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You have to login, when you want use this functions!Overview 2022 PBEM Tournament Player Pool | PBEM | (Free slots)
Recommended turn order based on play times:
Description:
The Championsleague is ongoing and its season 2 is starting in April 2022.
The 2019 PBEM Duel Tournament is finished.
== Archive of old tournaments (please also check the Hall of Fame): ==
- A PBEM tournament (the 2015 PBEM Duel Tournament) was organized and started in 2015. It was split into 3 tournaments (16 players; 8 players #1 and 8 players #2). It entered its final phase (between the winners of each of the 3 branches) in October 2016 and was won by gabthegab in March 2017. Check out the report of: match #1 (report, match #2 (report), match #3 (report), match #4 (report) and to get an overview: the Final phase roster
- The 2016 2vs2 Team PBEM tournament started on 15 July 2016 and was won by team Coup de Grâce (gabthegab and Tussel) on 23 October 2018. The finale and the semi-finale (the match in between was conceded by team Green elephant).
- The 2017 PBEM Duel Tournament started on 31 January 2017 and was won by gabthegab on 18 October 2018. The finale(gabthegab vs Jean de Metz) and the videos.
The 2018 PBEM 2vs2 Tournamentstarted on 17 September 2018 and was won by Dread & Mac (DreadReapr and marcuspers) on 1 June 2020. The 3vs3 Tournament started on 12 February 2018 and was won by Dos Equis XX ($eeR+El_Lobo+Badok) on 30 April 2021 , it has its own, dedicated, Pool: 2018 PBEM Team Mini-Tournament Discussion Pool The Championsleague:
Season 1 started on 13 October 2021 and was won by mahimka. It ended on 4 April 2022. Season 2 should start on 25 April 2022.
8 | 9 | 10 | 11 | << first | < previous | next > | last >> |
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Information 2017 PBEM Tournament Player Pool
The beta branch of the balance mod is being updated with a patch for v1.23. The main branch of the balance mod will be updated in about 8 hours.
If you had saved & quitted a game, please try either to 1/ finish the turn before the update, or 2/ avoid updating until you finish your turn. If you updated by mistake, you won't be able to enter your turn again. To fix that, please use the latest version of the branch you used that is available on the Dropbox of the balance mod: https://www.dropbox.com/sh/qv... I will be on the chat later to help if needed.
These changes are considered for v1.25 and require more feedback:
GC26
Forbidden Sanctum's battle enchantment is Mass Bless / Mass Curse and Shock Missile cast every turn on a random enemy unit
GC27
Sunken City's battle enchantment is Frost Missile (cast every turn on an enemy unit)
GC50
True Resurrect costs 50 CP to cast (was 25 CP)
GC54
Dwellings can now be targeted by the following spells: Poison Domain, Summoner’s Aura, Hallowed Domain, Embrace Darkness, Scales of Fortune, Spiritual Freedom, Glyph of Warding, Mana Fuel Cell, all the Domains of xx, Night Wish.
Dr23
Dreadnoughts get +5 gold/Village
Ne06g
Ghouling Strike does not give any damage bonus (was +5 physical, +5 blight)
Ne15a
Undeads that attack a unit with Necromantic Aura get “Mind Control Immunity†if the Aura fails its 7 spirit attack check on them (units with “Mind Control Immunity†cannot be affected by Necromantic Aura).
  Â
Ne22
Animate Ruins costs 110 CP (was 60)
So10
Summon Fantastic Creature can be used on Water hex (was only on land)
Wa11a
Scout Death March is a separate spell that can be researched for 140 RP, is tier II and cost 20 CP to cast (and directly makes Death March appear in the research book) (was included in Death March). It affect only Irregulars (excluding Sphynx) and has the following effect: All units in target friendly army gain additional MP equal to their maximum MP until end of turn. All affected units lose 50% of their current HP. The MP capabilities of the units in combat are not affected.
Death March requires Scout Death March to be researched. Researching it costs 200 RP and is tier III (was 140 RP and tier II)
Units can be affected only by one of the two spells each strategic turn.
Fe03
Unicorns get Healing on Elite
== 2016 PBEM 2vs2 Team Tournament ==
Round 7 started, waiting for the class race of Bastards of the North and The green elephant. Bastards of the North is hosting. Please wait until the main branch of the balance mod http://steamcommunity.com/sha... is updated to host (see above).
Round 7 is played with v1.23. Round 8 will probably be played with v1.24.
== 2017 PBEM Duel Tournament ==
Round 8 will be played with v1.23, round 9 probably with v1.24.
v1.23 has been updated on the BETA branch of the balance mod: http://steamcommunity.com/sha... Round 7 will exceptionally uses the BETA branch and NOT the MAIN branch. So please make sure you're using the correct branch.
The player on top in the roster / on the left in the game blog can now host the game and post the settings.
It seems the class/race of Ezekiel and Jean are missing. Please send them as soon as possible. Good luck and have fun for this round!
== 2016 PBEM 2vs2 Team Tournament ==
About 6 days left, then usual procedure with scores, I'll repost about it later.
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Information 2017 PBEM Tournament Player Pool
Zaskow had some issues with his PC so could not finish the update of the beta branch this week end. It is delayed, I'll keep you informed as soon as we know when it's going to be released, sorry for the inconvenience.
Reminder: the round will be played on the BETA BRANCH of the mod: http://steamcommunity.com/sha... That's because the main branch is locked on v1.22.
== Balance ==
These changes are confirmed for v1.24. You can see the full preliminary changelog of v1.24 here: http://aow.triumph.net/forums... />Ne15a
Undeads that attack a unit with Necromantic Aura get “Mind Control Immunity†if the Aura fails its 7 spirit attack check on them (units with “Mind Control Immunity†cannot be affected by Necromantic Aura).
Ne22
Animate Ruins costs 110 CP (was 60)
So10
Summon Fantastic Creature can be used on Water hex (was only on land)
A new article presenting the new game mode, the Arena, has been published: Want to quickly fight epic battles? Play the new Arena game mode
A quick comparison of the Arena to other game mode in this table:
You can find a step by step guide on how to start your first Arena game (including vs the AI) and Marcus did a video to explain it too (you get the basics in the first 5 minutes, then you can watch the rest if you want to see the preparation of a battle and the battle itself), thanks to him!
We'll probably have battles this Saturday, join the Arena Pool to stay informed!
The next tournament I'll organize will be an Arena one so time to start training!
== PBEM 2vs2 Team Tournament ==
Round 6 is lasting 14 weeks, whereas the normal duration was supposed to be 11 weeks. It seems that's due to a mistake on my side: it seems I forgot to reset to 11 weeks after a time-extension awarded to round 5.
As a consequence, there will be no time extension for the Winter holidays. There is thus 24 days left on round 6.
Future rounds should also last 14 weeks as the number of teams is now reduced and less players are waiting for the round to end.
== 2017 PBEM Duel Tournament ==
Round 7 should start this week end after Zaskow updates v1.23 on the beta branch. The beta branch of the balance mod will have to be used since the 2vs2 Tournament is locking the main branch on v1.22.
Time to send your class/race if you play Round 7!
To all
I made discussion topic about new 3v3 tournament. Everyone can join to let us know how much players (veterans and beginners) is interested in such competitive format -Â 3 vs 3 tourney
Gladis, Marcuspers, and me are available today to play Arena games! gabthegab might join the party too! The Arena is a new game mode to play AoW3 with short tactical battles between human players (no empire building, only fights)!
Check out the Arena Player Pool for instruction on how to play the Arena. Come to the chat to get help or find an opponent!
On another topic, have a look at the latest news article published on the BF: Key videos of competitive AoW3 play and new video library
== Balance ==
These changes will be confirmed for v1.24 (next week) if no further feedback:
Ne15a
Undeads that attack a unit with Necromantic Aura get “Mind Control Immunity†if the Aura fails its 7 spirit attack check on them (units with “Mind Control Immunity†cannot be affected by Necromantic Aura).
Ne22
Animate Ruins costs 110 CP (was 60)
So10
Summon Fantastic Creature can be used on Water hex (was only on land)
These changes require additional feedback and are considered for v1.24:
Ne15a
Undeads that attack a unit with Necromantic Aura get “Mind Control Immunity†if the Aura fails its 7 spirit attack check on them (units with “Mind Control Immunity†cannot be affected by Necromantic Aura).
Ne22
Animate Ruins costs 110 CP (was 60)
So10
Summon Fantastic Creature can be used on Water hex (was only on land)
Beyond these three, v1.24 should not include other changes... The rest should be for v1.25.
About 42 days left. 1 week extension is under discussion to compensate for the Winter holidays.
== Balance ==
Reminder: we had only 10 votes in the poll to help calibrate the assessment of Racial Governance upgrades. So please vote: What Racial Governance (RG) upgrade do you usually take when playing living Goblin? You can check the current RG here (without balance mod, but balance mod doesn't change Goblin RG): http://age-of-wonders-3.wikia... />
These changes are confirmed for v1.24:
Dr19a
The Dreadnought ability Fireproofing gives +60% Fire Protection and Lava Walking. It requires Forge Aprons. (was called “Lava Walkingâ€, was giving +100 % Fire Protection and did not require Forge Aprons)
Fe01
Fey Dwelling’s buildings:
Buttercup Meadow (T1 building): 100 gold (was 150 gold)
Nightshade Hollow (T3 building): 250 gold (was 200 gold)
Unicorn Glade (unlocks Unicorn) costs 100 gold and is unlocked by Buttercup Meadow (was cost 150 gold and directly buildable)
Nymph Pond (unlocks Nymph) costs 100 gold and is unlocked by Buttercup Meadow (was cost 150 gold and is unlocked by Fairy Charm)
Aphrodisiac Flowers (2nd defensive building) is unlocked by Fairy Charm (was unlocked by Nymph Pond)
Ar01
Undead Archon Dwelling’s buildings:
Graveyard (Infantry) costs 50 gold (was 100)
Charnel House (Archer) costs 50 gold (was 100)
Sigil of Awakening costs 50 gold and 25 mana (was 50 gold and 50 mana)
Obelisk of Undeath (gives Cursed to enemy units in domain) costs 75 gold and 25 mana (was 75 gold and 50 mana)
Barrow (Caster) costs 90 gold and 50 mana (was 100 gold and 50 mana)
Haunted Vault (Wraith) is unlocked by Sigil of Awakening and Obelisk of Undead (was unlocked by Barrow, itself needing these 2 buildings) and cost 135 gold and 40 mana (was 160 gold and 40 mana)
Mausoleum (Titan) costs 250 gold and 110 mana (was 250 gold and 75 mana)
Ar02
Chamber of Rite gives Heal Undead to all Supports in the domain
Ar03
Obelisk of Undeath gives all Undead in the domain Undeath Aura, which heal them 6 HP / strategic turn. Obelisk of Undeath requires Sigil of Awakening (was could be built directly) and contributes to unlocking Chamber of the Rite (which also requires the Barrow)
Me01
The Mermaid’s Cove can be built without pre-requisite (was: needs Deep Sea Trench). The Abyssal Ridge requires the Siren’s Rock and the Deep Sea Trench (was: needs Siren’s Rock, which needs Whispering Rocks and Mermaid’s Cove, which needs Deep Sea Trench) Â
Na01
Serpent Hall and Viper Fortress cost 65 gold and 50 mana each (was 75 gold and 50 mana) and Altar of the Great Mother costs 170 gold and 75 mana (was 150 gold and 75 mana)
GC26a
Forbidden Sanctum no long have a defender set containing Nymphs and Shamans
Or03
Orc Impalers get “Impaling†(Impalers get a chance with each attack to immobilize the attacked unit) and cost +5 Gold
These changes might be confirmed for v1.24 if no further feedback:
Fe03
Unicorns get Healing on Elite
GC53
Draconian Charger, Dwarf Deepguard, High Elf Union Guard, Halfling Farmer, Human Hallebardier, Orc Impaler are available at Barracks (was War Hall).
Guard House is unlocked by Barracks (was War Hall).
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Information 2017 PBEM Tournament Player Pool
== Balance ==
A poll has been launched to help calibrate the assessment of Racial Governance upgrades, please say What Racial Governance (RG) upgrade do you usually take when playing living Goblin? You can check the current RG here (without balance mod, but balance mod doesn't change Goblin RG): http://age-of-wonders-3.wikia... />
These changes will be confirmed for v1.24 if no further feedback:
Dr19a
The Dreadnought ability Fireproofing gives +60% Fire Protection and Lava Walking. It requires Forge Aprons. (was called “Lava Walkingâ€, was giving +100 % Fire Protection and did not require Forge Aprons)
Fe01
Fey Dwelling’s buildings:
Buttercup Meadow (T1 building): 100 gold (was 150 gold)
Nightshade Hollow (T3 building): 250 gold (was 200 gold)
Unicorn Glade (unlocks Unicorn) costs 100 gold and is unlocked by Buttercup Meadow (was cost 150 gold and directly buildable)
Nymph Pond (unlocks Nymph) costs 100 gold and is unlocked by Buttercup Meadow (was cost 150 gold and is unlocked by Fairy Charm)
Aphrodisiac Flowers (2nd defensive building) is unlocked by Fairy Charm (was unlocked by Nymph Pond)
Fe03
Unicorns get Healing on Elite
Ar01
Undead Archon Dwelling’s buildings:
Graveyard (Infantry) costs 50 gold (was 100)
Charnel House (Archer) costs 50 gold (was 100)
Sigil of Awakening costs 50 gold and 25 mana (was 50 gold and 50 mana)
Obelisk of Undeath (gives Cursed to enemy units in domain) costs 75 gold and 25 mana (was 75 gold and 50 mana)
Barrow (Caster) costs 90 gold and 50 mana (was 100 gold and 50 mana)
Haunted Vault (Wraith) is unlocked by Sigil of Awakening and Obelisk of Undead (was unlocked by Barrow, itself needing these 2 buildings) and cost 135 gold and 40 mana (was 160 gold and 40 mana)
Mausoleum (Titan) costs 250 gold and 110 mana (was 250 gold and 75 mana)
Ar02
Chamber of Rite gives Heal Undead to all Supports in the domain
Ar03
Obelisk of Undeath gives all Undead in the domain Undeath Aura, which heal them 6 HP / strategic turn. Obelisk of Undeath requires Sigil of Awakening (was could be built directly) and contributes to unlocking Chamber of the Rite (which also requires the Barrow)
Me01
The Mermaid’s Cove can be built without pre-requisite (was: needs Deep Sea Trench). The Abyssal Ridge requires the Siren’s Rock and the Deep Sea Trench (was: needs Siren’s Rock, which needs Whispering Rocks and Mermaid’s Cove, which needs Deep Sea Trench)  Â
Na01
Serpent Hall and Viper Fortress cost 65 gold and 50 mana each (was 75 gold and 50 mana) and Altar of the Great Mother costs 170 gold and 75 mana (was 150 gold and 75 mana)
GC26a
Forbidden Sanctum no long have a defender set containing Nymphs and Shamans
Or03
Orc Impalers get “Impaling†(Impalers get a chance with each attack to immobilize the attacked unit) and cost +5 Gold
GC53
Draconian Charger, Dwarf Deepguard, High Elf Union Guard, Halfling Farmer, Human Hallebardier, Orc Impaler are available at Barracks (was War Hall).
Guard House is unlocked by Barracks (was War Hall).
== Misc ==
I started uploading the videos of Round 5 match Hiliadan (Draconian Sorcerer) vs Mr. Hawk (Draconian Sorcerer):
The playlist: https://www.youtube.com/playl...
Reminder: we started discussion on a big and complex topic, Racial Governance, and need more people to join the discussion: http://aow.triumph.net/forums... For instance, here are some targets we are proposing for RG1:
ECONOMY
Early game: equivalent to +15 gold/turn over the whole empire
Mid game and later: limited effect – the boost should not scale up too easily at later stages because it’s very easy to get RG1 with new races
MILITARY
Early game: 1 T1 unit receive a excellent boost (making it equivalent to a T2) or 2 units receive very good boost equivalent to 2 medals – the boost can be a useful ability, doesn’t have to be only a raw power boost
Mid game and later: keep the boosted units useful
These changes require additional feedback and are considered for v1.24:
Dr19a
The Dreadnought ability Fireproofing gives +60% Fire Protection and Lava Walking. It requires Forge Aprons. (was called “Lava Walkingâ€, was giving +100 % Fire Protection and did not require Forge Aprons)
Fe01
Fey Dwelling’s buildings:
Buttercup Meadow (T1 building): 100 gold (was 150 gold)
Nightshade Hollow (T3 building): 250 gold (was 200 gold)
Unicorn Glade (unlocks Unicorn) costs 100 gold and is unlocked by Buttercup Meadow (was cost 150 gold and directly buildable)
Nymph Pond (unlocks Nymph) costs 100 gold and is unlocked by Buttercup Meadow (was cost 150 gold and is unlocked by Fairy Charm)
Aphrodisiac Flowers (2nd defensive building) is unlocked by Fairy Charm (was unlocked by Nymph Pond)
Fe03
Unicorns get Healing on Elite
Ar01
Undead Archon Dwelling’s buildings:
Graveyard (Infantry) costs 50 gold (was 100)
Charnel House (Archer) costs 50 gold (was 100)
Sigil of Awakening costs 50 gold and 25 mana (was 50 gold and 50 mana)
Obelisk of Undeath (gives Cursed to enemy units in domain) costs 75 gold and 25 mana (was 75 gold and 50 mana)
Barrow (Caster) costs 90 gold and 50 mana (was 100 gold and 50 mana)
Haunted Vault (Wraith) is unlocked by Sigil of Awakening and Obelisk of Undead (was unlocked by Barrow, itself needing these 2 buildings) and cost 135 gold and 40 mana (was 160 gold and 40 mana)
Mausoleum (Titan) costs 250 gold and 110 mana (was 250 gold and 75 mana)
Ar02
Chamber of Rite gives Heal Undead to all Supports in the domain
Ar03
Obelisk of Undeath gives all Undead in the domain Undeath Aura, which heal them 6 HP / strategic turn. Obelisk of Undeath requires Sigil of Awakening (was could be built directly) and contributes to unlocking Chamber of the Rite (which also requires the Barrow)
Me01
The Mermaid’s Cove can be built without pre-requisite (was: needs Deep Sea Trench). The Abyssal Ridge requires the Siren’s Rock and the Deep Sea Trench (was: needs Siren’s Rock, which needs Whispering Rocks and Mermaid’s Cove, which needs Deep Sea Trench)  Â
Na01
Serpent Hall and Viper Fortress cost 65 gold and 50 mana each (was 75 gold and 50 mana) and Altar of the Great Mother costs 170 gold and 75 mana (was 150 gold and 75 mana)
GC26a
Forbidden Sanctum no long have a defender set containing Nymphs and Shamans
Or03
Orc Impalers get “Impaling†(Impalers get a chance with each attack to immobilize the attacked unit) and cost +5 Gold
GC53
Draconian Charger, Dwarf Deepguard, High Elf Union Guard, Halfling Farmer, Human Hallebardier, Orc Impaler are available at Barracks (was War Hall).
Guard House is unlocked by Barracks (was War Hall).
A new discussion has been launched to balance Racial Governance: http://aow.triumph.net/forums... />It would be good to have several players joining it to agree on what boosts we want RG to achieve, and what guidelines should we set to design new, more balanced RG choices.
An article has been published to announced v1.23, check it out on the Battlefield: PBEM and Single Player Balance Mod v1.23 released: a small but impactful update
== Misc ==
Check out the two latest videos from the 2017 PBEM Duel Tournament:
Highlights:
– turn 15: 1st meeting between Hiliadan and El Lobo
– turn 20: epic manual combats to clear a Sphynx Temple and complete a Quest from the Dragon Dwelling with the Warlord Leader and AD hero of Hiliadan
– turn 25: Hiliadan obtains Great Healing Shower from a Wizard Tower Ruins cleared 5 vs 6 (but with Regrowth)
– turn 28: Hiliadan reaches Monoculture
– turn 29: Hiliadan reaches Master Smith
– turn 31: the Leader, AD and King Reed Serpent of Hiliadan starts moving toward El Lobo’s Throne, while the movements of El Lobo’s army are being spied upon.
– turn 33: Hiliadan takes El Lobo’s Throne after mounting a freshly hatched Gryphon, he uses Death March to send flying reinforcements above rapids, while his Swimming units circle the rapids through water. El Lobo sends back his nearby troops to fight back.
– turn 35: El Lobo’s troops fail to beat his opponent’s army and Hiliadan keeps the Throne. Heptatopia is reached.
– turn 36: final battle and end of the game.
Summary of key events by Marcus:
First Metropolis - Me Turn 25
Summon the first T4 - Me turn 27
Hellbrick takes my first city and start his invasion - Turn 27
Monoculture - Hellbrick Turn 32
Hellbrick destroys my Throne - Turn 35
Research a T6 spell - Hellbrick Turn 35
I finish Hasty Plunder on the first city I took from Hellbrick and manages to stay alive and keep my summons - Turn 35.
I have control over 3 of Hellbricks old cities and clear a Forbidden Sanctum and are able to cast summons again - Turn 38
Hellbrick attacks me, loses the battle and surrender - Turn 43
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Information 2017 PBEM Tournament Player Pool
All matches were completed in round 5! Round 6 starts today!
@xlnt, Marcuspers and AlX, please send your class/race to the appropriate judges. I already sent him my class/race.
xlnt and AlX are hosts.
If we use all the days of this round, we would be synced more or less with the 2vs2, that's great!
If we finish before, we'll probably have to use v1.22 again for round 7 as I don't think it's reasonable to use v1.23 before round 6 of the 2vs2 ends, especially since it looks like very few people are testing it.
Only 2 matches left ongoing and it's likely they will end before the deadline (which ends in about 24 days), so please prepare your class/race for next round!
For those anticipating round 8, as explained in rule 5: "As there are only 7 classes, after your 7th match, the "counter is reset", i.e. you can play all the class/race again. However, in your 8th match, you cannot play the class or the race that you played in your 7th match.".
== 2016 PBEM 2vs2 Team Tournament ==
Only about 69.5 days left before the end of round, the teams involved in the 2 matches are encouraged to prioritize the games of this tournament above all other games.
== Next Tournament ==
I'm personally not going to organize a new PBEM Tournament before several months (though someone else might?) but if you have ideas for the rules and settings, you can already share them here: http://aow.triumph.net/forums... />
== Balance ==
v1.23 has been released on the beta branch of the balance mod: http://steamcommunity.com/sha... The changelog is up to date at the usual place: https://docs.google.com/docum... />I encourage everyone to use the beta branch for all new games, to benefit earlier from improvements to balance and help us get feedback before official release on the main branch. Thanks to all who will play on the beta branch!
Also, a new big topic has been opened for discussion: Brainstorming: sub-classes and races for heroes/Leaders and balance That follows a poll How best to balance all heroes and their abilities and also make them more interesting? As usual, opinions welcome and needed!
This is confirmed for v1.24:
GC46
Domains of XXX spells can be researched by Necromancer (were not displayed in the research book of Necromancer) and their non-morale bonus apply to Undead, Elementals and units of Magical Origin (these three types of units still do not start to “Like†the climate due to the spell) (was Undead, Elementals and units of Magical Origin do not benefit from the stat boost
== Misc ==
54 people shared their opinion on the best mods for AoW3, but I'm pretty sure several of you haven't voted yet. Please take a couple of minutes to rank the best mods in the ongoing poll.
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It wasn't elite Shadow Stalkers by the way, that would be another 5-10 turns.