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  • Great work, guys!

    Looking at the map, Jericho can't be reached even by mounted units, except via the tile 1SE of the city where Ruby is parked. Therefore I'd move all the mounted units as proposed. No need to cover them with anything other than our Pike, as a Templar Spear/Pike would have better odds defending Constantinople than attacking in the open.







    In other news, our Spy was stumbled upon and Banana has Banking. I switched Bluebell Woods to Taj as that was a bleedin obvious thing to do 310 hammers in one turn...not bad at all
    Last edited by Swiss Pauli; May 30, 2009, 04:08. Reason: tidy up

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    • Very nice.

      I might be getting greedy, but can we capture Constantinopole instead of razing it in a lightning raid? Main Templar army is on the other side of their empire, and since Imperio has only one stack, we don't have to worry about defending it from them either (unless they don't mind risking Chechen Itza).

      At least I would put all healthy maces onto the same spot as mounted units, so we'd have an option of moving them towards Constantinopole as well.

      PS Don't forget to move the chariot and general to meet each other. (And I usually have one more unit in the same stack as future medic 3, if half of GG's experience is enough to reach Medic 3, so the other half can go towards improving another unit.)

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      • I think taking Constantinople would be a bridge too far: the city tile is in Jerusalem's 4th ring, so it would have a high revolt risk and we can't afford to tie up units to stop it flipping back to Templars.

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        • Fantastic work! My hat's off to General Sunrise for working out this excellent plan. Finally, progress in this war!

          I'm really excited that we were able to take the city with such minimal losses, and will mist probably able to hold it even, with so many unwounded units!

          -Kylearan

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          • Just in case I'm not back before we move, put me down for a vote for trying to hit (and raze) Constantinople with the promoted 2 movers next turn(and thus putting them one se). My reasoning is that that mace came from somewhere, probably from Constantinople, and since it made little difference in our chance of taking the town(while more units may have), I doubt they have that much more in there.

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            • Congrats to this brilliant attack.

              I am also in favour of at least a fighting recon mission to Constantinople. Check things out and try to attack if possible.

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              • Logged in, and indeed it was great work from the team

                I carried out all of the worker actions. Nothing interesting to note - everyone continued with what they were doing. Our new worker (who I christened "Dangerous Dave") went into a forest outside Bluebell Woods. I miscalculated here and it reached the forest a turn earlier than I expected. Not that that's a bad thing of course . It frees up Helmholtz (who is chopping the tundra forest) to go and do something else when he has finished his chop. I think he should chop the other tundra forest 1N of Saxon, which he can reach in 1 turn from his current tile. Saxon needs quick infra.

                I have not moved military units or the great general, sunrise should probably do that. We should consider what to do with our mobile response force at upper burgundy.



                Clearly Lady Godiva will become our Medic III. We may want to get our Knight Joan and Betty Hur into a position to strike at the crossbow+axeman mini stack next turn, the tile 2W of Jericho. Even if they retreat south, we can still get them by roading the tile 1SW of Jericho.

                For city builds I put China Beach onto a knight, preparing to whip it. Seems like a good option to get another knight before we give up horses and also it's a fast mover in a city furthest away from the battlefield.

                We need to replace the spy and I suggest we build two of them. Next turn we can start one in Something Fishy and that can be finished in 2 turns with good overflow due to a chop coming in. We can also start one in Airstrip One in 2 turns.

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                • Well done team.

                  Templars War Weariness jumped to 73. Not sure they will see a unhappy face from it, though.

                  - Constantinople: Definitely scout it out and attack it next turn. Constantinople is the jewel in Templars crown, size 9 and securing Templars remaining source of metal.
                  However, we have to raze it, because
                  i) our front line will be too stretched, tying up almost all our units on defense duty.
                  ii) at this size the city will be in revolt forever
                  iii) razing it, will send a signal to Tem and Imp, that we are not messing around. For Templars, razing their best city might be the final blow to have them fold.
                  iv) it hands over the oasis (3f 2g) tile to Jericho.
                  v) an earlier comment that Const lies in Jerusalem 4th ring was wrong, however the combined borders of Jerusalem, Damaskus & Lakamha press in on the useful tiles to work. See below.


                  - Spies. If this game has shown one thing, it is how quick spies die. I am not sure I like us wasting hammers on those suicide recon missions.

                  - Worker actions. There are plenty of tiles with need of improvement. Rice and Wine at Upper Burgundy and the Cows at Jericho (Jericho will come out of revolt in 4 turns. I belive their 1st ring will auto-connect northwards to the Cape Town borders and bring the cow tile in range.

                  - Fast response force: It can be moved to forest tile 1NE of Upper Burgundy's rice. It is the same distance to Red Herring but much closer to Cape Town and Jericho.

                  - "The Tile" is a t 50/50% and still with us, but will flip to Imperio next turn. I expect Heroic Epic to double its culture next turn. That will bring the 4th ring in 12 turns, and then we are fighting back. The tile will belong to us soon after that. Hopefully in time to act as an launchpad for Bloodbath.

                  mh
                  Attached Files

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                  • We have 7 hours to move units. These being the mounted units into a positition to strike cape town. I also feel we should claim the plains hill tile, so move if we move a mace and a pike to guard the mounted units then we can use them to claim it next turn. We should definitely hit End Turn after doing this.

                    Other decisions to make are: what to build at Jericho (granary or theatre seem the obvious choices). If we whip a theatre, we can hire an artist from mercantilism and get the third border pop reallly quickly. Also there is what to build at China Beach (I selected knight), what to build at Something Fishy next turn, what to build at Cape Town next turn (knight is 2 turns, catapult is 1 turn) and what to do with Red Herring. The city has 1 hammer into both a trireme and longbow and is size 4 so can whip either. I think we should switch to a library for the time being because we definitely want one here. Grow it to size 7, then draft it and whip the library back to size 4.

                    T-Hawk, are we switching UB to work the plains hill this turn?

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                    • Theatre in Jericho, for the reasons sooooo explained.
                      Red Herring: The city does not have a hammer in a Trireme but 2hammers in a longbow. The Trireme from Cape Town next turn should be sufficient for now. Go for the library I say.
                      China Beach: Courthouse or Monastery
                      Something Fishy: Trireme/Galley or Monastry

                      Should we request Banking from Banana? Is this still part of some deal we have with them?

                      mh

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                      • Congrats to sunrise and the rest of the Miltary minds!

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                        • I had some pictures that I tried to post last night - three times, I might add - only to have Apolyton crash repeatedly every time. (I really hate this forum, it's so unreliable...) Anyway, here are a couple more screenies from our battle. First, the combat log of victory!



                          Secondly, a look inside Jericho. It came with a Forge intact!



                          I'd also like to suggest that we rename Jericho to something else with a silly-sounding name. My first thought was "Jelly Dough", but we can probably do better.



                          And this is an illustration of the planned Constantinople raid (Operation: Mehmed II?) which seems to have broad consensus in this thread. We can't take and hold Constantinople, but we have a really good chance of burning it to the ground, as C&D Soldier count suggests that Templars probably used up most of their reserve moving the two additional maces into Jericho. In fact, those two units probably moved OUT of Constantinople and INTO Jericho last turn!

                          Note that we will move one HA first next to Constantinople next turn (gaining visibility on the center tile for C&D), and then decide whether or not to attack. If there are a lot of units in there, we simply move back into Jericho, at the cost of one horse archer. Given the potential gain, and the fact that Soldier count suggests no Templar army lurking in the fog, I am for the movement. (I will log into the game and handle the unit moves, since sunrise and I were talking this over last night and we hammered out the plan pretty well.)

                          Important: we do *NOT* want to move our four Mounted units at Upper Burgundy up to the front near Cape Town yet. I ran this by sunrise last night, and he pointed out that we still need them there at the moment in case Templars decide to move against Pink Dot. If Templars retreat their stack, then we can move them forward. For now, they have to continue playing zone defense.

                          One last comment: we are in excellent position to defend against an Imperio attack right now. Cross your fingers and HOPE that Imperio comes after us on the interturn, because their stack will get totally owned if they do.
                          Attached Files

                          Comment


                          • Alright, I moved our Mounted units forward on the tile SE of Jericho as planned: our two injured knights, our four horse archers, and our pikeman. The only unit I did not move there was Charimatic, our Combat II horse archer who is at 1.0 strength and 9/10 XP, thus cannot promote next turn. That HA looked too damaged to do any fighting, and I thought we might as well keep it inside Jericho to start the healing process. Quick questions:

                            - Do we want to move Adria (uninjured Combat I mace) onto the SE tile as well? That would make Adria the top defender if Templars decided to attack the stack on that tile. Because Templars cannot reach Jericho except by going through the SE tile, I am in favor of doing so. Thoughts? Unless I hear otherwise, I plan to log into the game and move her in a few hours.

                            - There is still time to move our Great General and connect it to Lady Godiva to form the Medic III unit. If that's our plan, we may as well start moving the GG this turn, so that it can be inside Jericho next turn and dishing out some quick healing, right?

                            Now for updated Templars Soldier count data:

                            Templars Soldier Points = 333k

                            Population: 34 pop points = 17k
                            Minus 4 pop at Jericho = 15k

                            Technology: Sailing, Hunting, Mining, Animal Husbandry (2k each) = 8k
                            Wheel, Alphabet, Metal Casting, Compass, Construction (4k each) = 20k
                            Mathematics, Archery (6k each) = 12k
                            Bronze Working, Machinery (8k each) = 16k
                            Horseback Riding, Iron Working (10k each) = 20k
                            Total = 76k

                            City Improvements/Wonders
                            Jerusalem: Barracks, Forge = 5k
                            Constantinople: Barracks (?), Forge (?) almost certain = 5k
                            Damascus: Barracks, Forge = 5k
                            Jericho: Walls, Forge = 4k
                            Acre: nothing
                            Total = 19k - 4k = 15k

                            New max Soldier points = 327k.
                            327k - 106k leaves 221k Soldier points for units.

                            Visible/Known units:

                            Quechua in extreme south = 2k

                            Pink Dot stack:
                            2 maces (9k each) = 19k
                            1 horse archer = 6k
                            2 crossbows (7k each) = 14k
                            1 sword = 6k
                            3 cats (5k each) = 15k
                            3 chariots (4k each) = 12k
                            1 spear = 4k
                            Total = 76k

                            Central stack:
                            1 crossbow = 7k
                            1 axe = 5k
                            Total = 12k

                            Units killed at Jericho:
                            3 maces (9k each) = 27k
                            2 crossbows (7k each) = 14k
                            1 pike = 6k
                            1 horse archer = 6k
                            1 axe = 5k
                            2 spears (4k each) = 8k
                            Total = 66k

                            Total killed and visible = 154k
                            Missing = 67k

                            Allowing about 30k for garrisons, the Templars still have a small number of units in their reserve. Let's hope that they are scattered in Jerusalem, Damascus, and Acre and not concentrated in Constantinople.

                            Last point from CivStats logger:

                            Realms Beyond 1034 -> 1047
                            Templars 668 -> 634

                            Comment


                            • I think that if we can destroy Constantinople it should break Templars back. They do still have their stack in the South, but it should hav moved one way or the other last turn if they were at all competent, so I don't think we have much to fear.

                              Adria - yes move her with the Horses. Someone also suggested moving the Pike as well since Jericho can only be hit through that gap.

                              GG & Lady G should meet ASAP (they are both two-movers, so can travel togetherif we need a third unit on the tile to take half the xp.

                              What are our options for displacing the Crossbow&Axe from their central hill? We need to dislodge tem so we can get the engineering corp in to improve on Templars woeful road network.

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                              • We'd be better off luring a mace out of con to attack so i'd leave our maces where they are

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