Orb and Crown mod game with El Condoro

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Beriand
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Orb and Crown mod game with El Condoro

Post by Beriand »

Hello, this will be a small AAR from game in a fantasy mod Orb&Crown with El Condoro, its author. The mod can be found here, so it is in War in Europe, but as this forum is somewhat more alive, I will post here (I guess mod could be converted between games without much trouble, too). The mod is great, with huge campaign set in a big world, and mechanics are relatively standard, with tanks/mech/air in a fantasy disguise :P There is also a nice PDF guide with mechanics&scripts&lore descriptions and some tips. We play version 0.4.

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This is the world map after Turn 4. I played so-called Allies (marked green), while El Condoro plays Adversaries (marked red). I am a good guy, with elves, dwarves, eco jungle tribes and noble English, against bad guys with orcs, giants, nomands and French (yep). The game starts with a dragon attack on Angnord, part of kingdom of Angford. Apart from that, the start is slow, with research and buildup from other big countries, and important diplomacy mobilising more and more minors.

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General view into the main front (of the first months). From the dragon lair in the middle, marked with nice icon, baddies attacked city of Watersbend to the east, the capital of Angnord. Angnord is ruled by a son of Angford's king, and this kingdom will soon join the fray. For now, it is reveiving barely any Gold Pieces (GPs, like MPPs).

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Here, Watersbend was taken by the dragon and his mercenaries. Dragon is a powerful unit, they also have elites and veterans. Veterans are orange counters with shield, while elites are orange counters with just black silhouette (whether cavalry or infantry is just graphics). These veterans and elites will be our main units, offensives with regular infantry is kind of impossible. Angnord has no way of counterattacking now, they will need to wait for mobilisation of other majors and diplo with dwarves and elves.

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More to the east, vikings of Mittelheim are mobilising, and soon will take a border fort from Angnord minor. Hopefully, they will not advance further - it is very bad supply situation then, most resources are 5 supply, so won't sustain offensive over >=5 hexes or something.

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Here, bishop of Huntington in Angnord is mobilising his forces, nice elites and veterans, but for now has no GPs to reinforce units. He will be crucial in counterattack into draconic forces.

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Dragon forces counqured all of the western Angnord... or no, wait, one little village holds out. This underlines importance of (very) numerous fortified towns and castles on the map. Regular infantry has basically no chance of taking it, even against 3-suplly, no-leader garrison. While defended by 10-strength unit with a leader and in supply, aggressor need to have ideally 4 orange units, and ranged weapons technology (not present at the start in most of the countries). So, these fortifications are real obstacles, deciding flow of the game especially in the first year.

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Little is happening outside of the Angnord front, only small nomadic incrusion from Golden Khanate into Ancient Lands. They will raid here and there, but then should be gone, we will see. Meanwhile, dwarves (axe icons) and egyptians are mobilising across the country.


I'm quite sure this will be chaotic for people who never checked out the mod, so I would advise trying it in a small hotseat or PBEM 8-)
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Beriand
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Re: Orb and Crown mod game with El Condoro

Post by Beriand »

We are after Turn 9 now, still with two main battle theaters and other majors mustering their forces to slowly join in.

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Draconic forces put huge pressure on the last capital of Angnord, which would fall if I had some more bad RNG. But well, it holds for now, and should be secured. Counterattack is another matter, though, I need hundreds of GPs (5+ turns) to recover my elite forces here.

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Elves of Beegwulf joined the war, which would be huge, but by terrible random rolls anti-war faction damaged most units by 4-6 points and rendered them unusable, in the next 1-2 turns. Meanwhile, Angfordian bishop in Huntington is almost ready to strike the dragon from the west.

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Lich from Guartenheim decided to attack Mul'Kan sultanate, thus splitting his meager GPs effort (as dragon in Draca is his minor, so they have small amount of money for two major battles now). Mul'Kan is, I guess, kind of arabic country of medium size, but positionied rather safely in the corner of its continent. Their industry and military will gear up and be able to counterattack soon - or so I hope.

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And this attack by orcs&monsters of Guartenheim activated 3 new mines in Mul'Kan, which means many many more GPs. This makes such an offensive not worth it, I think, but one must try as Adversaries...

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Attack by nomads of Golden Khanate into Ancient Lands is very narrow one. Just grabbed a couple of towns. Pharaoh is marching with veteran armies to reconquer these lands and secure the border.

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Here, we can see why nomads were reluctant to commit into fighting Ancients too much. Allied minors of Chinua and Sarnai are mobilising by diplomatic efforts, Sarnai now at 64% (and this moves by like 8% on average every turn, but RNG dependent). The two minors have together like 6-8 serious units, and will need to be dealt with. So I think major cavalry forces of nomads are amassing on borders. They will destroy this danger, and more importantly secure tons of GPs for themselves, eh.
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Feinder
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Re: Orb and Crown mod game with El Condoro

Post by Feinder »

I love to see the creativity that folks have integrated with this game engine. Looks cool. I'll keep an eye on this one!
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Beriand
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Re: Orb and Crown mod game with El Condoro

Post by Beriand »

It is 12th turn now. All majors are in war, and situation for Allies are stable, at least until Potentia and/or Andania will join with their massive forces. These two countries are heavyweights among Adversaries, and not yet in action.

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Here is the situation with draconic forces. Double counterattack started, by Angnord and Angford. Elves, as I said, were plagued by bad event and smashed by some giants, thus they will be non-factor. Human veterans should be more than enough, though. No pressure from vikings, French or lich, so I am free to kill the dragon uninterrupted.

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Guartenheim (black) has an event option to dig a tunnel through mountains and attack Angnord together with a dragon, but did not use it. Instead, they attacked into Mul'Kan sultanate. Took border fort and stopped, unable to advance further. No help from vikings of Mittelheim here either - no idea what they are doing.

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In the south, pretender for pharaoh title from minor Imhotep declare the war on my Ancient Lands. I had dwarven legion ready to raze some border cities and defend, but it willl not be enough to depose of this pretender. This will have to wait for reinforcements from Tribal League, I think.

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Main effort of Ancient Lands is pushing Golden Khanate forces out of the country, and also taking all border forts. Should be doable, as nomadic forces are seemingly concentrated on subduing minors of Chinua and Sarnai to the northeast.

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As action is not so hot, I can show how technology looks like in the mod. In many cases, copy of standard WiE/WaW tech. As you can see, Angnord had GPs for literally 0 technology, as its lands were razed by the dragon. I would say that red ones are most important, with standard industrial, weapons, land morale techs, and ranged weapons also giving morale and de-entrenchment. Magic/gunpowder/charge are depending on countries, every definitely need at least one. Magic is for a special wizard unit, one of the most powerful in the game, smashing enemies from afar. Gunpowder for some cannons and muskets, and charge for double strikes on cavalry units (like mechanized warfare).
The green ones are also somewhat important, armour being defensive tech and march in formation the usual mobility, more important here due to limited airpower and even more limited artillery. Only then, rich countries can go into airpower and naval techs.

I can also throw in some stats:
Allied GPs/turn: 980
Adversaries GPs: 1050 - so, generally equal here, and troops quality is also similar.

Allied fleet: 17, Adversaries fleet: 15 - no one had spare GPs for mass naval buildup, this usually comes later, especially as convoy routes are not really important and amphibious invasions are costly and also tech-dependent.

Allied research: 2150, Adversaries research: 3400 - apparently, Adversaries chose slow approach instead of rushes, huh. Will see how it plays out for them. For now, my Allies are far behind in tech (but at least Angnord and Angford starts with the best tech situation among majors).
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Beriand
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Re: Orb and Crown mod game with El Condoro

Post by Beriand »

Now, turn 16. Year 2401 just started (game begins in 'June' of 2400). There are almost 25 turns a year, I think. Winter is long turns, otherwise it is 1 week for each player turn.

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The world map, with more-or-less active fronts. Andania will join (much) later, opening the biggest front in the campaign. Potentia has no enemies adjacent on land, so it depends where they want to ship - in months time, anyway.

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Elves of Beegwulf are smashed, but Angnord and Angford keep pushing Draca forces. There are many casualties from dragon fire, but no doubt all enemy mercenaries will be slaughtered soon, and Angnord fully liberated.

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Cold war in northern Mul'kan. Guartenheim has no strength to push, while sultanate (slowly) gather forces to counter this nasty invasion.

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In the south of Ancient Lands, pretender from Imhotep tries to move against the true ruler... this will not stand. Some reinfrocements from Tribal League are disembarking in the western ports, and will make an attack together with my dwarves.

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And well, this is a tribal league. The smallest continent. No adversaries here. Just slowly getting tech, and all important minors into the war. Tribal League cannot do much in the first year of the conflict.

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Here is Andania research (of Adversaries). My opponent is investing heavily in his French engineers and scientists, we will see if in the right fields of tech 8-) Although... with that money, Andania can basically research everything, so. But this means that attack on Angford is veeeery far, and we can feel safe.

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In contrast, here is Potentia (also of Adversaries). Investing heavily in units, we can see one elite, and probably three veteran units bought... with this, they should be able to deal swiftly with incoming slave rebellion and then move against Ancient Lands? Who knows.

Some stats:
Allied GPs/turn: 1150, Adversaries GPs: 1220 - we can see it is still increasing pretty fast, should reach 2000s+ at some point
Allied fleet: 18, Adversaries fleet: 15
Allied research: 3400, Adversaries research: 4200 - I'm trying to catch up, but Adversaries still spend massively on their evil laboratories
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Beriand
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Re: Orb and Crown mod game with El Condoro

Post by Beriand »

So here is situation past Turn 20. All parties are fully in war and number of fronts is growing, even fleets are somewhat active.

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Story of the Draca is coming to an end... I'm almost in the capital, and basically all draconic forces are destroyed. Took us long enough, uh. Now time to try catch up in research in a big hurry, and prepare for other clashes.

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Angford, reinforced with armies of Dwarven Kingdom, is deployed west of the capital Castile. Just in case. French from Andania could attack, but from statistic charts this is improbable (yet).

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Here is just a shot of dwarven Ironlord minor already conquered by vikings from Mittelheim. All the north belongs to them... Mittel starts rather weak, but after all 4 its minors join, it has some considerable income and longships fleet. Possiblity to advance in Angnord or Mul'kan, but both in bad supply.

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Ancients strike! Incursion from Golden Khanate nomads is beaten back, and now it seem we will be able to take all border fortifications. Nice. Overall, this is tons of icome for us and less for them. Although we will see how far can I get, when Potentian roman legions turn south.

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Here poor minors of Chinua and Sarnai. I mean, they are both wealthy and well defended, but have no chances against amassed Khanate forces. Chinua falls first, we will see about more fortified Sarnai then. This will be big boost for nomads, in terms of additional income and freeing many many units.

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Fate of Draca... as stated before, Guartenheim is the poorest from majors, by big margin. They earn little and certainly do not have many opportunities to research new techs. They are just dying, first in Draca lands, then in lich lands (and maybe in Trans-Morodonia in beetwen). Still, it takes some effort to actually conquer them, preferably from double-strike of adventurers from Thangren forest and Mul'kan forces.

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And the technology research of Ancients, for which I was able to invest the most for now (others start with low GPs or in draconic fight, so). Industry is booming, we have ranged weapons&land warfare, then improving weapons-armour, leadership, and preparing special magic tech and mobility march in formation.
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Re: Orb and Crown mod game with El Condoro

Post by BillRunacre »

Excellent AAR, and it's great to see one of this amazing and original campaign too!
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Beriand
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Re: Orb and Crown mod game with El Condoro

Post by Beriand »

BillRunacre wrote: Thu Aug 03, 2023 9:08 am Excellent AAR, and it's great to see one of this amazing and original campaign too!
Yeah I like the mod because of its scale and original setting 8-) Takes a bit to figure things out (part of the fun), but at least campaign works very nice. I did not really see any good small campaign on SC engine (sorry!), but big and medium+ ones are great. In this fantasy mod, the scale is huge, there is important research and buildup. Bad supply drags things a bit, but overall I really like it :D

Sooo... this is the map after Turn 24.

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Mutiny broke out in Andania. It almost always does in the first half of 2401. One of many scripted events, described in PDF guide to the mod, as most of them are uite impactful.
If you have some forces prepared, like 4+ units with 1-2 leaders, it is easy for the evil French to drown this rebellion in blood. But is delays any invasion of Angford.

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Speaking of Angford, more forces are ready to meet any possible invader. Now more emphasis is on catching up with technology.

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Similarly, Angnord finally got rid of Draca, so forces are returning to the border with vikings. But Angnord is much weaker than Angford.

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Thrangren adventurers (a minor) finally joined me, so we are getting ready to storm Guartenheim. They have mages, elite, veterans, and lich has nothing, really.

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At the same time, Mul'kan is putting some pressure on Guartenheim, so they cannot mass forces.

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Hooray! Huge success of Ancients. All border forts taken, and we can push deeper into nomadic territory. Ancients never were so strong... industry flooding me with more and more GPs.

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Meanwhile, Golden Khanate crushed Chinua and is invading Sarnai. Taking more time than I thought, especially given weak border with Ancients, but oh well, they will win here nevertheless.
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Beriand
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Re: Orb and Crown mod game with El Condoro

Post by Beriand »

Now, after Turn 28, there really is action all over the place. I doubt in major breakthroughs, but the fight rages on.

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The map, with numerous fronts marked, for your better orientation (forgot about Imhotep in the very south, well).

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Angford attacked into the west, Andania's minor of Mermont. It is probably bad desision, as I am not ready tech-wise (with magic&gunpowder&volley), but the king was bored with sitting on his butt.

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Another risky push, Angnord is trying to probe vikings defense. It looks pretty formidable, but remember that in a mod offense>defense, and sitting on clear hexes at 6 supply is begging for death. So, question is, will Mittelheim attack, or wait for death? More importantly, I have THE DRAGON now (sadly, only 5str, not 10str one), and also sky castle of cloud giants. These are great units, able to bomb elites with almost no opoosition.

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Guartenheim is counting days to fall. It has absolutely no resources to defend against two-pronged attack. 10 turns tops.

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Ancients push deep into nomadic territory, without opposition. And to the north... you can see slaves/gladiators rebellion in Roman Potentia :D Sadly, it appears that there are many legions around, so our Spartacus of Liberslavia will probably be pretty short-lived. Crosses are being assembled, ehh. But as with Mutineers in Andania, it ties Adversaries hands and slows them down.

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Why Khanate had little forces on the border? Well. They were busy killing Chinua, and now going into Sarnai. It is surprisingly slow, but can have only one outcome anyway.

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To the very south, Tribal League and some regiments of Ancients are attacking into pretender of Imhotep, and should be able to kill him sooner or later. Bloody traitor :/

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Aaand here is good old Forgotten Realms Chult (neighouring Samarach and Thindol, sadly NWN2:Storm of Zephir sucked :D). Chult starts neutral, and I looove to have it both as Adversaries and Allies. Major resources, many units and great position.

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Ancients were for now the richest country of my Allies. Mostly because Chinua and Sarnai lived for so long.

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Here is a the fun part, sneaky invasion on Potentia capital 8-) When minor of Danevirke joins, you get that one castle (being something like merchant outpost near Constantinople, I hear). Well, I landed tribal eco-warriors there, to let them explore civilization a bit. They are not amused, as for now.

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Invasion was partly possible because of major naval clash here, between Chult and Tribal League. Now, Adveraries fleets are mostly smashed and I enjoy full superiority on the oceans. Hope it lasts.
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Beriand
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Re: Orb and Crown mod game with El Condoro

Post by Beriand »

Turn 32. Allies clearly have advantage, but not so big that they can safely push on many fronts. And Potentia is huuuge, both economically and in terms of army. Might be going into very slow progress, hopefully not a stalemate.

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Angford halted advance into Andania's minor, holding the line on the river. No tech/units to really push deeper, eh.

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But great win for Angnord! Vikings are completely routed (shameful display!). With some Mul'kan forces joining from the south, Mittelheim might say goodbay to its capital. Still, there is an alternate capital, and also major lands is like 33% of Gold Pieces of Vikings, rest is in minors, which continue to fight after Mittelheim surrenders, anyway.

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Could not kill lich yet, there are tons of orcs and goblins around. Need to murder them metodically.

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Story of Chinua-Sarnai was reeaaaaly long. Now +10 turns. Sarnai still holds on, tying nomadic forces, heh.

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Ancients stopped advance and are waiting for major counterattack from Golden Khanate&Potentia. It will be hard times.

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Finally, our funny landing near Adrianople. Supply suck. Probably nothing to gain there, well, just burned 5 veteran units, happens 8-) Potentia has some losses too, before they can get a leader, elites etc.

Some stats...
Allied GPs/turn: 2250, Adversaries GPs: 1870 - so I have big advantage here
Allied fleet: 34, Adversaries fleet: 15 - also going stronk on the seas
Allied research: 11300, Adversaries research: 10400 - aaand here, also Allies overtaken Adversaries
So, my guys have upper hand, but just slightly. And (yet?) there are no powerful airforce or anything like that. Therefore, slight advantage do not translate into much strategic gains, hm.
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Beriand
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Re: Orb and Crown mod game with El Condoro

Post by Beriand »

Turn 40, my Allies move forward with offensives. Situation looks increasingly well, not because of rapid advances, but because of total lack of advances by Adversaries. They could not attack on any of multiple fronts, so, their fate is probably sealed.

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At least 6 active areas of operation, not counting seas and possible amphibious invasions. It is always nice. Not easy to advance along one particular axis, but there are so much of them to provide a lot of action.

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Angford trying offensive into Andania lands. As you can see, I have very small amount of units. But there is not much visible opposition from the Frenchman, so let us try.

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Offensive into Mittelheim in full swing. There are quite a lot of Viking units. But I have now Mul'kan support, and dragon+cloud giants sky castle... which gives hell of an edge.

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Here I also had to wait for Mul'kan reinforcements, but final offensive into Guartenheim volcano begins. No chances for the lich.

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Tribal landing in Potentia is not really successful. I trashed some veterans units, and certainly got Roman attention with reinforcements, but nothing more. Ports are being bombarded. I landed more units, but does look bad.

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Fighting on two sides of peninsual where mighty colony of Potentia is located (Novae Spes). I had to bring a lot of Ancients reinforcements and some tribal guys.

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Still sitting inside of nomadic lands, near border of Ancient Lands. I have no GPs and units to advance, but Potentia was busy around capital and nomads are only now returning from Chinua-Sarnai, so also could not repulse my incursion.

Some stats:
Allied GPs/turn: 2550 (basically each of 5 majors earn 500 GPs, they are equal! Totally different than fron Adversaries side), Adversaries GPs: 2100 - still not crushing here? But situation on the fronts paint different picture.
Allied fleet: 35, Adversaries fleet: 13

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Potentia is definitely the richest of Adversaries, especially when all its minors are mobilised. This did not transalte into losses (=fighting) yet, so it is a bit of unrealised strength. This is normal situation, due to the central position of Potentia and lack of immediate enemies on borders.

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Angford is the richest Ally, but only by a small margin. Its income is like 150 less than Potentia, but money started to flow much earlier, so totals are similar. Much higher losses, due to fights with Draca and then Andania. Still, lots of GP went to research.

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Units count. Basically, only Andania has some fleet on the Adversaries side. Angford and Potentia with highest number of land units (I do not like these charts though, as they count garrisons, eh). Little use of airpower for now, it is rather weak without tech, and such low priority tech takes a long time.
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Re: Orb and Crown mod game with El Condoro

Post by El_Condoro »

Thanks for making this AAR. Now that the game is over with a Major Allied Victory, it is fun to look over things from your point of view.

There will be a few changes following our games but nothing too outrageous. Beriand beat me handily in both mirrors, so it seems fairly balanced.

Version 0.5 is my focus for now with an Adversary AI, and I will be porting it into WaW, so anyone with WaW will be able to download and play it.
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YueJin
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Re: Orb and Crown mod game with El Condoro

Post by YueJin »

Thanks for the look into this very interesting mod. Looking forward to trying it out when it's ported to WaW.
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Re: Orb and Crown mod game with El Condoro

Post by Nginear »

How does National Morale play a role in this mod? I've seen National Morale have good and bad points in a game.
El_Condoro
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Re: Orb and Crown mod game with El Condoro

Post by El_Condoro »

NM functions much like normal. The time when it becomes a potential issue is later in the game where the Adversaries player must choose between 'war weariness' reducing the NM of two majors at a greater rate or spending GP (MPP) on 'bread and circuses' to keep the population motivated. There are also a lot of events that affect NM but I haven't felt that it affects the outcome too much.
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