought of some good modifications to the strategy in the film. Instead of upgrading the city and building the carpentry stuff, just build four cities with blacksmith in each. And build one shadeling. Build shadeling scouts so that instead of wandering looking for targets the shades find the enemy, retreat, and we hit them with eight comps.

The reason I think this is unbeatable (unless the other team is using it also) is for a number of reasons:

1) The level of coordination ensures a large army. Most other teams do not coordinate to this level.

2) Even if you build defenses, you would have to have all of your defenses in one location to counter an attack this size.

3) You need to use Skels versus other units because skellys don't lose morale by pressed marching.

So, give this a thought. We would really like to play in the tourney if we can come up with a time. I think we have a winning combination.

Cooks of War Clan Battle Strategy, by Tim

8/7/01

I have only one thing to add: Scouting

In the last couple of games that I've played at kitchen stadium with my fellow CoW's, I have noticed that we aren't scouting as much as the other players (myself included). A double skell rush is no good unless you can hit the other guy faster than he can field units.

Therefore, I suggest one of the following:

1) One (or both) of the two remaining non-rushing teammates commission a 4unit Scout (as soon as company limits allow) and send it to find the enemy.

2) The Ceyah and/or the Royalist commission a 4 unit shadling company, right when commission limits allow. This would mean that Ceyah/Royalist players would only be able to commission 4 skel companies instead of 5.

3) Do both.

The only other thing is that the Skell strat above doesn't mention that you should NOT upgrade your villages when doing this rush, as their is no need to do so. (With a double settler start, you have a 6 company limit &3 component slots (enough for 2 BF & 1 IE). This means you can do a 5 skell rush with a 650g start, a +30 economy, all in just about 5 minutes. You can then expand or upgrade as you get lairs, capture city components, or get donations


Theme Ingredient: Rangered Dragoons, By Peter, 8/20/01

These companies are perhaps the best raiding parties in Kohan. They are cheaper in upkeep than Void Beasts or Rangered Cavaliers, but have greater mobility than Shadow beasts. This company requires four component slots to produce:

  • Woodmill
  • Blacksmith
  • Barracks
  • Library
Three or four companies of this type in the back field can ruin your day and may turn the game.

Vulnerabilities:

  • A. Expense
  • B. Cavalry
  • C. Morale
  • D. Flanking

A. These companies are costly. You need at least 400 gold in components/upgrades from a village settlement. If you can find the Nationalist Town or Royalist/Council City that is producing these companies, you have hurt our opponents badly. Because these companies are so costly, you will usually only see them in the middle to late game (barring an opponent finding a Nationalist Town or Drauga/Gauri/Haroun). Since you will see them later in the game, you usually will have time to establish a military force of your own and perhaps some outposts to see what the enemy is sending towards us. Most players announce when the opposition has developed Shadow Beasts, Void Beasts or Cavaliers. Consider announcing Rangered Dragoons as well these companies have tremendous mobility and may show up later.

B. As these companies are cavalry, Footmen become very cost efficient counters as Footmen receive +5 to attacking cavalry. Pure Footmen companies can be built anywhere for cheap, and it won't hurt your economy too badly to produce 4 full companies of Footmen (-48 gold) temporarily to defend against Rangered Dragoons. Usually company slots are the limiting factor.

C. Rangered Dragoons can usually fight off militia and massed Footmen, but eventually their morale begins to wear down. If you can get one of these companies to rout, they are dead. Just keep following the router and harrass the company back to its home or grave.

D. If at all possible, flank these companies and kill the Rangers. These elements die easily in melee so besides rapidly decreasing combat effectiveness, you force the opponent to lose the company's trailblazing modifier. When these companies are slowed down, it makes it easier for your allies to send their Footmen into the fray.

Kevin says:

I tried Nats at 650, one settler (no kohans). CarpGuild, Lib, upgrade, barracks, blacksmith, rangered goons, blast furnace (or blacksmith in 2nd town if you really cannot affor the extra 12). +20 econ. Dont build in the second town till your goons are out.

Then 2st town market, woodmill, bring out rangered scouts. +18 econ.

Or team up with pressed scouts from another player.

Scouts + Goons can take out a city at the town level.

Also you have enough mana to double ranger if you have enough cash.


Battle history

8/5/01

Battle GreyMouser
We tried our strat for the 1st time,
bin, fish, Janitor, IronChef against
GreyMouser, Phantom, Leo Jose and WarPath.

We lost, but the film should be instructive.

Phantom's 5 zombies, and Leo's 3foot/1inf/1engie did the business and walked right through bin in the northwest, while we had committed our troops to the south against Warpath's 4skeles/4zombies and GreyMouser's 4inf.

Peter's film review:

I have reviewed this game and have some constructive criticism. Please keep in mind I am only an average player and welcome criticism myself to improve my game. I'm just trying to help our clan out by polishing some rough edges.

Good work to IronChef in being the first of 8 players to construct his first component and build his initial companies. I bet he uses hot keys and presaved companies.

Ironchef and Fish may have elected to delete one of their outposts since they were in excellent positions at the edge of the map. Bin, being in the middle and planning to go for Shadow Beasts, might have elected to keep one outpost.

Bin, why did you build 11 Shadow Beasts and 1 Shadeling? With a Mage College and Mana Forge you can make it to 12 Mana, so I was confused on the Shadeling.

The team was hurt by a lack of scouting. Someone needs to play the scout role.

Bin, you attacked a dragon with your Shadow Beasts. This crippled the incredible investment you had made in the premier companies on the board up to that time. We should avoid attacking dragons and instead use their location as ambush sites and as protection for our flanks. When you find a dragon, retreat and think to yourself - "I have an advantage that I know where that dragon is and my opponent doesn't." If you really want to attack a dragon, make sure it is middle game and your teammates know that you will be defenseless for a period of over 2 minutes. This is probably where the game was lost. It's too bad, because up to that point, I was thinking, "Oh man, Bin has these guys right where he wants them!" Bin, you are very offensive minded - and that is great! You might want a little more balance though. For example, since you started in the middle and knew you were going to upgrade your first settlement, you might have left both outposts there, saying to yourself, "I know I'm an all out offensive sort of guy. I better leave these outposts here because I'll probably be out ransacking everyone else and I don't like to think about defense."

In the attack on Thoth Amon, I noticed you had your Shadow Beasts in battle formation (good), but located in the grass (bad). Your opponent was in the Forest and got a +4 to DV. It was a difficult situation. Bin was probably hoping his opponent wouldn't find him. But at this point, Bin should have built Watch Towers in Thoth Amon - even before his opponent showed up.

The rest of the team had an incredible swarm of footmen, but they were marching through the fog in battle formation, fighting bandits and slaan. Why? No scouting. Think of no scouting as blinding yourself. We need to know where the enemy is and RUSH there if we are rushing! 8 )

IronChef, good placement of the outpost in the middle region of the board. It gave a jumping off point.

Fish, you should have given Bin a settlement. He probably needed it after he lost his. Nationalist players in the corner can be growth monsters! Help spread the cancer of nationalist settlements by building and giving away settlements to anyone who loses one.

At New Bellows, Bin and IronChef are on the defensive, standing in the grass. There was forest right next to both of you that would have conferred +4 DV. And Watch Towers would have been very cost effective here.

Janitor, when you Fish and Ironchef attacked at Storm Keep, you did a beautiful little side-step with your Arch/Wiz/Wiz company. It was the right idea in that situation and well executed. So many people would have retreated back, but by going sideways, you allowed your company to stay in the fight without getting too badly hurt. This particular type of company (Arch/Wiz/Wiz) should be considered a morale buster and is best used to break Footmen companies.

Bin, at Nightshold you did a brilliant flank with your Shadow Beasts. You were in the forest and hitting them in grass from behind. Lovely!

Before losing Raven Hollow, it might have been useful to ask for money from allies and build as many zombie companies as possible. Even if they had to retreat to Ellicot, they could have held a long time in the jungle just to the north of Ellicot. They are very cost effective defenders if you know your opponent is attacking along a particular axis.

But at this point the game is over. All the tactics in the world won't save us now. We had captured a Ceyah village, while they had captured a Ceyah village, a Ceyah town, and two Royalist towns.

Interesting game!

8/7/01 Leandro gives us

Battle DZ lose.
Battle DZ win!

Summaries would be nice leandro!

8/8/01 Clan Non Plus Ultra hands us defeat.

Battle NPU1.

Ironchef: Royal
Janitor: Council
Inigo: Ceyah
Fish: Nationalist

against
Javajeff, Best-oBest, Kjellon and Nerdslayer.

Inigo (Ceyah) and Ironchef (Royalist) swapped their first city. Had trouble in the east against a bogus Royalist town with outposts that we should have ignored.
Poor fish got hammered in the south. Valiant manoevres by Janitor went largely unrewarded.

And attrition does the rest.

We probably need an engy in our strat, to build strategic outposts. I love engies (ironchef), so I'll do that next time.

Peter says: "First, I was in the middle and destroyed my outposts. Not smart. I should have kept them and been a thumb stuck in their eye. Second, when Kevin and I rushed with our skeletons, we went in different directions and didn't devastate our opponents. We gambled with the team by going for a rush, but didn't make effective use of our forces. "

All of us feel bad about losing. However, it was a good long game, and plenty to learn from it.

And if ever a challenger wins over the iron chef, he or she will gain the people's ovation and fame forever.

8/10/01 Battle Scout

Battle Scout.

Here we get scout rushed. And lose. And again. :-(

8/20/01 Battle DRG

Battle DRG.

An informal game was called, ad hoc, versus DRG. IronChef tries out his rangered goons, and sees first hand the strengths and weaknesses pointed out by Peter.

8/21/01 Battle Dark Knight

Battle Dark Knight.

Fish hosted this game with iron chef and a good vet crew on both sides. TvB. Fish and ironchef on team 1, and B wants to "even the teams", didn't think we had a chance. Hehe We Won!
IronChef went 1) 3 FrontFoot/Mage 2) 2 rangered Goons 3) 3 Elite Guard.
Lots of strats in this game, including void rush, sideline streak (by fish) and a fearsome eastern battle.

9/6/01 Battle DRG2

Battle DRG2. Same day of the patch 1.2.

Ash writes:

We lost the first match to DRG.
They had: Arioch, Mist, Triple6 and El Cid.
We had: IronChef, Fish, Knuts, Ash

We fought them for quite a long time in the game before they finally broke through our defense. Our defenses, while good, were actually part of the downfall. We were too busy reacting to their pressure and were no longer able to expand. In that situation, it's only a matter of time. I used Zombies as a shield in several places. They actually worked very well at tying up the enemy or even fighting off attacks themselves. Problem was I went for them first intead of skellies. Knuts and IronChef both attacked with 3 full companies (Iron had a mage with each, Knuts just Infantry) but in different directions. What happened was both did some damage, but were then fought off. Fish never got his goons to knuts in time (raksha jumped them) while I had only zombies really, useless on the attack.

We did strike first, but not effectively. After that, they began pushing back with heavy goons...we did have the advantage early (looking at the film) but we attacked about 30 seconds too late and with diluted strength. Our initial attacks failed and then they counter-attacked with Goons.

What to do different? A few things...knuts should have maybe done stix instead of swords...Fish got unlucky with his goons...I should have gotten 3 comps of skellies out before doing the zombie defense. With skellies helping Chef, our side would have actually done some damage to them giving us the initiative. For a stretch, I had the single biggest army (6 Skellies companies, all full, 4 with dual Lich support and about 8 zombies around the map) but my army with IronChefs (as he was frontline, he didn't get enough troops out) was surrounded by three of them with decent sized armies (and 4 goons companies). It was the last real attempt to make a full attack and we were beat off. At that point, we began to long slow slide down.

Good film...I will not e-mail it but I hope Iron posts it.

In other matches we got housed several times by the new cheap tactic. Everyone goes goons. Getting hit by 6-8 companies of goons from all directions sucked. But the last game of the night I played we actually stopped this BS strat. I did all spears/double ranger for defense. 5 companies of these held off the double goon. I suggest we look into further anti-goon tactics.

So...lesson's learned for me:
1) Gotta stop goon rushes efectively. Goons come early and in midgame and flank our support too well, often trapping us.
2) Get some offense out before defense. Best defense is a good offense.
3) Better coordination on attacks.
4) BETTER RAIDING.

We need to master raiding. Without raiding, we either attack their armies head on or do the defense thing. Neither leads to victory.

Allez Cuisine!

Ash

Great analysis Ash!

9/18/01 Battle Inigo

Battle Inigo.

IronChef, newbie w/14 wins, GoofySmurf, Inigo
v
Lord Omega, Mandorallen, Mindprophet, Brian LoD

Omega had a great geo-location, which I believe he did not take advantage of very well.

Tentative first contacts then a spirited zombie attack by newbie (lol).

Great battle over an iron and stone mine in the middle.

Goofy quits and things start to look bad, but Inigo cries: "We can still win!". Inigo places a great forward outpost - just the trick. But Inigo is fighting a desperate rear-guard battle.

Meanwhile Chef and newbie battle it out in the south for Alexandria, finally securing the city. Then onto a WIN!

Newbie w/14 wins is now Newbie w/15 wins. Yeh!

Inigo says:

God, what a great film! I just watched it and saw what a great job you and Newbie did down south. You guys crippled Brian LoD and afterwards he was about the same strength as our computer. Mandorallen was tremendous! He attacked me and I fell back, then he swung over to the Ceyah town Newbie had captured and retook it while eliminating all of Newbies Skele/Prophet companies. I think Mandorallen was their strongest player. Lord Omega played poorly because he tanked he economy down to around +15 early and didn't manage to accomplish anything by doing so. If you knock you economy down that low, you better have two dragoons and be taking some enemy settlements. He only captured two of our settlements the whole game and he had the best starting postion on the board! We had Goofy Smurf to hurt our cause and they had Lord Omega. Newbie was hilarious having recruited over 25 companies of Zombies through the course of the game. But he carried his weight with all the Skele/Prophets he had too.

If you watch the film again, Kevin, you gotta check out the perfect ambush I made near Dorian Falls around minute 50. I had been forced to retreat twice to a superior force of Lord Omega and Mandorallen, seven companies (one elite guard) strong to my six (3 elite bowmen). I knew if I fell again and lost another town, things would just get more ugly, so I laid the trap. First, of course, I put up the Watch Towers in Dorian Falls. I put five of my companies in jungle and since the front two companies were engineers, they managed to entrench before the enemy arrived. I put those companies on the edge of the jungle so I would get the terrain bonus, but the enemy would not. My bows were just behind the line. Off to the side, I had my Rangered Scouts in preparation for the flank. Mandorallen's five companies came forward (Lord Omega did not help him this time) and engaged my engineers. I brought the bowmen into the battle and then flanked his Archmages with the cavalry. I killed four of his five companies in the ensuing rout and pursuit to Altimor. He disbanded the fifth company because it had routed so far away from home (and he wanted to deny me the experience point of the kill). Disbanding was smart for him because I actually wasted some time searching for that fifth company. If you count the disbanding as destroyed, that's 100% casualties! I have played hundreds of games of Kohan, but that ambush was the most satisfying battle I've had. Ten minutes later, you and Newbie tag-teamed Brian LoD out of the game and Mandorallen resigned.

Kevin:
Good points Peter and very good play. Also when newbie and I went for Alexandria, he called out to me to "protect his prophets". So I split my 5 regiment into 3 and 2, and held back 2 behind his proph's. The expected rear flank attack did come, but newbie was able to take Alexandria, with all his proph's intact. This really was a good game.

Also, it is much more fun to watch movies with the latest release.

10/1/01 Battle CoW v CoW, 1

Battle CoW v CoW, 1.

10/1/01 Battle CoW v CoW, 2

Battle CoW v CoW, 2.

Battle Korea1

10/30/01 Battle Korea1

Battle Korea1

Planet Caris, stonehead, WpqW
vs
KL_DavWarrior, IronChef, TheNakedOne

The interesting builds here are as follows, both need about 720 start and take merely 6 mins:

Council, 3 Inf/mage/rangers

Quarry, 2 settlers, 1 w/kohan, upgrade, carp, lib, sell quarry, blacksmith.
2nd town blacksmith. Commission 1 Inf/mage/ranger w/kohan.
1st town, sell carp, build woodmill. Commission 2nd.
2 settlers -> villages.
Commission 3rd.
Apparently using villages for their +10 econ alone (75 gp). Compare with market/bank +15 (132), makes sense!

This is the build my brother does, but you have some errors here.
"Quarry, 2 settlers, 1 w/kohan, upgrade..."
Should actually be Quarry, Settler w/Kohan, Upgrade, Setters w/Captain...
"2nd town blacksmith."
Should actually be 2nd village blacksmith.
You are missing 3rd village blacksmith.
"Apparently using villages for their +10 econ alone (75 gp). Compare with market/bank +15 (132), makes sense!"
The Council village will give you +6 for 75 gp. Or if you want to go plural with the villages, say using Council villages for their +`12 economy alone (150 gp). I might just leave this sentence out.
Here is a summary. Damn you for sucking me back into this!!! : )
V1: Quarry, Awaken Kohan, 4 Settlers/Kohan, Upgrade
T1: Woodmill, 4 Settlers/Captain, Carpentry Guild, Library,
Sell Quarry, Blacksmith, Commission 4 Inf/Ranger/Magician/Kohan
V2: Blacksmith, Commission 4 Inf/Ranger/Magician/Captain
V3: Blacksmith, Commission 4 Inf/Ranger/Magician/Captain
Cost -
V1: 20 + 50 + 60 + 110 = 240
T1: 40 + 75 + 48 + 50 - 15 + 30 + 48 = 276
V2: 60 + 63 = 123
V3: 60 + 63 = 123
Total: 762
- 1 Stone, - 5 Mana, - 2 gpm
If a lair is captured and you can get 120 gold, immediately build a Mage College.
- 1 Stone, - 1 Mana, + 18 gpm
Take care, my good friend!
Peter

Nats, 2 Double rangered goons

1st village is promoted to town, and built out max. This takes a while, so use 1st settlers to scout backfield, assisting other teammates' settlers.
Carp, blacksmith, upgrade, SETTLE, rax, lib
Settlers should complete building village at precise same time as lib finished (I think).
Blacksmith.
2 double rangered goons.
Sell rax, recover econ: maybe start with quarry (econ +3) then stone export. Awesome!

IronChef