Conquer Club

Age of Realms 2: Magic

Talk about all things related to Conquer Club

Moderator: Community Team

Forum rules
Please read the community guidelines before posting.

Age of Realms 2: Magic

Postby stahrgazer on Tue Sep 28, 2010 4:43 pm

Age of Realms2: Magic
Map by DiM, yeti_C and gimil
Guide by stahrgazer
Click image to enlarge.
image


Introduction
Age of Realms 2, also known as AoR2 or "Magic" is the second in a series of maps with the objective of uniting the Realms, each having a Castle, Village/Docks, a Resource Pair, and “Simple”, Dead Space regions.

In “Magic”, the Realms have been put under an icy spell that changes assault paths between regions and, in some cases, within regions; and adds the opportunity to win by breaking the Sanctuary spell.

show: Classification


show: Bonuses


Game Play
AoR2 "Magic" is fun for all types of play because each player begins roughly equally; but, like Feudal War, there are only enough starting castles for up to 6 players. The general strategy is the same regardless of team or individual play.

Some realms appear easier to win from than others, but all have benefits and faults. A player in a smaller realm may capture bonuses more quickly, but the nearby opponent with strength may be able to neutralize that bonus. No realm guarantees a win, and no realm is a sure loser.

Reinforcements are a matter of preference.
show: Reinforcements


The map can be fun with or without spoils, and spoils of any type may not affect the outcome at all.
show: Spoils


The map works well for both deployment methods. Because the small number of starting regions limits the number of troops available in the first round, Manual vs. Automatic deployment will not affect the outcome of the game.
show: Starting Deployments


Recommended play is with Fog of War, Chained, No Spoils.

To enjoy the best characteristics of the game, fog of war is a must. Without fog of war, the game is almost totally a matter of dice luck. With fog of war, one must carefully analyze the game log to identify where the opponent might be (although that can be fooled by taking simple regions at appropriate times) and gauge when to assault opponents. To strike out too soon on AoR2, invites the opponent(s) to counterstrike and neuter, quite quickly.

show: General Play


show: Two Player


show: Three-Player Games


show: Team Games


Remember the aim for this map is to take out the opponent’s castle(s). To strike for a bonus but end up too weak to defend an assault to one’s castle, invites the opponent to counterstrike and eliminate a player, probably resulting in the opponent gaining a substantial bonus because of that additional castle.

show: Multiplayer, Terminator or Assassin


show: Additional Information


show: Similar Maps
User avatar
Sergeant stahrgazer
 
Posts: 1411
Joined: Thu May 22, 2008 11:59 am
Location: Figment of the Imagination...

Re: Age of Realms 2

Postby AndyDufresne on Tue Sep 28, 2010 4:57 pm

===============================
This ends the Official Map Guide.

However, there may be relevant strategy discussion outside the scope of this basic map guide located in the below further discussion.

Please keep the discussion general so it applies to many situations. Guidance about your specific games should go in the main Strategy forum.
===============================
User avatar
Corporal 1st Class AndyDufresne
 
Posts: 24919
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo


Return to Conquer Club Discussion

Who is online

Users browsing this forum: No registered users