HNDY06 AWD Pangaea Zulu Pillage-O-Rama

Handy, If a marsh is cleared outside of borders, then my guess is that it was so we could put in another town for more unit support. Do we get more coast if we build a city on it?

I usually find anarchy turns nearly full turns in Always war, so don't feel you need to play 15 if you don't want to, Bugsy. Its totally up to you...
 
We still may want another town. I remember their being a lot of coast that was not in use near the marsh.

I guess it depends on how soon we can start taking out China. If that is soon, then we can grab better land by killing them. If it is not going to be for a bit; then filling in with the extra town makes more sense. It will help to negate unit costs and get us some income now that we are switching to Monarchy.
 
It may be a while before we can take out China. We have enough units to play pretty good defense, but we don't have the units to play offense yet. We look good in this game, but are in a bit of a holding pattern while we accumulate some swords for a push. Too many archers are dying to redlined spears. :(

After the revolt we'll want to gain control of the choke #2 before we begin to take over China. This will create a nice bottleneck front for us to kill Mayan & Russian troops. If we begin on China before we take choke #2, we'll have a very wide front to defend.

Bugsy may be able to place a town on the marsh that was cleared outside our borders. I can't recall if it was 2 tiles away from the other cities or not. Also, irrigate the corrupt city grass tiles so corrupt cities have the extra food to support specialists. Mines on grass in corrupt cities are not as good as specialists.
 
One other thing: We've built the Pentagon, so at least our Sword Army should have 4 members. The next thing we could add that would boost the stats appreciably is a Guerilla. I'd rather have the extra HPs and attack point now. [We aren't that close to Feudalism either.]
 
T_McC said:
One other thing: We've built the Pentagon, so at least our Sword Army should have 4 members. The next thing we could add that would boost the stats appreciably is a Guerilla. I'd rather have the extra HPs and attack point now. [We aren't that close to Feudalism either.]

Duh! I forgot we had the Pentagon. There is a vet sword at the choke that can be added.
 
Pre-flight – 550 AD – Five turns of anarchy left. We have one elite sword near the army, but I won’t add that one to the army. Find a vet forted nearby and move him onto the same forest that the army is in.

All of our army only have three units in them. Find an impi to add to one. Study the situation a bit and then hit enter.

IBT – No attacks, no landings.

1. 560 AD – Kill an archer that stepped out of Chinan with an archer. Add a sword to the sword army. Kill a Chinese archer and pound the enemy with cats. (2-0)

IBT – Mayans build Sun Tzu’s for us. Russians build Knights Templar. No threats.

2. 570 AD - Kill a spear inside Chinan, there are at least two defenders (spear & archer). Realize than Isipezi doesn’t have a barracks. Change the build. Check Amatikulu and change it over to a barracks also. Kill a Chinese archer. Attack another Chinese archer and…
HNDY6_-_570_Leader.jpg


Move Dingane back to Intombe for future use. Use sword army to kill a Mayan spear and JT. Use an Impi army to kill a redlined archer. Move an Impi army to block the spot north of the Choke, join an elite* impi. Kill another Chinese archer. (9-0)

IBT – Lose the archer outside Chinan to an attacking archer from within the city.

3. 580 AD – Kills: 3 Chinese archers, Chinese spear guarding a settler pair. (13-1)

IBT – We spot a stack of 25 Russians heading our way. :eek: Russians drop off an archer in our backyard.

4. 590 AD – Kills: 2 Chinese archers, JT, Russian archer in backyard, (17-1)

IBT – The Russian SOD detours to a mountain. The Kingdom of Zululand is formed. Bugsy I takes the throne.

5. 600 AD – Kills: 3 JT, Russian pike, (21-1)

Serious MM time. Change Zimbabwe to a settler. We’re still losing money (-13gpt) Troy can say “I told you so.”

IBT – There are at least forty Russians hiding in the mountains. Two archers come from Chinan.
Build a sword, a cat.

6. 610 AD – While bombarding everything, I notice that a Russian spear that moved next to Isipezi is gone. Good news. Cathy is running out of money.
Kills: 2 JT, Chinese archer (24-1)

The Mayans rebuild very quickly, pillage-o-rama in Mayanland.

IBT – Here come the Russians (9 in view). The two archers from Chinan step next to Zunguin. Build sword, walls in Zunguin,
Chinese complete Zeus.

7. 620 AD – Kill a JT to make room for the Russians next to our catapult mountain :mischief: Impi Army kills JT. (26-1)

We are losing too much money. I drop lux to 20% and MM, hiring several specialists. It causes several cities to stop growing, but we get a positive cashflow. I should have done this earlier. Too much :smoke:

IBT – Most of the north is now Russian brown (40 in sight). Build settler and sword.

8. 630 AD – Kills: Chinese spear, 2 Russian spears, 2 Russian Pikes, Chinese archer (32-1)

IBT – Kill four Russian archers, 25 Russians move into attack position.

9. 640 AD – Kills: 3 Russian spears,
Lost: archer, sword
Capture and disband a Mayan worker. (39-3)

IBT – The Russians circle westward away from our armies. Amatikulu riots, keep forgetting about MPs. :wallbash:

10. 650 AD – Lost: archer

After Action – Final tally: 39 wins, 4 losses. Just about the best I've ever had in AW. I’ve built some forts along the front line. I’d finish connecting the horses and build a fort there. A settler is in position to settle in the marshes.

Here the situation. The red arrow is the path the Russians have been taking around our defenses.
HNDY6_-_650_SITREP.jpg


Save: http://www.civfanatics.net/uploads8/HNDY6,_650_AD.SAV

I abdicate to the next better player
 
Well we knew that a big attack was possible/likely from Russia (they too were blocked until we broke out from behind the choke.

39 vs 4 is doing well in my book (and I still do the forget the MP and have a town riot even after how many AW games? so you have company there).

Maybe after the main russian assault we can go for the choke.

TMcC, I am sure you know this, but remember if you face huge numbers of enemy troops then try to do 1 damage to as many as you can. They then often head out of our territory to heal. You thus can split the enemy forces and kill them over several turns instead of facing them all at once.
 
Good idea on the forts. :)

As long as the Russians come by land we can deal with them. I was worried about a Russian 12-pack dropping off by boat in our homeland which would have been a real PITA. When they come by land you can keep bait them while you kill them. T_McC can empty Chokehold to bait the AI that way, then fortify Chokehold and empty Zunguin. That way they have to pass back & forth as the cats throw rocks at them. :)

The reason I had temple builds in the choke cities was to push the borders back. Barracks are okay, but we won't get a lot of troops out of those corrupt towns. Frontline temples make the Ai walk further to heal. Border expansion also neutralizes horse units until cavalry. T_McC can decide which he prefers in those towns.

MP riots happen, I try to remember to check my smiles & frowns on F1 each turn before I press enter.

Another army will be a major help for us. We can begin a little push after we deal with Russia's big stack.

Roster and Order of Play
Sir Bugsy
T_McC is UP
Greebley
Yom
Handy
 
Do we still have the leader? In that case I think we should work at getting to the next cutoff in number of towns.

[Edit: We would need 4 more cities - the one we are settling. the peninsula near Ngome (ngome is using only a tiny fraction of its squares), take out Chinan and replace it with one of ours and the second choke.]

The only one that might take time is the second choke.

Looking at the game:

We are in terrible straights financially. Our towns were stuck at too small a size for too long and we built too many units too soon. I would raise Lux to get the cities back growing. Disband archers and the warriors we don't need and merge back in enough workers to get our gold under control. We can then switch all builds away from more military and to markets and aquaducts that we desperately need. Build at least the first 3 towns I mention above to get more unit support. In a normal game we would have size 7+ cities by now with markets.

Basically if we don't grow we will be stuck at the number of units we have now and not doing any research until we die.

Alternatively we could use the current units in a big push forward and let the vultures feast; get more towns built and burn units as fast as we can crank them out. The problem with this is that it is a bad time to push forward with so many Russian units on the table, so much prefer the first alternative

If it wasn't for the closeness of the GLib, I would consider this game very much in doubt on whether we could win. We need to get to it before rifles though. We might even want to try to take it out now.
 
Yes, we still have the leader. We have one settler ready to build, so we'll need three more.

We need to chip away at the number of Russian before we go for the Library. The armies are the only thing keeping them from attacking.
 
Sir Bugsy said:
Yes, we still have the leader. We have one settler ready to build, so we'll need three more.

We need to chip away at the number of Russian before we go for the Library. The armies are the only thing keeping them from attacking.

Should we disband an impi army to rush a market or something and replace it with a sword army?

T_McC said:
Having some HD issues, so if I can't get it straightened out by tomorrow I'll have to take a skip.
OK. we can swap or skip. You can work back in after Greebley or Yom. Let us know.

FYI - Handy will be out Friday to Monday
 
I agree with Greebley. Let's go for five armies. I'm not a huge fan of disbanding units, unless things are desperate. Even obsolete units are good for MP duty and quelling resisters.
 
Thanks for letting me take it TMcC. Glad you were able to solve your disk issues (you buy a new one?)

Preturn: I switch away from building military to take a needed break to build infrastructure. I would prefer more troops, but we have stagnated too long and I just can't believe that futher stagnation is the solution. Lux raised to 30%. We are running a deficit in gold that I need to rectify.

Early: Play defensively. We two swords to archers. Some settlers are built. We are building no military and running a deficit. Merge a few workers in to lessen the deficit.

Mid: Our economy finally balances. We place the first town (not including the one I built on the first turn that Sir Bugsey set up). We are doing ok on the front lines. Would really like more troops though

Late: Build some more towns. One I place right on top of the horses. We have 2 size 7 towns now (I let the capitol grow after building a single settler). We are working on many aquaducts. In 740 we destroy Chinan and build the 20th town. I start up a sword army.

Chinese have iron. Not good.

Notes:
Our 5th army has 3 swords in it. I had to squeezed the cities in pretty tightly to get it too. We need an army out destroying cities if we can. There is only 1 survivng sword on the front lines, but our capitol is building one every 3 turns (that is where the 3 swords in the new army came from).

Our other size 7 town has 4 turns to a market and can then switch to military. Our FP town has 6 turns for an aquaduct and can then start military (it has a market already).

I got science back up to 10%. I would keep it there. If we are start to run a deficit, then get another town to size 7 or build a market. Having knights or MDI will make things a lot easier.

There is a crusader incoming from Russia. The first one I have seen.

Shanghai is built on a fur which we desperately need. I think I would go for that before even the choke. Wait for a slightly quiet turn and grab the city. Currently our corrupt cities need temples to go above size 5 (They are building some in fact)

Switch corrupt cities to court houses (the ones building temples excepting Ibabanago). Court houses will cut the distance corruption in half and make the cities able to generate shields. I hadn't realized how important a tech Code of Laws is on a tiny map, but it is probably up there with Lit, Iron Working, and HBR. Most importantly it will allow them to generate a Lux to grow and more than one shield to build further buildings.

Pillage Chinese Iron They have two iron and we don't want to fight MDI. I tried bringing the pillaging army back, but it was blocked. It came straight from the Russian iron mountain, but maybe should head back to pillage it again.

TMcC, I suspect you will be working on getting our army size up again. In the mean time I am hoping we can damage some Chinese towns with the armies.

The Mayans have not been sending many units at us. The Russian offense is pretty much dead. The chinese are becoming a more serious threat with their MDI's

Our pillaging is definitely having an effect on AI research rates. Noone is building Copernicus or Leo's.
 
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