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Pre-Game
Warmup
Two years ago, a very
small group of people got together and decided they wanted to make a videogame.
But this would not just be any videogame. No, the creaters of this game
had a far more powerful plan in mind: to enhance the best parts and eliminate
the worst parts of the greatest rts game
ever made (starcraft, idiot). They would use methods described many times
over again on their website and shown in many battle reports here at battlereports.com,
such as side and rear attack bonuses, and the elimination of the need
to continuously produce peons. These people have thrived in the face of
vocalized doubts from many of their colleagues, and have ultimately created
a truly enjoyable game that is currently in its second phase of beta testing.
Of course, the group I am referring to is the Ethermoon
team, and the game I am referring to is Strifeshadow.
About three months
ago, phase 1 of the beta began. I recall vividly the excitement that I
felt when I read the email saying I was selected as a beta tester. I remember
forcing Fractal_Wave at gunpoint to log onto gamespy to join me for my
first game of Strifeshadow. Unfortunately, I did not waste any time on
the single player "experiment mode" that was available, so I
did not realize that aether towers were supposed to be placed adjacent
to aether pools. Needless to say, that first game was one I quickly forgot
=P In the first few weeks following the beginning of phase 1, there was
a rush of Strifeshadow brs, and I really wanted to contribute to that
rush. Unfortunately, schoolwork became more and more difficult and time-consuming,
and I never had the chance to do a br.
Eventually, I finally
finished my last final, and the school year was officially over. I made
several attempts at getting good replays, but when the rare occurrence
of someone posting a good replay happened, it always seemed like a new
patch was released that contained several changes that I wanted to include
in my br, so I would update with the patch, and then discard the old replay.
Nevertheless, I continued to search for a good replay. My search became
much easier when Battlereports.com 3.0 was released, which contained a
new section for replays. It was not long before someone posted a really
nice replay, and I finally had what I needed: a game worthy of a battle
report.

The
Players, The Map
The game, posted by
Blank, is a 2v2 involving IG_ Parchandri
(IGP), Diogenes
Dog (Dio) [under
the aka EurotrashGirl], Planetkilr,
and
Blank. IGP finds his Sylvan
Village is created in the top left corner and is teamed with Dio,
whose Fortress of Despair spawns in the top right corner. Making
up the other team are Blank and Planetkilr
who take the bottom left and right corners, respectively. And the map
is, of course, The Lost Temp-- oh wait, that's right, this game doesn't
have The Lost Temple. *Sigh* This means I have to describe the map. Aptly
named, Crossroads is a flat map that is divided into four triangular sections
by two roads which meet in the middle of the map. The map is divided into
two halves by a dirt road that zig zags from the top of the map down to
the bottom. Varying terrain (as can be seen on the minimap) compensates
for the flatness of the map, since slower terrain is much easier to defend,
while normal terrain is open to attack. Fierce battles tend to erupt over
the middle area, while the side aether pools can provide the added juice
necessary to swing the momentum in one side's favor (similar to an island
expansion).
Dio
is widely regarded as one of the best beta players, and has been around
since the inception of Strifeshadow. Blank
is a relative newcomer, coming into the fold with the second phase of
the beta, but his skill has quickly surpassed that of most of the phase
1'ers. Unfortunately, I do not know very much about IGP
or Planetkilr,
but from the way they played in the game, I can say for sure that they
are competent players. As is necessary for any team to succeed, Blank
and Planetkilr begin communicating their
strategies to each other. Needless to say, I was very impressed.
Initial
Strats
Eventually, Blank
tells Planetkilr that they should go for
a 4 tower rush strat, which means they will make a slight sacrifice in
economy in an attempt at catching their enemies over-powering. After the
initial scouting, Blank and Planetkilr
decide to rush IGP, the sylvan, as they reason
that Dio will be slightly slower with Accursed.
In what proves to be a costly gamble, IGP
upgrades his defense center before making a ranger,
so he is left with only two faeries to try and stall as two rangers from
Blank charge in to attack, with a single
ranger and fairy from white not far behind. As soon as Dio
notices the double on his ally, he sends his three skeletons
out to help out IGP. However, it is a long
trip; in the meantime, Planetkilr uses the
fairy that he brought along to lay a gas
blossom trap at the foot of IGP's ramp.
It is placed such that, should Dio wish to
enter IGP's main to assist, he will be forced
to take damage from the trap. Unfortunately for IGP,
his rangers still pop out one at a time, in spite of the fact that he
upgraded his defense center, so the combined power of the blue and white
rangers are able to maintain superiority for a significant time. This
allows Blank and Planetkilr
to destroy one tower that was drawing aether from a nearby pool as well
as acting as a conduit for a new tower IGP
had built just outside his ramp.

Finally, the skeletons
arrive, take damage from the trap, and rush up the ramp to tackle the
three rangers in IGP's main. However, three skeletons against three rangers
is a heavy mismatch in favor of the rangers, who cost nearly twice as
much as the skeletons. Only one of the rangers is destroyed at the hands
of all three of the skeletons, and the two remaining enemy rangers are
joined by two of their brethren, one from Blank and one from Planetkilr.
These four rangers begin to attack the lower tower that is currently cut
off from the aether network. However, IGP's upgraded defense center begins
to pay dividends, and reinforcements from Dio cause the opposing rangers
t o pull
off the tower and engage their attackers in combat. Blank and Planetkilr
attempt to micro their rangers so as to have IGP's and Dio's units walk
over gas blossoms and take damage, but it ends up hurting themselves more
than it does their opponents. This enables IGP and Dio to take out all
but one of the four enemy rangers. This last ranger is left to pound on
the aether tower below IGP's ramp. In a few seconds, IGP has two more
rangers pop out of his defense center and attack the last enemy ranger.
At this point, the tower is down to 2/575 health: one more swipe from
the ranger, and the tower will be destroyed. But Blank was not paying
attention to that, and so his ranger stops attacking the tower to fight
IGP's rangers. Blank even runs around with that ranger, trying to cause
as much distraction as he can, but he does not realize he can cause much
more damage by making a kamikaze run at the lower aether tower. Eventually
IGP corners Blank's ranger and finishes it off. IGP then created a new
tower where his first one had been destroyed, and ordered his fairy to
repair the tower that had been at 2/575 health.
Harrassment
There is a brief break
in the action where each player builds a mine and begins to mine from
it, except for Dio, who had started a mine
much earlier and already has over 300 ikon and 200 arikon. Planetkilr
then scouts Dio, notices that he has attempted
to expand like a wildman with aether towers all the way to the middle
of the map, and tells Blank that he will
attempt to harrass Dio. Dio
is expecting some pressure, so he builds a Babbling Inferno as static
defense to prevent harrassment from rangers, which are speedier than their
accursed counterpart, skeletons. Unfortunately, the white rangers arrive
just after Dio started the babbling inferno,
so the building is only 10% finished when it is destroyed by Planetkilr's
rangers. However, it does provide just enough time for Dio's
sizable force of six skeletons to approach the rangers in battle before
they can destroy any towers. Planetkilr pulls
a fast one though, and moves his rangers north just as Dio
moves his skeletons south. Sadly for Dio,
his skeletons passed by the rangers just as one of the rangers tripped
a trap, and, due to the delayed effects of traps, nearly all of Dio's
troops lose at least 100 hit points, or at least a third of their life
while Planetkilr escapes virtually scotch-free.
Planetkilr then makes a beeline for a crucial
aether tower that provides a link to 4 other aether towers. If that tower
goes down, Dio will lose a huge amount of
potential aether, and would be in a dire spot indeed. However, the tower
is reduced to 100 hit points before two more skeletons pop out of their
respective blightstones and Planetkilr decides
to bail as a zombie
thrall finally arrives on the scene to repair the tower. Or at least,
Planetkilr makes an initial move to bail
on the attack. For some reason, Dio's zombie
thrall stops repairing the tower, and so the white rangers resume their
attack on the crucial aether tower. Despite having 8 skeletons beating
on their backs, the three rangers are able to take out the tower and run
away at the cost of only one of the ranger's life.
Taking
a quick look at the minimap, we see that Dio
and Blank are matching each other, aether
tower for aether tower (Blank has a few more
towers to the right of his base while Dio
has expanded more towards the middle), just as IGP
and Planetkilr are matching each other as
far as towers go. All players are still producing infantry units as their
only troop at the moment, but Dio will soon
have ranged units, most notably the bone
juggernaut.
Counters
Although this was
a successful move on Planetkilr's part, it leaves him open to a counterattack.
And indeed, seven red rangers are already in position to attack Planetkilr,
who only has one ranger at home and two very weakened rangers returning
home. Blank notices the red rangers about to attack and quickly urges
Planetkilr to make as many traps as he can and use what few rangers he
has to stall as Blank b rings
his five rangers to assist in Planetkilr's defense. Things start off bad
for Planetkilr as a fairy of his quickly dies to the blades of IGP's rangers.
However, IGP makes a mistake by attacking a couple of outlying towers
of white, rather than simply moving in and trying to hold the ramp. In
fact, it turns out that in trying to attack one of Planetkilr's towers,
IGP bunches up his troops and so is not in position when Blank's rangers
arrive. This allows Blank to gain the upper hand in the ensuing battle,
and ultimately prevail with all but one of his ranger's still alive.
I had been expecting
Dio to send his skeletons down to assist
IGP in his assault on white, but I soon realized
that Dio had something else in mind: he sent
nine skeletons and a bone juggernaut southwest to attack Blank's
defenseless base. Blank's outermost tower
almost immediately dies to the skellies, but then a wyvern
pops out of his treetop sanctuary, and his rangers from Planetkilr's
base finally arrive just as the second tower outside Blank's
base is destroyed. The battle between the rangers and skeletons is fierce,
and at first appears to be in favor of the accursed, thanks to the explosive
firepower of the bone juggernaut. But neither Dio
nor IGP have made any anti-air units, so
Blank takes his wyvern and is accompanied
by another wyvern from Planetkilr in a direct
attack on the juggie. A few more volleys from the juggernaut take out
a couple of rangers, but its destruction is inevitable. As soon as it
dies, the tide of the battle turns, and even a few reinforcement rangers
from IGP cannot do any more damage to Blank.

Having just beat back
a couple of offensives from Dio and IGP,
Blank and Planetkilr
decide they will make a move on Dio, figuring
that the ikon he will have put into juggernauts will have made it harder
for him to create spectral
archers. Their guess is a good one, and they are able to catch Dio
with no archers and only one babbling inferno as anti-air defense. Four
wyverns (two each from white and blue) immediately target and destroy
the babbling inferno before a zombie can come to repair it. Dio
starts another babblin g
inferno nearer to his base and qeues up a spectral archer in each of his
blightstones,
but the wyverns choose to attack the sole juggernaut that Dio
has. Although the juggie plays a critical role in any attack Dio
plans to make, he is willing to sacrifice it to buy some time. And buy
some time it does. Just as the juggernaut explodes in a red flame, two
archers emerge from Dio's blightstones, and
begin attacking the wyverns. Although they are unable to kill any of the
wyverns, the archers accomplish their task of causing significant damage
to two of the wyverns, but most importantly stalling long enough for two
more archers to come out of the blightstones. With two more archers to
contend with as well as a babbling inferno about to come online, Blank
calls off the attack.
Chat
Blank
and Planetkilr take their wyverns over to
red to try and harrass him, but well placed weatherstones
providing strong static defense, and two scouts giving the strong mobile
anti-air, IGP's defense is air tight. It
is at this point that Planetkilr asks his
ally if they have a plan, to which Blank
responds with the inspirational words, "try not to die." Apparently,
the game to this point had been slightly laggy, so Blank
tried to fix it by setting the latency up to 650, from 600. Now, to you,
me, and Dio, that extra 50 ain't gonna do
too much. But Blank cl aims
that "every little bit helps." To which the ever-clever Dio
reponds, "I bet you give the same excuse for your penis size."
At least Blank had the decency to own up
and admit his own shortcomings.
A brief period of
peace ensues, as both sides elect to build up their forces and attempt
to capitalize on any dumb mistakes their enemies might make. Soon enough,
Blank makes a stake in the middle by building
a mine just below where the two roads cross. Dio
and IGP decide that they cannot allow Blank
to have this mine and assemble their large force consisting of several
scouts/spectral
archers, skeletons, a couple of dire
changelings in the middle, just above Blank's
newly formed mine. Fortunately for Blank,
he had placed two spirit
eyes in the middle of the map to watch for just such an occurrence,
so Blank and Planetkilr
quickly prepare their own ranger/scout/wyvern combination just below Blank's
mine as a fairy of Blank's begins construction
of a weatherstone for added defense.
Let
it Begin
The battle begins
well for red and teal, as the skeletons are able to tangle with Blank's
rangers long enough to let the combined power of both the scouts and the
archers take its toll. However, Dio's skeletons
soon come under fire of Blank's scouts, so
he splits his force in half, one to continue to clash with the rangers,
another to deal with the blue scouts. Unfortunately, as this second group
moves south, it runs into what can only be described as "big hail
of acid goup" produced by several wyverns from both blue and white.
Meanwhile, white's reinfocements arrive in the form of a small group of
rangers and wyverns, which immediately head for IGP's
scouts. Knowing that without a wall of infantry in front to battle the
rangers, scouts die quickly to infantry, IGP
pulls his archers up and to the left. As this is happening, the first
volleys from incoming juggernauts are fired from the upper left, while
a forest
nymph casts purify on some rangers at the front lines in an effort
to heal their injuries, thus prolonging their lifespan..

As the battle progresses,
a shade
tyrant ominously hovers ever nearer to the battlefield. As soon as
it gets in range, it unleashes leaping blight, which sends a crackling
ball of fire towards one of the few remaining wyverns of white. Already
in a weakened state, the wyvern explodes as soon as the fireball hits
it. But the spell does not stop there. Splitting into two weaker fireballs,
two rangers are also greatly weakened by the blight. Again, the spell
splits and causes significant damage to four more rangers before finally
dieing out. This process is repeated twice more when another shade tyrant
appears on the scene. However, since Dio
is spending so much time casting leaping blight, he neglects protection
of his juggernauts, and so two rangers from Planetkilr
are able to slip through and attack each juggie unabated. Dio's
troops are too slow to respond, and the juggies are destroyed at the hands
of a measly two rangers. This ultimately proves to be the stopper of the
offensive, as the weatherstones Blank initially
constructed have finally finished; without the seige capability of the
juggernauts, Dio and IGP
are forced to charge and hope for the best.

Even without the benefit
of the juggernauts, Dio and IGP
still outnumber their opposition and have high hopes as they charge southward.
However, both Blank and Planetkilr
have been using good macro, and they have reinforcement units ready to
greet the red/teal force, which is composed mainly of archers/scouts.
Realizing the futility of continuing an attack without a frontline of
infantry, the attack is called off, and both sides separate for a few
brief seconds. Blank continues to produce
ranger/scout/wyvern while his ally Planetkilr
is making ranger/wyvern with the occasional treant
and wisp.
On the upper half of the map, IGP makes rangers
and scouts, while Dio keeps making skeleton/juggie/tyrant
with a few archers tossed in.
As it stands now,
three red scouts are accompanied by a hefty group of skeletons and one
shade tyrant in the middle. Just as a lone bone juggernaut rolls up to
the middle, a rather brave, yet foolhardy, scout ventures too close to
the blue/white encampment and is immediately attacked by some nearby rangers.
Since the rangers have the engage upgrade, it is a horribly painful experience
to watch the scout attempt to stumble back towards the middle as several
ranger's blades beat down on its back. Besides being brave, it also appears
this scout is a determined one, because she is just barely able to struggle
back within range of the juggernaut. Even though the scout is unable to
save herself, she does succeed in drawing the fire of the juggie onto
the rangers who are chasing her. And this triggers a whole new battle,
as Blank and Planetkilr decide they are ready to try and take the middle.
The first order of
business for Blank and Planetkilr
is to eliminate the juggernaut, which will allow their rangers to go into
battle without having huge bombs flung at them from afar. In order to
achieve this goal, Blank first uses a new
Chronomancer
to cast expedience on three of his scouts which will effectively increase
the ir
speed and attack rate. These three scouts are then sent on a suicide mission
to try and take out the juggernaut. Alone, they would not be enough to
take out the massive bone vehicle, but three blue rangers also accompany
the scouts and they too are given the kamikaze mission objectives. Dio
is just slightly too slow to react, and the last blue ranger deals the
death blow to the juggernaut with a mere 10 hit points remaining. With
the juggernaut gone, phase two of the plan goes into motion: the elimination
of the shade tyrant. Using the spell called unleash aether, the wisp is
able to siphon off most of the tyrant's mana while simultaneously channeling
that energy into an attack on the tyrant. Although the spell does not
rob the tyrant of all its mana, the goal is achieved: the tyrant is forced
to retreat back to the middle (since it no longer has enough magic to
cast leaping blight), along with the rest of Dio's
large skeleton force. Unfortunately, it appears that IGP
and Dio are not quite on the same page, since
two rangers stick around, even after the shade tyrant is back in the middle
of the map, to attack a weatherstone. Although they are able to do some
damage to the building, there are two more weatherstones in the vicinity,
and the combined power of three weatherstones is more than enough to stop
the rangers. For the moment, Blank and Planetkilr
are content to sit back and build up.
Big
Bait
But it is only a moment,
because three white rangers wanders out into the middle of the map as
bait, where they are promptly set upon by numerous skeletons and red rangers.
However, the white rangers immediately pull back towards the safety of
Blank's weatherstones. These rangers are
chased by several of both IGP's and Dio's
infantry, as well as a single shade tyrant that is about 20 mp short of
casting a leaping blight. A couple of the skelet ons
break off from the group and attack the outermost weatherstone to assist
a new juggernaut in taking down a crucial part of the static d. Meanwhile,
the rest of the skeletons and a handful of IGP's
rangers take on some of Planetkilr's rangers
while one of his unicorns
fires shots from a distance. Just as the shade tyrant is about to near
50 mana, another wisp comes flying in and casts unleash aether just in
time, not just siphoning off some of the tyrant's mana, but in fact destroying
the tyrant. This proves to be the deciding factor in the battle, as the
remaining skeletons and rangers cannot compete against an even number
of rangers without the support of leaping blight. As soon as the last
skeleton dies, Dio's juggernaut is assaulted
by a good number of rangers. The juggie is only able to launch a couple
more volleys before being destroyed, and so another offensive is stopped,
this time at the cost of only one weatherstone.
A
Very Short Breather
It is worthwhile at
this point to take a quick break and examine the current status of everyone
in the game. Nearly all of the aether pools have been taken, with only
the isolated pools at the right and left sides of the map untaken, although
Dio is setting up towers on the right side to begin gathering aether from
there. Meanwhile, Blank now has two chronomancers, is working on a third,
and is also researching chronomancy, a ritual that can be cast with three
chronomancers on a small group of units, allowing only those units to
move and attack while the rest of the game action is suspended for a brief
moment in time.
Back
in the middle, reinforcement skeletons from Dio,
along with support from IGP's scouts, begin
another battle to retake control from five of Blank's
rangers. At first, it seems like Blank's
rangers are going to be destroyed with ease, but after a purify spell
is cast by a forest nymph and a chronomancer casts expedience on four
of the rangers, the tide quickly turns. Reinforcements pour in from all
sides, and another large battle starts. A juggernaut from Dio
once again strikes fear into Blank and Planetkilr's
hearts, and their attention is immediately diverted away from the skeletons
in the middle. Five blue rangers and a white treant race towards the juggernaut
while several skeletons from Dio's base rush
southwest in a struggle to save the juggie. Although a wisp does cast
restrain on the juggernaut, thus preventing the juggernaut from attacking
anything, the effect is nominal as the major battle is occurring within
the minimum radius of the juggernaut. Nevertheless, the rangers and treant
are successful in destroying the juggernaut. Yet the cost is high, as
most of the troops in the attack died, while only a handful of skeletons
were destroyed in the battle. Planetkilr's
wisps prove extremely useful, restraining another juggie that comes into
the battle late, and also casting unleash aether on a shade tyrant to
weaken it enough to make it an easy kill for a ranger. Even so, Blank
and Planetkilr have hardly any troops guarding
their vital middle section that they have had to fight so dearly for up
to now.
The
Impending Wave of Doom?
Right now, things
look pretty grim for Blank and Planetkilr.
Dio has three fully healthy juggernauts,
a large army of skeletons, a couple of tyrants, and IGP
has anti-air support in scouts, plus anti-infantry support in spiders.
Things get even worse for Blank when he casts
expedience on six of his rangers and tries another suicide attack on Dio's
juggies. Even in spite of a purify spell, the rangers get completely trashed
by the skellie/spider combo. Add in a leaping blight cast by one of the
shade tyrants, and all of the rangers die after killing only one of the
juggernauts.

The
Power of Chronomancy
As soon as the juggernaut
goes down, both Blank and Planetkilr pull all their forces back from the
middle, thinking they will need the support of their weatherstones if
they are to have any chance at surviving the next assault. Three rangers
pop out of Blank's defense center and head as fast as they can for the
battlefield, while three rangers, a wyvern, and two unicorns from Planetkilr
engage some of the intruders in combat. However, the relentless grind
of the two juggernauts seems synonomous with the sound of death, as it
will be almost impossible to overcome the attack if the juggernauts are
still remaining. Having already tried and failed with the kamikaze technique,
Blank was desperate. He turned to his last, best hope: chronomancy. In
what must have felt like an eternity to Blank, the chronomancers performed
their ritual to halt time except for a small group of selected wyverns.
But finally, the ritual is successful, and the wyverns have a preciously
small amount of time to take out the juggernauts.

And indeed, the three
wyverns are successful. Much to the frustration of Dio, who can do nothing
but type random letters and tell Blank how rude he is, the wyverns are
able to destroy both juggernauts before time becomes unfrozen.
In
the same manner that a two out, over the head, diving catch to stop a
bases-clearing triple can inject new life into a dead team, Blank's amazing
ritual has completely changed the complexion of the game. All of a sudden,
the massive behemoths that had been thundering volleys of destruction
down upon Blank's and Planetkilr's troops have vanished. And the tides
turn, in a big way. After the smoke clears, Blank has a handful of wyverns
and rangers left, while Planetkilr has a few each of rangers, wyverns,
and unicorns. Meanwhile, it is now Dio and IGP that have low troop counts,
having just lost a very cost-inefficient battle.
The victory also allows
Blank to expand safely to the left side aether pools. Although Dio has
had towers up on the right side of the map for quite some time now, they
are doing absolutely nothing for him because they are stuck in a feedback
loop and so are not producing any aether whatsoever.
Blank
in Control
Blank, sensing he
has an opportunity to capitlize on an advantage, sends six wyverns into
IGP's base to see what damage he can cause. Since IGP spent nearly all
of his resources on the major attack in the middle, he only has weatherstones
as anti-air defense. And since, the wyverns are able to take them on one
at a time, each weatherstone goes down in turn without killing a single
wyvern. Finally, Dio arrives with archers who force the wyverns to run
away, but only after much damage has been caused. Dio realizes that he
cannot allow Blank to retain the left side aether pools, because IGP is
going to need some recovery time before
he can be an effective force again. And so, Dio collects a medium sized
group of skeletons and archers and brings them to the section of the road
that is closest to Blank's outpost on the left edge of the map. Unfortunately,
the battle turns into a rout when some unicorns of Planetkilr's turn up
just as the rangers engage the skeletons in combat. Even a leaping blight
cast by a shade tyrant cannot turn the tide of the battle, and Blank holds
his outpost with relative ease.
Fell
Dragons Suck (apparently)
Again, Blank
and Planetkilr build on their victory by
pushing into IGP's territory and begin to
destory some of his outlying aether towers when Dio's
last real attempt at winning the game comes in the form of two fell
dragons and several skeletons. Head to head, the two fell dragons
might well have been enough to save IGP,
at least temporarily. Unfortunately, Planetkilr
used restrain and unleash aether to its full potential against the dragons,
and Blank used expedience and purify on his
wyverns to pound the matter home.

At this
point, the game is pretty much over. There is certainly nothing IGP
can do to prevent the destruction of his base, and the very best Dio can
hope for is to turtle up and pray that Blank and Planetkilr suddenly have
heart attacks and drop dead (or something to that effect). Nevertheless,
he perserveres and gives me a few more chances at screenshots :P Dio tries
to clog up his ramp with skeletons while a juggernaut launches bombs from
a safe perch above the ramp. However, wisps again interfere, casting restrain
on both the juggernaut and the babbling inferno. There is one lone tyrant
left, but even if it had unlimited mana it would probably die to the masses
of troops gathering outside Dio's ramp.
Eventually
Blank and Planetkilr
penetrate Dio's turtle defense and begin
to raze his main. A bold attempt at trickery by Dio
is somehow ineffective against the iron will that must be present in both
Blank's and Planetkilr's
minds. At the end of the game, all the players agree they would love to
see the scores, but since this is a beta, that is one thing that is not
available. One thing that is available (as always!) is the animated minimap:

What
could have changed things...
- Well, the main
difference was that both Blank and Planetkilr made effective use of
magic spells, while only Dio made good use of the spells available to
him. Had IGP made his own chronomancers or nymphs, he could have helped
out his own troops as well as those of his ally's.
- Also, Dio's failure
to realize that his towers on the right side of the map were not transmitting
aether caused him to have a slight dropoff in troops that might have
tipped the balance, especially in those close battles for the middle.
- On a related note,
one of IGP's main conduit aether towers was placed at such a distance
from the next closest tower that it was only delivering at 94% efficiency.
Ordinarily, this is ok, but in this instance that tower was connected
to virtually every other tower in IGP's base, which meant that all those
towers were delivering at 94% efficiency, and believe me, that adds
up.
- I think both sides
could have scouted better, perhaps leaving spirit eyes at each of the
side aether pools to know if/when their enemy expanded there.
End
Stuff
I have
been really working hard on this br to get it out at this point in time.
The reason is because I want to take this opportunity to tell you guys
about the upcoming total Solar Eclipse of the Sun on June 21st (that's
this Thursday!). Some of you may remember the images from my last report
that I took of the partial eclipse of the Sun on Christmas Day. Well,
a total Solar Eclipse is far and away more entertaining than a partial
Eclipse, and you have the opportunity to see the eclipse live, even though
it is only visible in Africa. By going to the Exploratorium's Eclipse
website on the day of the eclipse (that's June 21st, this Thursday)
you can watch an internet webcast of the Eclipse. For the past few total
eclipses, the Exploratorium has sent a small crew out to wherever the
Eclipse is occurring to do a webcast of the Eclipse, so they have a lot
of experience with this stuff. Now, the tricky part about this is that
the webcast will start at 5:30 AM, and continue till 6:30 AM pacific time.
I realize that for many of you ignorant sloths, this is too early for
you to wake up, even if it is to watch one of the most thrilling naturally
occuring events there is. So, for people like you, you can always wait
an hour after the webcast is over, and by then the Exploratorium will
likely have the webcast archived on their eclipse website, and you can
watch it as many times as you want. Nevertheless, I believe that the feeling
of seeing it live is well worth the struggle of waking up early. I myself
am waking up at 3:30 AM to get to the Exploratorium at 4:30 AM to help
them set up their program. I really encourage you to at least go to the
Exploratorium's eclipse website and check out what they have set up for
their program, so you can make an informed decision about whether to watch
it or not. So that's my little plug. =)
Next,
a big thanks to Ethermoon for making
a really fun game to play. Also, thanks to Blank,
Dio, Planetkilr,
and IGP for playing such a great game and
letting me do a battle report on it.
Any complaints
on grammar or spelling can be sent to King-Lewis, since everyone knows
he is a world renowned expert in English.
And that's
it. Comment please.
-Gamma
Ray Burst
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