Blood of Angels feedback

I think it would be nice if the Ring of Carcer was located in a remote part of this map, and if freeing Brigit (to sacrifice her and use her blood instead of Sabathiel or Cassiel's) were an alternate victory condition instead of having to defeat the Grigori.
 
I was thinking freeing Brigit would be cool, especially as I got the Leaves' hero Kyriel past level 15. Don't ask me why I thought Doviello + Leaves was a good idea (I'm a Noob), but the Leaves' heroes almost clinched a victory in the last few turns.

All in all, this is a pretty nice scenario, and the map design made it work well (choke points, unobviously impassible areas, nasty man o'wars but still a nice fjord present) and presented lots of options thanks to terrain and scarcity of resources. Main complaint is that it's possible to waste too much time trying to explore the map; My first time through was a fail due to the turn time limit.

I didn't experience any crashes. EDIT: There is a minor bug with city capture text though. If you capture the Bannor city, then say trade it to your allies, the text shows up again that instant you trade it (I guess it is triggered whether your or your ally captures the city).
 
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Currently playing this, just invading the Grigori and have found that by lumping a stack of 6-7 enchanted, iron wielding, longbowmen on the hill to the North of Costa Del sol, the Grigori steadily whittle away their Dragon Slayer stack of Doom. Then, ably assisted by multiple Maelstrom, Ice Summons and the Slow spell, a mixture of Catapults, Champions and Assassins picked of the stack in the city.

Sending single Ice Summons into tiles on their own also provides a few easy targets as the AI attacks them, leaving weakened units to pick off.

Really enjoyed this, although it's been a long ride so far. It's now only a matter of time, as the Girgori effectively suicided their army. Would like to see the addition of - upon defeating the Lanun - that Astronomy and perhaps even a couple of frigates/Queen of the Line be given to both Illians and Dov as an event as there is a bit of a lull as you first need to build up a fleet that can carry a stack to the Grigori lands. Thats either a lot of Galleys/Triremes, which have minimal carry loads - and are at risk from the Grigori Caravels - or a bit of a hefty research project.
 
Played as Illian's, Immortal level, won at turn 289.
Not a bad scenario, until you hit the little speed bump. The key choke point's enabled me to move up a level from Emperor and still handle it relatively comfortably. All good, no major bug's etc, except for the very minor one already mentioned....

Spoiler :
I played as the Illian's and find you get a prime start. I never really fully appreciated their affinity for snow until playing this scenario. The 2 starting cities are just powerhouse's with the initial civic option's available. I took over a barbarian city to the north, between the Lanun and I. Although this was initially a 'nothing city' deep in thick jungle, after quickly spreading it's culture and building a Temple of the Hand, it instantly become another monster of a city. I now had 3 powerhouse cities, which apart from later taking Lanun cities to make boat's, are all you need to attain victory. I never bothered with the barbarian cities in the desert region directly to your east; just blocked them off with a couple of unit's. I traded with the amicable Lanun.

While I had 3 pumping cities, the poor Doviello still had their 2 starting cities on pop 2 & 3 and were just spamming Son's of Asena and getting nowhere. I managed to stumble upon a barbarian city that had popped up to their west, so they were ultimately gifted it. I never bothered risking the Samhain ritual, as the situation was too fragile, and my allies and I were in the prime location where they'd turn up. I forces were too focused on the enemy to be side-tracked with pillaging Frostling's etc. When I completed The Deepening ritual, tundra was randomly spread throughout their land's, giving my struggling Doviello allies a truly massive boost! They spammed harder, but I noticed Lucian stayed at home all game. They created Gibbon, but he was sent south of their capital to stare at some mountain's for the entire game.....

While I fortified a few blocking unit's on the hill's outside of Vallus, I also set up a small specialist force to block the two 1 tile chokepoint's leading to the Lanun peninsula. Once secured, I continued building up a force to break through the tough Bannor defence and hopefully expose the gooey insides. The Doviello were suiciding into them with a trickle of small stack's. I was getting nervous about the enemy receiving too much XP, but The 3 Stooges, backed up with axes, quickly dispelled all my fear. There were some heavy loses though, with Larry getting impaled through the eye by Valin the Bastard! The Doviello, suddenly awakened by my success, emptied the excess unit's from their cities and helped me take out the rest of the Bannor. I gifted them all of the cities, as the maintenance bill did not appeal to me.

I got the bulk of my army running back toward's the Lanun by road before the last Bannor city fell. When it did, and war was auto-declared on everyone, I was just outside the chokepoint's I had earlier cemented to bottle up the Lanun. From here I cast my World Spell and rolled in. I found the bulk of the Lanun army were Archer's which were just getting upgraded to Longbowmen. They had a few melee troop's, but must have squandered a lot of resource's on trying to dominate the sea during our time of peace. I basically caught them on the hop, with my Stasis spell robbing them of any more upgrading or reinforcement's. They were efficiently dealt to by Priest's of Winter backed up with giant club's, axe's and fireball's!

Conquered them to find it will take me 31 turn's to discover Astronomy.....

Spoiler :
A Hawk quickly establishes a view of the Grigory city of Costa del Sol. I've caught them at the upgrade to Longbowmen stage also! Stasis has just worn off too.



I thought about just building Caravel's with expanded hull's to get my stack across. But after seeing how many Grigory Caravel's were appearing from the darkness to the west, I thought it safer to wait to get the better ship's so I didn't lose any valuable, promoted troop's. By the time I got across the Grigory had upgraded to a lot of Longbowmen, not knowing my focus was only their lightly defended capital. I landed the stack 2 tile's to the east of Costa del Sol. I used a Hawk to spot their capital and just bee-lined to it via the line of tree's offered to give you safer passage. The Grigory tried to shadow and pester my stack with heap's of troop's, but were never going to prevent the inevitable and crush me. Their capital just had 2 Longbowmen, a Chariot and an Axeman guarding it! They should at least have a 'held' Crossbowman....or 3!!!

It was like the Grigori had pumped out so many unit's that they crashed their economy early on and had never truly recovered. Lot's of quantity, but little to no quality....:crazyeye:


I liked the twisted storyline........as per usual! :goodjob:


p.s (an option to speed up the 'boat lag' phase)

Spoiler :
When the Lanun are down to their last city you get a pop-up. There is a mad OO worshipping hunchback in a cave on a small island who could help you in your quest. You get the option to spare the Lanun's last city and receive a free Queen of the Line (with them reverting to allies), or ignoring their offer and taking the last city.
With the ship, you can sail to a 1 tile island to the east of the Lanun coast (I'd clear all that strategically useless land-locked area near the centre of the extreme right hand side of the map, to make room). Land a unit on the island and you are told by the OO hermit that if you play him in a game of Somnium, and win, he will reveal a magical 1 tile wide landbridge that span's from the Lanun to Grigori coast. Can then march troop's over and speed thing's up. Would greatly help the Doviello troop's as well, so they can get involved in the wound feast. Add's a bit of fantasy and grandeur too! If you lose the game, the unit on the island will lose some XP, but will be able to play the hermit again. If the losing unit has no XP, he dies......
 
Yeah, the traitor changed to it once I gifted the former Bannor city that founded the heathen religion to them! By then, the scenario dictated I had no further uses for my pet wolves anyway.... :(
 
This scenario is kinda hard with all the barbarians rushing in with axemen/wolfriders so soon.

Takes to long building enough sons of Arsena to hold them back (think the barbs are building their units much faster than the player aswell)

Guess I should just reduce the dificulty from monarch that I usually play.
 
I still think that The Ring of Carcer should be on this map and freeing Brigit (to kill her) an alternate victory condition.
 
I still think that The Ring of Carcer should be on this map and freeing Brigit (to kill her) an alternate victory condition.

Obviously. Part of me doesn't want to accept the fact that Cassiel was killed, and that's part of the FfH canon. You would think he would have been able to kill Auric. I mean come on, he is an archangel.
 
I did not have the energy to fight the Grigori so I build only assissins after capturing the lanun city then sneak to the Grigori capital and captured it.
 
Started this last night playing as Illians and finished it today. "Winning" made me feel like I had lost. The ending is really well-written; it's just that what happens is so awful. :(

I tend towards pacifism in Civ generally, so the FfH scenarios force me outside my comfort zones. I still was much too conservative in my playstyle here, though, as the Lanun and Grigori were extremely advanced by the time I got around to having to fight them. (I took time to conquer all the barbarian cities between the Illian starting point and the Bannor, but due to city number and distance my commerce took a nosedive; I needed time to get them back up and running in order to have decent troops to take down the Bannor. In the end, when I traded with Cassiel for his world map just before finally attacking Torrolerial, the whole thing was revealed; he must have had Omniscience at that point.) Accordingly, taking down the Lanun was difficult. (But first let me say that it was a big surprise that Sabathiel had deserted the Bannor; considering how one can play "as" him in a standard game, this had never even occurred to me.) Anyway, I had never allowed the Lanun past my borders because I was paranoid about having them so close and knowing my map. I set up two citadels at the mountain gaps leading into their lands with lots of good defending units fortified on top of them. Even still, the Lanun took down one stack completely. Luckily, their heroes died attacking one of my barbarian-conquered cities, and rest of their boarding parties could be mopped up over time (the Slow spell helping to control the huge attacking stacks). Then I conquered their cities and built a fleet; it took perhaps sixty turns to do a little last research for the really good units and put together (or upgrade) a suitable naval invasion. I did a little recon to see which coastal Grigori city was least defended but not too far from Midgar. Costa del Sol had hundreds of units, so I went for the city to the west of it (can't remember the name right now), took that quickly, and then let the Grigori suicide their stacks from CdS against my new city. I think a better strategy on their part would have been to shift the entire stack of doom to Midgar, as what my people had done to the Bannor should have clued them in to the fact that Auric wanted Cassiel. Anyhoo, once that was done, Midgar wasn't too hard to take. :( But I feel like a bad person now. I honestly would have preferred to be defeated.
 
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