As RB Chief Thread-Spammer, I decided that Operation Joshua was too awesome of a name to not get its own thread ![LOL](https://apolyton.net/core/images/smilies/lol.gif)
First post is the copy of sunrise's plan from the Cape Town thread. Next I will post my sit-rep from T146.
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First post is the copy of sunrise's plan from the Cape Town thread. Next I will post my sit-rep from T146.
Originally posted by sunrise
*Pink Dot is almost totally undefended, so we had better hope the Templar units retreat towards Jericho rather than press up on Pink.
*Any units we use from the Cape Town garrison will be visible by Templars the turn before we move them in. We should discuss which tile looks the most like a simple repositioning rather than a prelude to an advance.
*We would need 9 cats to fully bombard down Jericho's defenses for a t147 attack, leaving Cape Town with only a single cat.
I think an attack on turn 149 might work.
*T144 - Jericho's defenses stand at 42%.
*T145 - Jericho's defenses stand at 38%.
*T146 - Jericho's defenses stand at 34%.
*T147 - Jericho's defenses stand at 30%. Units from Pink Dot move NE onto the desert road tile between the peaks. 2 cats from Cape Town move south along the road no later than this turn....we may want to move them south and then past Jericho earlier to disguise what we're doing though.
*T148 - Jericho's defenses stand at 26%. 2 workers, 5 maces and 4 cats from Pink Dot, 2 knights and 2 cats from Cape Town, and all of our 2-movers from the central garrison move into the Jericho forest. Also as of t148 we need at least three knights to have been produced and stationed south of Upper Burgundy in order to relieve the Pink Dot defenders sent north.
*T149 - Bombard defenses with 6 cats down to 2%. Sacrifice 1 cat attacking the city. Maces attack (only the one attacking the healthy crossbow at 9.6v11.7 won't have odds) and capture/burn Jericho. Workers road the Jericho forest.
*T150 - Chariots/horse archers cut any roads connecting Templars to Jericho or the city ruins. Any cats not needed for a counterattack return north, and can hit Imperio attacks on turn 151. Likewise any horse archers unused in the battle can head south should Templars advance on Pink Dot, and can attack Templar units on t151.
Here's what our armies would look like if we go with a T149 attack. This assumes we'll configure Pink Dot, Airstrip 1, and Something Fishy as necessary to produce three knights before we move in, and that Cape Town will produce a pair of knights itself.
*Cape Dot army - 9 strength-8 units, 2 pikes, 1 axe, 2 cats, 4 archers.
*Pink Dot army - 3 knights, 1 elephant, 2 pikes, 1 longbow, 2 archers.
*Jericho army - 2 knights, 6 maces, 7 horse archers, 1 pike, 7 cats, 2 chariots.
The touchiest situation would be if Templars move their entire force against Pink Dot on t148. They could hit the city on turn 150 before any other RB units could make it inside the city. However, we will have odds with all three of our horse archers and the elephant attacking out against the Templar stack. If we manage four victories, that will only leave the Templars a horse archer, crossbow, sword, and three chariots to kill a longbow, 2 pikes, and 2 archers in Pink. Even with three cats, that isn't happening against a 40% city on a hill. And remember, if Templars wait a turn to bombard our horse archers are back in the fight.
All that said, I'm very confident about this plan, provided Templars don't reinforce their southern army with 2-3 more high-strength units before turn 148. If they do we're going to need to either delay the attack or be willing to slave an equal number of units of our own in the south.
@Swiss - As long as we pillage the roads connecting Jericho to the Templar land I hope they try to retake the city. With all of the cats we'll have on hand and our 2-movers at more or less full health we'll crush their stack of maces and crossbows. It would be touchier if they could hit us on turn 149, but they can't due to a lack of roads.
*Any units we use from the Cape Town garrison will be visible by Templars the turn before we move them in. We should discuss which tile looks the most like a simple repositioning rather than a prelude to an advance.
*We would need 9 cats to fully bombard down Jericho's defenses for a t147 attack, leaving Cape Town with only a single cat.
I think an attack on turn 149 might work.
*T144 - Jericho's defenses stand at 42%.
*T145 - Jericho's defenses stand at 38%.
*T146 - Jericho's defenses stand at 34%.
*T147 - Jericho's defenses stand at 30%. Units from Pink Dot move NE onto the desert road tile between the peaks. 2 cats from Cape Town move south along the road no later than this turn....we may want to move them south and then past Jericho earlier to disguise what we're doing though.
*T148 - Jericho's defenses stand at 26%. 2 workers, 5 maces and 4 cats from Pink Dot, 2 knights and 2 cats from Cape Town, and all of our 2-movers from the central garrison move into the Jericho forest. Also as of t148 we need at least three knights to have been produced and stationed south of Upper Burgundy in order to relieve the Pink Dot defenders sent north.
*T149 - Bombard defenses with 6 cats down to 2%. Sacrifice 1 cat attacking the city. Maces attack (only the one attacking the healthy crossbow at 9.6v11.7 won't have odds) and capture/burn Jericho. Workers road the Jericho forest.
*T150 - Chariots/horse archers cut any roads connecting Templars to Jericho or the city ruins. Any cats not needed for a counterattack return north, and can hit Imperio attacks on turn 151. Likewise any horse archers unused in the battle can head south should Templars advance on Pink Dot, and can attack Templar units on t151.
Here's what our armies would look like if we go with a T149 attack. This assumes we'll configure Pink Dot, Airstrip 1, and Something Fishy as necessary to produce three knights before we move in, and that Cape Town will produce a pair of knights itself.
*Cape Dot army - 9 strength-8 units, 2 pikes, 1 axe, 2 cats, 4 archers.
*Pink Dot army - 3 knights, 1 elephant, 2 pikes, 1 longbow, 2 archers.
*Jericho army - 2 knights, 6 maces, 7 horse archers, 1 pike, 7 cats, 2 chariots.
The touchiest situation would be if Templars move their entire force against Pink Dot on t148. They could hit the city on turn 150 before any other RB units could make it inside the city. However, we will have odds with all three of our horse archers and the elephant attacking out against the Templar stack. If we manage four victories, that will only leave the Templars a horse archer, crossbow, sword, and three chariots to kill a longbow, 2 pikes, and 2 archers in Pink. Even with three cats, that isn't happening against a 40% city on a hill. And remember, if Templars wait a turn to bombard our horse archers are back in the fight.
All that said, I'm very confident about this plan, provided Templars don't reinforce their southern army with 2-3 more high-strength units before turn 148. If they do we're going to need to either delay the attack or be willing to slave an equal number of units of our own in the south.
@Swiss - As long as we pillage the roads connecting Jericho to the Templar land I hope they try to retake the city. With all of the cats we'll have on hand and our 2-movers at more or less full health we'll crush their stack of maces and crossbows. It would be touchier if they could hit us on turn 149, but they can't due to a lack of roads.
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