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  • #31
    If you don't think the group can get there in 2 turns, then my main concern would be if imperio brings part of their stack down to help the templars take the town back. Their main stack is about 4 1-mover turns away from jericho(I think).

    I guess the sw route is also a concern until the town comes out of revolt. It should be easier to take cultural control of, but since its a grassland, they can offensive road it easier until we do.

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    • #32
      Thankfully our spy should be able to track Imperio's movements. Frankly I'd be very pleased if they did send the stack down to help templars. That way we could follow and hit it with pretty much all of the Cape Town defence force and the Jericho forces combined. That stack of ours in the north is pretty darn big.

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      • #33
        Originally posted by sooooo View Post
        However, we should remember that they are in serfdom so need only 1 worker to lay down a normal road and 2 workers to road a desert tile.
        That's only true for Quick speed, right? On Normal speed, to get a road in 1 worker turn, you need both Serfdom and Hagia Sophia/Steam Power.

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        • #34
          The capetown stack is decent sized, but isn't theirs still about 1.3x the size of it or so? I would think that if they came down, and they actually coordinated reasonably with the templars they could do some damage, but I lack the multiplayer experience that some of you have.

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          • #35
            Originally posted by kjara View Post
            I would think that if they actually coordinated reasonably with the templars
            Ahahahahahahaha!

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            • #36
              Originally posted by Dreylin View Post
              Ahahahahahahaha!
              If both stacks coordinated then the attacker has an enormous advantage. Our Cape Town stack and our Jericho stack have a combined total of 36 units, and Imperio and Templars together have about 42 units they can put in the field. But if we can hit first with 11 cats...well the next 25 battles are victories and we'd flank every enemy cat (15 of them) leaving them with....2 units

              Of course that battle will never happen.

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              • #37
                Originally posted by T-hawk View Post
                That's only true for Quick speed, right? On Normal speed, to get a road in 1 worker turn, you need both Serfdom and Hagia Sophia/Steam Power.
                Oh, good point.

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                • #38
                  Ah, was thinking they had slightly higher number odds than that, but yeh, if we can keep them from getting a road from deep in templar territory where they can strike from beyond our range with cats, we should be fine against those odds.

                  Edit: @sunrise, do those numbers count in the losses from taking jericho? (I know they don't on our side, as we are going to lose at least 1-2 cats taking it, but does the 36 estimate for them count the current jericho defenders?)
                  Last edited by kjara; May 27, 2009, 19:31.

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                  • #39
                    Bullet points on our main points of discussion:

                    - I totally agree with sunrise on the catapults. 5-6 cats to bombard, 1-2 to suicide for collateral damage. The exact number for each depends on what odds our units are getting.

                    - Depending on the matchup odds, we should be able to take the city with pretty minimal losses. Now *IF* we can do that, and *IF* Templars don't move lots of units into Jericho on their turn, we should definitely keep the city. It gets us iron (no more need to borrow from Banana), fits well with our dotmap, and gives us a very strong defensive position in the center of the map. Only raze if there is absolutely no other option.

                    - I also don't think the Templars are in any position to respond; I really think we've caught them with their pants down here. Let's hope they forget to promote their units too, heh!

                    Since we have visibility on the main Imperio stack, I'm going to run the Soldier count tally for them tomorrow and see how it compares to their known units. I should also be able to be logged in when we roll over to the next turn (unless it's in the middle of the night US time) and take part in any forum discussion here.

                    Everything looking really solid thus far. No Slavery for Templars = fatal mistake.

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                    • #40
                      Originally posted by sunrise089 View Post
                      If both stacks coordinated then the attacker has an enormous advantage.
                      Of course that battle will never happen.
                      Yeah, it was the chances of them actually coordinating that I was laughing at, noit the consequences of such. We'd be hosed if the two tams actually managed to coordinate (and build troops durin wartime).

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                      • #41
                        After reading all the responses and clarifications on the plan, I agree chances are not bad the we will be able to hold Jericho, assuming no abysmal combat luck. I think there is a small fast response stack of some kind hidden somewhere, but not the whole 60k and thus not enough to drive us out.

                        Looking very much forward to our first real battle!

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                        • #42
                          A picture of the defenders copied here for reference:



                          Note that they don't have an archer that they could upgrade to a longbow. I expect them to upgrade their axe to a maceman or their spear to a pikeman. If they borrow money from Imperio then they could do both.

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                          • #43
                            Upgrading units fall under the 16hours rule, right? So if Imperio only grants the money after Templars 16hours are up, they can't (or should not) upgrade.

                            We will have a very hard time flipping the tile SE of Jericho.
                            It sits in Jerichos 1st ring. But it also sits in Constantinoples 2nd ring and Const is about to pop its 4th ring soon.

                            Question regarding walls & castles. Do they become obsolete when the attacker or the defender has Gunpowder?

                            mh

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                            • #44
                              Originally posted by mostly-harmless View Post
                              Upgrading units fall under the 16hours rule, right? So if Imperio only grants the money after Templars 16hours are up, they can't (or should not) upgrade.
                              Technically yes. I only hope that Templars do upgrade in their 18 hours to avoid the arguments that could ensue if they don't.

                              We will have a very hard time flipping the tile SE of Jericho.
                              It sits in Jerichos 1st ring. But it also sits in Constantinoples 2nd ring and Const is about to pop its 4th ring soon.
                              Not if Constantinople is razed by mounted units on turn 150 or 151
                              Is Jerusalem exerting any culture on the tile?

                              Question regarding walls & castles. Do they become obsolete when the attacker or the defender has Gunpowder?
                              I thought that it wasn't having the technology that was important, but the fact that the units are gunpowder units (eg musketmen, cavalry). I could be wrong though.

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                              • #45
                                Originally posted by sooooo View Post
                                Not if Constantinople is razed by mounted units on turn 150 or 151
                                Is Jerusalem exerting any culture on the tile?
                                Jerusalem's 4th ring hugs the mined hill 2S of Jericho.

                                mh

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